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2026-03-03 13:56:44 +08:00
/* Copyright (c) 2007 Scott Lembcke
*
* 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 "chipmunk.h"
#include "constraints/util.h"
#include "ChipmunkDemo.h"
static void
update(cpSpace *space, double dt)
{
cpSpaceStep(space, dt);
}
#define FLUID_DENSITY 0.00014
#define FLUID_DRAG 2.0
char messageBuffer[1024] = {};
static cpBool
waterPreSolve(cpArbiter *arb, cpSpace *space, void *ptr)
{
CP_ARBITER_GET_SHAPES(arb, water, poly);
cpBody *body = cpShapeGetBody(poly);
// Get the top of the water sensor bounding box to use as the water level.
cpFloat level = cpShapeGetBB(water).t;
// Clip the polygon against the water level
int count = cpPolyShapeGetNumVerts(poly);
int clippedCount = 0;
#ifdef _MSC_VER
// MSVC is pretty much the only compiler in existence that doesn't support variable sized arrays.
cpVect clipped[10];
#else
cpVect clipped[count + 1];
#endif
for(int i=0, j=count-1; i<count; j=i, i++){
cpVect a = cpBodyLocal2World(body, cpPolyShapeGetVert(poly, j));
cpVect b = cpBodyLocal2World(body, cpPolyShapeGetVert(poly, i));
if(a.y < level){
clipped[clippedCount] = a;
clippedCount++;
}
cpFloat a_level = a.y - level;
cpFloat b_level = b.y - level;
if(a_level*b_level < 0.0f){
cpFloat t = cpfabs(a_level)/(cpfabs(a_level) + cpfabs(b_level));
clipped[clippedCount] = cpvlerp(a, b, t);
clippedCount++;
}
}
// Calculate buoyancy from the clipped polygon area
cpFloat clippedArea = cpAreaForPoly(clippedCount, clipped);
cpFloat displacedMass = clippedArea*FLUID_DENSITY;
cpVect centroid = cpCentroidForPoly(clippedCount, clipped);
cpVect r = cpvsub(centroid, cpBodyGetPos(body));
ChipmunkDebugDrawPolygon(clippedCount, clipped, 0.0f, RGBAColor(0, 0, 1, 1), RGBAColor(0, 0, 1, 0.1f));
ChipmunkDebugDrawDot(5, centroid, RGBAColor(0, 0, 1, 1));
cpFloat dt = cpSpaceGetCurrentTimeStep(space);
cpVect g = cpSpaceGetGravity(space);
// Apply the buoyancy force as an impulse.
apply_impulse(body, cpvmult(g, -displacedMass*dt), r);
// Apply linear damping for the fluid drag.
cpVect v_centroid = cpvadd(body->v, cpvmult(cpvperp(r), body->w));
cpFloat k = k_scalar_body(body, r, cpvnormalize_safe(v_centroid));
cpFloat damping = clippedArea*FLUID_DRAG*FLUID_DENSITY;
cpFloat v_coef = cpfexp(-damping*dt*k); // linear drag
// cpFloat v_coef = 1.0/(1.0 + damping*dt*cpvlength(v_centroid)*k); // quadratic drag
apply_impulse(body, cpvmult(cpvsub(cpvmult(v_centroid, v_coef), v_centroid), 1.0/k), r);
// Apply angular damping for the fluid drag.
cpFloat w_damping = cpMomentForPoly(FLUID_DRAG*FLUID_DENSITY*clippedArea, clippedCount, clipped, cpvneg(body->p));
body->w *= cpfexp(-w_damping*dt*body->i_inv);
return cpTrue;
}
static cpSpace *
init(void)
{
ChipmunkDemoMessageString = messageBuffer;
cpSpace *space = cpSpaceNew();
cpSpaceSetIterations(space, 30);
cpSpaceSetGravity(space, cpv(0, -500));
// cpSpaceSetDamping(space, 0.5);
cpSpaceSetSleepTimeThreshold(space, 0.5f);
cpSpaceSetCollisionSlop(space, 0.5f);
cpBody *body, *staticBody = cpSpaceGetStaticBody(space);
cpShape *shape;
// Create segments around the edge of the screen.
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(-320,240), 0.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(320,-240), cpv(320,240), 0.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,-240), cpv(320,-240), 0.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(-320,240), cpv(320,240), 0.0f));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
{
// Add the edges of the bucket
cpBB bb = cpBBNew(-300, -200, 100, 0);
cpFloat radius = 5.0f;
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.l, bb.b), cpv(bb.l, bb.t), radius));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.r, bb.b), cpv(bb.r, bb.t), radius));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
shape = cpSpaceAddShape(space, cpSegmentShapeNew(staticBody, cpv(bb.l, bb.b), cpv(bb.r, bb.b), radius));
cpShapeSetElasticity(shape, 1.0f);
cpShapeSetFriction(shape, 1.0f);
cpShapeSetLayers(shape, NOT_GRABABLE_MASK);
// Add the sensor for the water.
shape = cpSpaceAddShape(space, cpBoxShapeNew2(staticBody, bb));
cpShapeSetSensor(shape, cpTrue);
cpShapeSetCollisionType(shape, 1);
}
{
cpFloat width = 200.0f;
cpFloat height = 50.0f;
cpFloat mass = 0.3*FLUID_DENSITY*width*height;
cpFloat moment = cpMomentForBox(mass, width, height);
body = cpSpaceAddBody(space, cpBodyNew(mass, moment));
cpBodySetPos(body, cpv(-50, -100));
cpBodySetVel(body, cpv(0, -100));
cpBodySetAngVel(body, 1);
shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height));
cpShapeSetFriction(shape, 0.8f);
}
{
cpFloat width = 40.0f;
cpFloat height = width*2;
cpFloat mass = 0.3*FLUID_DENSITY*width*height;
cpFloat moment = cpMomentForBox(mass, width, height);
body = cpSpaceAddBody(space, cpBodyNew(mass, moment));
cpBodySetPos(body, cpv(-200, -50));
cpBodySetVel(body, cpv(0, -100));
cpBodySetAngVel(body, 1);
shape = cpSpaceAddShape(space, cpBoxShapeNew(body, width, height));
cpShapeSetFriction(shape, 0.8f);
}
cpSpaceAddCollisionHandler(space, 1, 0, NULL, (cpCollisionPreSolveFunc)waterPreSolve, NULL, NULL, NULL);
return space;
}
static void
destroy(cpSpace *space)
{
ChipmunkDemoFreeSpaceChildren(space);
cpSpaceFree(space);
}
ChipmunkDemo Buoyancy = {
"Simple Sensor based fluids.",
1.0/180.0,
init,
update,
ChipmunkDemoDefaultDrawImpl,
destroy,
};