/* 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; iv, 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, };