public void BallIterator(cpBody body, cpArbiter arb, ref int count)
        {
            cpShape ball, other;

            arb.GetShapes(out ball, out other);
            draw.Add(other.bb);
            count++;
        }
Example #2
0
        static bool preSolve(cpArbiter arb, cpSpace space, object o)
        {
            cpShape a, b;

            arb.GetShapes(out a, out b);

            OneWayPlatform platform = (OneWayPlatform)a.userData;            // (OneWayPlatform*)cpShapeGetUserData(a);

            if (cpVect.cpvdot(arb.GetNormal(), platform.n) < 0)
            {
                arb.Ignore();                // cpArbiterIgnore(arb);
                return(false);
            }

            return(true);
        }
Example #3
0
        public static bool CollisionBeginCallbackFunc(cpArbiter arb, cpSpace space, CCPhysicsWorld world)
        {
            cpShape a, b;

            arb.GetShapes(out a, out b);

            CCPhysicsShapeInfo ita = null, itb = null;

            cp.AssertWarn(CCPhysicsShapeInfo.Map.TryGetValue(a, out ita) && CCPhysicsShapeInfo.Map.TryGetValue(b, out itb));
            if (a != null || b != null)
            {
                return(false);
            }

            CCPhysicsContact contact = new CCPhysicsContact(ita.getShape(), itb.getShape());

            arb.data             = contact;
            contact._contactInfo = arb;

            return(world.CollisionBeginCallback(contact));
        }
Example #4
0
        public bool waterPreSolve(cpArbiter arb, cpSpace space, object o)
        {
            cpShape obj1, obj2;

            arb.GetShapes(out obj1, out obj2);
            cpPolyShape water = obj1 as cpPolyShape;
            cpPolyShape poly  = obj2 as cpPolyShape;
            cpBody      body  = poly.GetBody();

            float level = water.GetBB().t; // cpShapeGetBB().t;

            int count        = poly.Count; //cpPolyShapeGetCount(poly.g);
            int clippedCount = 0;

            cpVect[] clipped = new cpVect[10];

            for (int i = 0, j = count - 1; i < count; j = i, i++)
            {
                cpVect a = body.LocalToWorld(poly.GetVert(j));
                cpVect b = body.LocalToWorld(poly.GetVert(i));

                if (a.y < level)
                {
                    clipped[clippedCount] = a;
                    clippedCount++;
                }

                float a_level = a.y - level;
                float b_level = b.y - level;

                if (a_level * b_level < 0.0f)
                {
                    float t = cp.cpfabs(a_level) / (cp.cpfabs(a_level) + cp.cpfabs(b_level));

                    clipped[clippedCount] = cpVect.cpvlerp(a, b, t);
                    clippedCount++;
                }
            }

            // Calculate buoyancy from the clipped polygon area
            float  clippedArea   = cp.AreaForPoly(clippedCount, clipped, 0.0f);
            float  displacedMass = clippedArea * FLUID_DENSITY;
            cpVect centroid      = cp.CentroidForPoly(clippedCount, clipped);

            //ChipmunkDebugDrawPolygon(clippedCount, clipped, 0.0f, RGBAColor(0, 0, 1, 1), RGBAColor(0, 0, 1, 0.1f));
            //ChipmunkDebugDrawDot(5, centroid, RGBAColor(0, 0, 1, 1));

            float  dt = space.GetCurrentTimeStep();
            cpVect g  = space.GetGravity();

            // Apply the buoyancy force as an impulse.
            body.ApplyImpulseAtWorldPoint(cpVect.cpvmult(g, -displacedMass * dt), centroid);

            // Apply linear damping for the fluid drag.
            cpVect v_centroid = body.GetVelocityAtWorldPoint(centroid);
            float  k          = k_scalar_body(body, centroid, cpVect.cpvnormalize(v_centroid));
            float  damping    = clippedArea * FLUID_DRAG * FLUID_DENSITY;
            float  v_coef     = cp.cpfexp(-damping * dt * k); // linear drag

            //	cpfloat v_coef = 1.0/(1.0 + damping*dt*cpvlength(v_centroid)*k); // quadratic drag
            body.ApplyImpulseAtWorldPoint(cpVect.cpvmult(cpVect.cpvsub(cpVect.cpvmult(v_centroid, v_coef), v_centroid), 1.0f / k), centroid);

            // Apply angular damping for the fluid drag.
            cpVect cog       = body.LocalToWorld(body.GetCenterOfGravity());
            float  w_damping = cp.MomentForPoly(FLUID_DRAG * FLUID_DENSITY * clippedArea, clippedCount, clipped, cpVect.cpvneg(cog), 0.0f);

            body.SetAngularVelocity(body.GetAngularVelocity() * cp.cpfexp(-w_damping * dt / body.GetMoment()));
            return(true);
        }