627 lines
14 KiB
C
627 lines
14 KiB
C
|
/* Copyright (c) 2013 Scott Lembcke and Howling Moon Software
|
||
|
*
|
||
|
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
* of this software and associated documentation files (the "Software"), to deal
|
||
|
* in the Software without restriction, including without limitation the rights
|
||
|
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||
|
* copies of the Software, and to permit persons to whom the Software is
|
||
|
* furnished to do so, subject to the following conditions:
|
||
|
*
|
||
|
* The above copyright notice and this permission notice shall be included in
|
||
|
* all copies or substantial portions of the Software.
|
||
|
*
|
||
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||
|
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||
|
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||
|
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||
|
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||
|
* SOFTWARE.
|
||
|
*/
|
||
|
|
||
|
#include <float.h>
|
||
|
#include <stdarg.h>
|
||
|
|
||
|
#include "chipmunk/chipmunk_private.h"
|
||
|
|
||
|
cpBody*
|
||
|
cpBodyAlloc(void)
|
||
|
{
|
||
|
return (cpBody *)cpcalloc(1, sizeof(cpBody));
|
||
|
}
|
||
|
|
||
|
cpBody *
|
||
|
cpBodyInit(cpBody *body, cpFloat mass, cpFloat moment)
|
||
|
{
|
||
|
body->space = NULL;
|
||
|
body->shapeList = NULL;
|
||
|
body->arbiterList = NULL;
|
||
|
body->constraintList = NULL;
|
||
|
|
||
|
body->velocity_func = cpBodyUpdateVelocity;
|
||
|
body->position_func = cpBodyUpdatePosition;
|
||
|
|
||
|
body->sleeping.root = NULL;
|
||
|
body->sleeping.next = NULL;
|
||
|
body->sleeping.idleTime = 0.0f;
|
||
|
|
||
|
body->p = cpvzero;
|
||
|
body->v = cpvzero;
|
||
|
body->f = cpvzero;
|
||
|
|
||
|
body->w = 0.0f;
|
||
|
body->t = 0.0f;
|
||
|
|
||
|
body->v_bias = cpvzero;
|
||
|
body->w_bias = 0.0f;
|
||
|
|
||
|
body->userData = NULL;
|
||
|
|
||
|
// Setters must be called after full initialization so the sanity checks don't assert on garbage data.
|
||
|
cpBodySetMass(body, mass);
|
||
|
cpBodySetMoment(body, moment);
|
||
|
cpBodySetAngle(body, 0.0f);
|
||
|
|
||
|
return body;
|
||
|
}
|
||
|
|
||
|
cpBody*
|
||
|
cpBodyNew(cpFloat mass, cpFloat moment)
|
||
|
{
|
||
|
return cpBodyInit(cpBodyAlloc(), mass, moment);
|
||
|
}
|
||
|
|
||
|
cpBody*
|
||
|
cpBodyNewKinematic()
|
||
|
{
|
||
|
cpBody *body = cpBodyNew(0.0f, 0.0f);
|
||
|
cpBodySetType(body, CP_BODY_TYPE_KINEMATIC);
|
||
|
|
||
|
return body;
|
||
|
}
|
||
|
|
||
|
cpBody*
|
||
|
cpBodyNewStatic()
|
||
|
{
|
||
|
cpBody *body = cpBodyNew(0.0f, 0.0f);
|
||
|
cpBodySetType(body, CP_BODY_TYPE_STATIC);
|
||
|
|
||
|
return body;
|
||
|
}
|
||
|
|
||
|
void cpBodyDestroy(cpBody *body){}
|
||
|
|
||
|
void
|
||
|
cpBodyFree(cpBody *body)
|
||
|
{
|
||
|
if(body){
|
||
|
cpBodyDestroy(body);
|
||
|
cpfree(body);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef NDEBUG
|
||
|
#define cpAssertSaneBody(body)
|
||
|
#else
|
||
|
static void cpv_assert_nan(cpVect v, char *message){cpAssertHard(v.x == v.x && v.y == v.y, message);}
|
||
|
static void cpv_assert_infinite(cpVect v, char *message){cpAssertHard(cpfabs(v.x) != INFINITY && cpfabs(v.y) != INFINITY, message);}
|
||
|
static void cpv_assert_sane(cpVect v, char *message){cpv_assert_nan(v, message); cpv_assert_infinite(v, message);}
|
||
|
|
||
|
static void
|
||
|
cpBodySanityCheck(const cpBody *body)
