void motor_preSolve(cpConstraint motor, cpSpace space) { float dt = space.GetCurrentTimeStep(); float target_x = CCMouse.Instance.Position.x; paint = new shape { point1 = new cpVect(target_x, -1000.0f), point2 = new cpVect(target_x, 1000.0f), }; float max_v = 500.0f; float target_v = cp.cpfclamp(cp.bias_coef(0.5f, dt / 1.2f) * (target_x - balance_body.GetPosition().x) / dt, -max_v, max_v); float error_v = (target_v - balance_body.GetVelocity().x); float target_sin = 3.0e-3f * cp.bias_coef(0.1f, dt) * error_v / dt; float max_sin = cp.cpfsin(0.6f); balance_sin = cp.cpfclamp(balance_sin - 6.0e-5f * cp.bias_coef(0.2f, dt) * error_v / dt, -max_sin, max_sin); float target_a = (float)Math.Asin(cp.cpfclamp(-target_sin + balance_sin, -max_sin, max_sin)); float angular_diff = (float)Math.Asin(cpVect.cpvcross(balance_body.GetRotation(), cpVect.cpvforangle(target_a))); float target_w = cp.bias_coef(0.1f, dt / 0.4f) * (angular_diff) / dt; float max_rate = 50.0f; float rate = cp.cpfclamp(wheel_body.GetAngularVelocity() + balance_body.GetAngularVelocity() - target_w, -max_rate, max_rate); motor.SetRate(cp.cpfclamp(rate, -max_rate, max_rate)); motor.SetMaxForce(8.0e4f); }
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); }