コード例 #1
0
ファイル: CCPhysicsShape.cs プロジェクト: kkarol93/CocosSharp
        public CCSize GetSize()
        {
            cpPolyShape shape = (_info.GetShapes().FirstOrDefault() as cpPolyShape);            //->getShapes().front();

            return(PhysicsHelper.cpv2size(
                       new cpVect(
                           cpVect.cpvdist(shape.GetVert(1), shape.GetVert(2)),
                           cpVect.cpvdist(shape.GetVert(0), shape.GetVert(1)))));
        }
コード例 #2
0
ファイル: sliceLayer.cs プロジェクト: foobit/ChipmunkSharp
        public void ClipPoly(cpSpace space, cpShape shp, cpVect n, float dist)
        {
            cpPolyShape shape = (cpPolyShape)shp;

            cpBody body = shape.GetBody();


            int count        = shape.Count;
            int clippedCount = 0;

            cpVect[] clipped = new cpVect[count + 1];

            for (int i = 0, j = count - 1; i < count; j = i, i++)
            {
                cpVect a      = body.LocalToWorld(shape.GetVert(j));
                float  a_dist = cpVect.cpvdot(a, n) - dist;

                if (a_dist < 0)
                {
                    clipped[clippedCount] = a;
                    clippedCount++;
                }

                cpVect b      = body.LocalToWorld(shape.GetVert(i));
                float  b_dist = cpVect.cpvdot(b, n) - dist;

                if (a_dist * b_dist < 0)
                {
                    float t = cp.cpfabs(a_dist) / (cp.cpfabs(a_dist) + cp.cpfabs(b_dist));

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

            cpVect centroid = cp.CentroidForPoly(clippedCount, clipped);
            float  mass     = cp.AreaForPoly(clippedCount, clipped, 0) * DENSITY;
            float  moment   = cp.MomentForPoly(mass, clippedCount, clipped, cpVect.cpvneg(centroid), 0);

            cpBody new_body = space.AddBody(new cpBody(mass, moment));

            new_body.SetPosition(centroid);
            new_body.SetVelocity(body.GetVelocityAtWorldPoint(centroid));
            new_body.SetAngularVelocity(body.GetAngularVelocity());

            cpTransform transform = cpTransform.Translate(cpVect.cpvneg(centroid));
            cpShape     new_shape = space.AddShape(new cpPolyShape(new_body, clippedCount, clipped, transform, 0));

            // Copy whatever properties you have set on the original shape that are important
            new_shape.SetFriction(shape.GetFriction());
        }
コード例 #3
0
ファイル: shatterLayer.cs プロジェクト: foobit/ChipmunkSharp
        public void ShatterCell(cpPolyShape shape, cpVect cell, int cell_i, int cell_j, ref WorleyContex context)
        {
            //	printf("cell %dx%d: (% 5.2f, % 5.2f)\n", cell_i, cell_j, cell.x, cell.y);

            cpBody body = shape.body;                             // cpShapeGetBody(shape);

            cpVect[] ping = new cpVect[MAX_VERTEXES_PER_VORONOI]; // cpVect[ (cpVect*)alloca( * sizeof(cpVect));
            cpVect[] pong = new cpVect[MAX_VERTEXES_PER_VORONOI]; //(cpVect*)alloca(MAX_VERTEXES_PER_VORONOI * sizeof(cpVect));

            int count = shape.Count;                              // cpPolyShapeGetCount();

            count = (count > MAX_VERTEXES_PER_VORONOI ? MAX_VERTEXES_PER_VORONOI : count);

            for (int i = 0; i < count; i++)
            {
                ping[i] = body.LocalToWorld(shape.GetVert(i));
            }

            cpPointQueryInfo info = null;

            for (int i = 0; i < context.width; i++)
            {
                for (int j = 0; j < context.height; j++)
                {
                    if (
                        !(i == cell_i && j == cell_j) &&
                        shape.PointQuery(cell, ref info) < 0
                        )
                    {
                        count = ClipCell(shape, cell, i, j, context, ping, pong, count);

                        for (int u = 0; u < pong.Length; u++)
                        {
                            if (pong[u] != null)
                            {
                                ping[u] = new cpVect(pong[u]);
                            }
                        }
                    }
                }
            }

            cpVect centroid = cp.CentroidForPoly(count, ping);
            float  mass     = cp.AreaForPoly(count, ping, 0) * DENSITY;
            float  moment   = cp.MomentForPoly(mass, count, ping, cpVect.cpvneg(centroid), 0);

            cpBody new_body = space.AddBody(new cpBody(mass, moment));

            new_body.SetPosition(centroid);

            new_body.SetPosition(centroid);
            new_body.SetVelocity(body.GetVelocityAtLocalPoint(centroid));
            new_body.SetAngularVelocity(body.GetAngularVelocity());

            cpTransform transform = cpTransform.Translate(cpVect.cpvneg(centroid));
            cpShape     new_shape = space.AddShape(new cpPolyShape(new_body, count, ping, transform, 0));

            // Copy whatever properties you have set on the original shape that are important
            new_shape.SetFriction(shape.GetFriction());
        }
コード例 #4
0
ファイル: buoyancyLayer.cs プロジェクト: foobit/ChipmunkSharp
        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);
        }