|
||
|
{
|
||
|
cpAssertHard(body->m == body->m && body->m_inv == body->m_inv, "Body's mass is NaN.");
|
||
|
cpAssertHard(body->i == body->i && body->i_inv == body->i_inv, "Body's moment is NaN.");
|
||
|
cpAssertHard(body->m >= 0.0f, "Body's mass is negative.");
|
||
|
cpAssertHard(body->i >= 0.0f, "Body's moment is negative.");
|
||
|
|
||
|
cpv_assert_sane(body->p, "Body's position is invalid.");
|
||
|
cpv_assert_sane(body->v, "Body's velocity is invalid.");
|
||
|
cpv_assert_sane(body->f, "Body's force is invalid.");
|
||
|
|
||
|
cpAssertHard(body->a == body->a && cpfabs(body->a) != INFINITY, "Body's angle is invalid.");
|
||
|
cpAssertHard(body->w == body->w && cpfabs(body->w) != INFINITY, "Body's angular velocity is invalid.");
|
||
|
cpAssertHard(body->t == body->t && cpfabs(body->t) != INFINITY, "Body's torque is invalid.");
|
||
|
}
|
||
|
|
||
|
#define cpAssertSaneBody(body) cpBodySanityCheck(body)
|
||
|
#endif
|
||
|
|
||
|
cpBool
|
||
|
cpBodyIsSleeping(const cpBody *body)
|
||
|
{
|
||
|
return (body->sleeping.root != ((cpBody*)0));
|
||
|
}
|
||
|
|
||
|
cpBodyType
|
||
|
cpBodyGetType(cpBody *body)
|
||
|
{
|
||
|
if(body->sleeping.idleTime == INFINITY){
|
||
|
return CP_BODY_TYPE_STATIC;
|
||
|
} else if(body->m == INFINITY){
|
||
|
return CP_BODY_TYPE_KINEMATIC;
|
||
|
} else {
|
||
|
return CP_BODY_TYPE_DYNAMIC;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetType(cpBody *body, cpBodyType type)
|
||
|
{
|
||
|
cpBodyType oldType = cpBodyGetType(body);
|
||
|
if(oldType == type) return;
|
||
|
|
||
|
// Static bodies have their idle timers set to infinity.
|
||
|
// Non-static bodies should have their idle timer reset.
|
||
|
body->sleeping.idleTime = (type == CP_BODY_TYPE_STATIC ? INFINITY : 0.0f);
|
||
|
|
||
|
if(type == CP_BODY_TYPE_DYNAMIC){
|
||
|
body->m = body->i = 0.0f;
|
||
|
body->m_inv = body->i_inv = INFINITY;
|
||
|
|
||
|
cpBodyAccumulateMassFromShapes(body);
|
||
|
} else {
|
||
|
body->m = body->i = INFINITY;
|
||
|
body->m_inv = body->i_inv = 0.0f;
|
||
|
|
||
|
body->v = cpvzero;
|
||
|
body->w = 0.0f;
|
||
|
}
|
||
|
|
||
|
// If the body is added to a space already, we'll need to update some space data structures.
|
||
|
cpSpace *space = cpBodyGetSpace(body);
|
||
|
if(space != NULL){
|
||
|
cpAssertSpaceUnlocked(space);
|
||
|
|
||
|
if(oldType == CP_BODY_TYPE_STATIC){
|
||
|
// TODO This is probably not necessary
|
||
|
// cpBodyActivateStatic(body, NULL);
|
||
|
} else {
|
||
|
cpBodyActivate(body);
|
||
|
}
|
||
|
|
||
|
// Move the bodies to the correct array.
|
||
|
cpArray *fromArray = cpSpaceArrayForBodyType(space, oldType);
|
||
|
cpArray *toArray = cpSpaceArrayForBodyType(space, type);
|
||
|
if(fromArray != toArray){
|
||
|
cpArrayDeleteObj(fromArray, body);
|
||
|
cpArrayPush(toArray, body);
|
||
|
}
|
||
|
|
||
|
// Move the body's shapes to the correct spatial index.
|
||
|
cpSpatialIndex *fromIndex = (oldType == CP_BODY_TYPE_STATIC ? space->staticShapes : space->dynamicShapes);
|
||
|
cpSpatialIndex *toIndex = (type == CP_BODY_TYPE_STATIC ? space->staticShapes : space->dynamicShapes);
|
||
|
if(fromIndex != toIndex){
|
||
|
CP_BODY_FOREACH_SHAPE(body, shape){
|
||
|
cpSpatialIndexRemove(fromIndex, shape, shape->hashid);
|
||
|
cpSpatialIndexInsert(toIndex, shape, shape->hashid);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
// Should *only* be called when shapes with mass info are modified, added or removed.
|
||
|
void
|
||
|
cpBodyAccumulateMassFromShapes(cpBody *body)
|
||
|
{
|
||
|
if(body == NULL || cpBodyGetType(body) != CP_BODY_TYPE_DYNAMIC) return;
|
||
|
|
||
|
// Reset the body's mass data.
|
||
|
body->m = body->i = 0.0f;
|
||
|
body->cog = cpvzero;
|
||
|
|
||
|
// Cache the position to realign it at the end.
|
||
|
cpVect pos = cpBodyGetPosition(body);
|
||
|
|
||
|
// Accumulate mass from shapes.
|
||
|
CP_BODY_FOREACH_SHAPE(body, shape){
|
||
|
struct cpShapeMassInfo *info = &shape->massInfo;
|
||
|
cpFloat m = info->m;
|
||
|
|
||
|
if(m > 0.0f){
|
||
|
cpFloat msum = body->m + m;
|
||
|
|
||
|
body->i += m*info->i + cpvdistsq(body->cog, info->cog)*(m*body->m)/msum;
|
||
|
body->cog = cpvlerp(body->cog, info->cog, m/msum);
|
||
|
body->m = msum;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Recalculate the inverses.
|
||
|
body->m_inv = 1.0f/body->m;
|
||
|
body->i_inv = 1.0f/body->i;
|
||
|
|
||
|
// Realign the body since the CoG has probably moved.
|
||
|
cpBodySetPosition(body, pos);
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpSpace *
|
||
|
cpBodyGetSpace(const cpBody *body)
|
||
|
{
|
||
|
return body->space;
|
||
|
}
|
||
|
|
||
|
cpFloat
|
||
|
cpBodyGetMass(const cpBody *body)
|
||
|
{
|
||
|
return body->m;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetMass(cpBody *body, cpFloat mass)
|
||
|
{
|
||
|
cpAssertHard(cpBodyGetType(body) == CP_BODY_TYPE_DYNAMIC, "You cannot set the mass of kinematic or static bodies.");
|
||
|
cpAssertHard(0.0f <= mass && mass < INFINITY, "Mass must be positive and finite.");
|
||
|
|
||
|
cpBodyActivate(body);
|
||
|
body->m = mass;
|
||
|
body->m_inv = mass == 0.0f ? INFINITY : 1.0f/mass;
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpFloat
|
||
|
cpBodyGetMoment(const cpBody *body)
|
||
|
{
|
||
|
return body->i;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetMoment(cpBody *body, cpFloat moment)
|
||
|
{
|
||
|
cpAssertHard(moment >= 0.0f, "Moment of Inertia must be positive.");
|
||
|
|
||
|
cpBodyActivate(body);
|
||
|
body->i = moment;
|
||
|
body->i_inv = moment == 0.0f ? INFINITY : 1.0f/moment;
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyGetRotation(const cpBody *body)
|
||
|
{
|
||
|
return cpv(body->transform.a, body->transform.b);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyAddShape(cpBody *body, cpShape *shape)
|
||
|
{
|
||
|
cpShape *next = body->shapeList;
|
||
|
if(next) next->prev = shape;
|
||
|
|
||
|
shape->next = next;
|
||
|
body->shapeList = shape;
|
||
|
|
||
|
if(shape->massInfo.m > 0.0f){
|
||
|
cpBodyAccumulateMassFromShapes(body);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyRemoveShape(cpBody *body, cpShape *shape)
|
||
|
{
|
||
|
cpShape *prev = shape->prev;
|
||
|
cpShape *next = shape->next;
|
||
|
|
||
|
if(prev){
|
||
|
prev->next = next;
|
||
|
} else {
|
||
|
body->shapeList = next;
|
||
|
}
|
||
|
|
||
|
if(next){
|
||
|
next->prev = prev;
|
||
|
}
|
||
|
|
||
|
shape->prev = NULL;
|
||
|
shape->next = NULL;
|
||
|
|
||
|
if(cpBodyGetType(body) == CP_BODY_TYPE_DYNAMIC && shape->massInfo.m > 0.0f){
|
||
|
cpBodyAccumulateMassFromShapes(body);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static cpConstraint *
|
||
|
filterConstraints(cpConstraint *node, cpBody *body, cpConstraint *filter)
|
||
|
{
|
||
|
if(node == filter){
|
||
|
return cpConstraintNext(node, body);
|
||
|
} else if(node->a == body){
|
||
|
node->next_a = filterConstraints(node->next_a, body, filter);
|
||
|
} else {
|
||
|
node->next_b = filterConstraints(node->next_b, body, filter);
|
||
|
}
|
||
|
|
||
|
return node;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyRemoveConstraint(cpBody *body, cpConstraint *constraint)
|
||
|
{
|
||
|
body->constraintList = filterConstraints(body->constraintList, body, constraint);
|
||
|
}
|
||
|
|
||
|
// 'p' is the position of the CoG
|
||
|
static void
|
||
|
SetTransform(cpBody *body, cpVect p, cpFloat a)
|
||
|
{
|
||
|
cpVect rot = cpvforangle(a);
|
||
|
cpVect c = body->cog;
|
||
|
|
||
|
body->transform = cpTransformNewTranspose(
|
||
|
rot.x, -rot.y, p.x - (c.x*rot.x - c.y*rot.y),
|
||
|
rot.y, rot.x, p.y - (c.x*rot.y + c.y*rot.x)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
static inline cpFloat
|
||
|
SetAngle(cpBody *body, cpFloat a)
|
||
|
{
|
||
|
body->a = a;
|
||
|
cpAssertSaneBody(body);
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyGetPosition(const cpBody *body)
|
||
|
{
|
||
|
return cpTransformPoint(body->transform, cpvzero);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetPosition(cpBody *body, cpVect position)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
cpVect p = body->p = cpvadd(cpTransformVect(body->transform, body->cog), position);
|
||
|
cpAssertSaneBody(body);
|
||
|
|
||
|
SetTransform(body, p, body->a);
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyGetCenterOfGravity(const cpBody *body)
|
||
|
{
|
||
|
return body->cog;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetCenterOfGravity(cpBody *body, cpVect cog)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
body->cog = cog;
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyGetVelocity(const cpBody *body)
|
||
|
{
|
||
|
return body->v;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetVelocity(cpBody *body, cpVect velocity)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
body->v = velocity;
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyGetForce(const cpBody *body)
|
||
|
{
|
||
|
return body->f;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetForce(cpBody *body, cpVect force)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
body->f = force;
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpFloat
|
||
|
cpBodyGetAngle(const cpBody *body)
|
||
|
{
|
||
|
return body->a;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetAngle(cpBody *body, cpFloat angle)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
SetAngle(body, angle);
|
||
|
|
||
|
SetTransform(body, body->p, angle);
|
||
|
}
|
||
|
|
||
|
cpFloat
|
||
|
cpBodyGetAngularVelocity(const cpBody *body)
|
||
|
{
|
||
|
return body->w;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetAngularVelocity(cpBody *body, cpFloat angularVelocity)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
body->w = angularVelocity;
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpFloat
|
||
|
cpBodyGetTorque(const cpBody *body)
|
||
|
{
|
||
|
return body->t;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetTorque(cpBody *body, cpFloat torque)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
body->t = torque;
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpDataPointer
|
||
|
cpBodyGetUserData(const cpBody *body)
|
||
|
{
|
||
|
return body->userData;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetUserData(cpBody *body, cpDataPointer userData)
|
||
|
{
|
||
|
body->userData = userData;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetVelocityUpdateFunc(cpBody *body, cpBodyVelocityFunc velocityFunc)
|
||
|
{
|
||
|
body->velocity_func = velocityFunc;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodySetPositionUpdateFunc(cpBody *body, cpBodyPositionFunc positionFunc)
|
||
|
{
|
||
|
body->position_func = positionFunc;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
|
||
|
{
|
||
|
// Skip kinematic bodies.
|
||
|
if(cpBodyGetType(body) == CP_BODY_TYPE_KINEMATIC) return;
|
||
|
|
||
|
cpAssertSoft(body->m > 0.0f && body->i > 0.0f, "Body's mass and moment must be positive to simulate. (Mass: %f Moment: %f)", body->m, body->i);
|
||
|
|
||
|
body->v = cpvadd(cpvmult(body->v, damping), cpvmult(cpvadd(gravity, cpvmult(body->f, body->m_inv)), dt));
|
||
|
body->w = body->w*damping + body->t*body->i_inv*dt;
|
||
|
|
||
|
// Reset forces.
|
||
|
body->f = cpvzero;
|
||
|
body->t = 0.0f;
|
||
|
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyUpdatePosition(cpBody *body, cpFloat dt)
|
||
|
{
|
||
|
cpVect p = body->p = cpvadd(body->p, cpvmult(cpvadd(body->v, body->v_bias), dt));
|
||
|
cpFloat a = SetAngle(body, body->a + (body->w + body->w_bias)*dt);
|
||
|
SetTransform(body, p, a);
|
||
|
|
||
|
body->v_bias = cpvzero;
|
||
|
body->w_bias = 0.0f;
|
||
|
|
||
|
cpAssertSaneBody(body);
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyLocalToWorld(const cpBody *body, const cpVect point)
|
||
|
{
|
||
|
return cpTransformPoint(body->transform, point);
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyWorldToLocal(const cpBody *body, const cpVect point)
|
||
|
{
|
||
|
return cpTransformPoint(cpTransformRigidInverse(body->transform), point);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyApplyForceAtWorldPoint(cpBody *body, cpVect force, cpVect point)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
body->f = cpvadd(body->f, force);
|
||
|
|
||
|
cpVect r = cpvsub(point, cpTransformPoint(body->transform, body->cog));
|
||
|
body->t += cpvcross(r, force);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyApplyForceAtLocalPoint(cpBody *body, cpVect force, cpVect point)
|
||
|
{
|
||
|
cpBodyApplyForceAtWorldPoint(body, cpTransformVect(body->transform, force), cpTransformPoint(body->transform, point));
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyApplyImpulseAtWorldPoint(cpBody *body, cpVect impulse, cpVect point)
|
||
|
{
|
||
|
cpBodyActivate(body);
|
||
|
|
||
|
cpVect r = cpvsub(point, cpTransformPoint(body->transform, body->cog));
|
||
|
apply_impulse(body, impulse, r);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyApplyImpulseAtLocalPoint(cpBody *body, cpVect impulse, cpVect point)
|
||
|
{
|
||
|
cpBodyApplyImpulseAtWorldPoint(body, cpTransformVect(body->transform, impulse), cpTransformPoint(body->transform, point));
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyGetVelocityAtLocalPoint(const cpBody *body, cpVect point)
|
||
|
{
|
||
|
cpVect r = cpTransformVect(body->transform, cpvsub(point, body->cog));
|
||
|
return cpvadd(body->v, cpvmult(cpvperp(r), body->w));
|
||
|
}
|
||
|
|
||
|
cpVect
|
||
|
cpBodyGetVelocityAtWorldPoint(const cpBody *body, cpVect point)
|
||
|
{
|
||
|
cpVect r = cpvsub(point, cpTransformPoint(body->transform, body->cog));
|
||
|
return cpvadd(body->v, cpvmult(cpvperp(r), body->w));
|
||
|
}
|
||
|
|
||
|
cpFloat
|
||
|
cpBodyKineticEnergy(const cpBody *body)
|
||
|
{
|
||
|
// Need to do some fudging to avoid NaNs
|
||
|
cpFloat vsq = cpvdot(body->v, body->v);
|
||
|
cpFloat wsq = body->w*body->w;
|
||
|
return (vsq ? vsq*body->m : 0.0f) + (wsq ? wsq*body->i : 0.0f);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyEachShape(cpBody *body, cpBodyShapeIteratorFunc func, void *data)
|
||
|
{
|
||
|
cpShape *shape = body->shapeList;
|
||
|
while(shape){
|
||
|
cpShape *next = shape->next;
|
||
|
func(body, shape, data);
|
||
|
shape = next;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyEachConstraint(cpBody *body, cpBodyConstraintIteratorFunc func, void *data)
|
||
|
{
|
||
|
cpConstraint *constraint = body->constraintList;
|
||
|
while(constraint){
|
||
|
cpConstraint *next = cpConstraintNext(constraint, body);
|
||
|
func(body, constraint, data);
|
||
|
constraint = next;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
cpBodyEachArbiter(cpBody *body, cpBodyArbiterIteratorFunc func, void *data)
|
||
|
{
|
||
|
cpArbiter *arb = body->arbiterList;
|
||
|
while(arb){
|
||
|
cpArbiter *next = cpArbiterNext(arb, body);
|
||
|
|
||
|
cpBool swapped = arb->swapped; {
|
||
|
arb->swapped = (body == arb->body_b);
|
||
|
func(body, arb, data);
|
||
|
} arb->swapped = swapped;
|
||
|
|
||
|
arb = next;
|
||
|
}
|
||
|
}
|