/* 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. */ #define CP_ALLOW_PRIVATE_ACCESS 1 #include "chipmunk.h" #define CP_HASH_COEF (3344921057ul) #define CP_HASH_PAIR(A, B) ((cpHashValue)(A)*CP_HASH_COEF ^ (cpHashValue)(B)*CP_HASH_COEF) // TODO: Eww. Magic numbers. #define MAGIC_EPSILON 1e-5 //MARK: cpArray struct cpArray { int num, max; void **arr; }; cpArray *cpArrayNew(int size); void cpArrayFree(cpArray *arr); void cpArrayPush(cpArray *arr, void *object); void *cpArrayPop(cpArray *arr); void cpArrayDeleteObj(cpArray *arr, void *obj); cpBool cpArrayContains(cpArray *arr, void *ptr); void cpArrayFreeEach(cpArray *arr, void (freeFunc)(void*)); //MARK: Foreach loops static inline cpConstraint * cpConstraintNext(cpConstraint *node, cpBody *body) { return (node->a == body ? node->next_a : node->next_b); } #define CP_BODY_FOREACH_CONSTRAINT(bdy, var)\ for(cpConstraint *var = bdy->constraintList; var; var = cpConstraintNext(var, bdy)) static inline cpArbiter * cpArbiterNext(cpArbiter *node, cpBody *body) { return (node->body_a == body ? node->thread_a.next : node->thread_b.next); } #define CP_BODY_FOREACH_ARBITER(bdy, var)\ for(cpArbiter *var = bdy->arbiterList; var; var = cpArbiterNext(var, bdy)) #define CP_BODY_FOREACH_SHAPE(body, var)\ for(cpShape *var = body->shapeList; var; var = var->next) #define CP_BODY_FOREACH_COMPONENT(root, var)\ for(cpBody *var = root; var; var = var->node.next) //MARK: cpHashSet typedef cpBool (*cpHashSetEqlFunc)(void *ptr, void *elt); typedef void *(*cpHashSetTransFunc)(void *ptr, void *data); cpHashSet *cpHashSetNew(int size, cpHashSetEqlFunc eqlFunc); void cpHashSetSetDefaultValue(cpHashSet *set, void *default_value); void cpHashSetFree(cpHashSet *set); int cpHashSetCount(cpHashSet *set); void *cpHashSetInsert(cpHashSet *set, cpHashValue hash, void *ptr, void *data, cpHashSetTransFunc trans); void *cpHashSetRemove(cpHashSet *set, cpHashValue hash, void *ptr); void *cpHashSetFind(cpHashSet *set, cpHashValue hash, void *ptr); typedef void (*cpHashSetIteratorFunc)(void *elt, void *data); void cpHashSetEach(cpHashSet *set, cpHashSetIteratorFunc func, void *data); typedef cpBool (*cpHashSetFilterFunc)(void *elt, void *data); void cpHashSetFilter(cpHashSet *set, cpHashSetFilterFunc func, void *data); //MARK: Body Functions void cpBodyAddShape(cpBody *body, cpShape *shape); void cpBodyRemoveShape(cpBody *body, cpShape *shape); void cpBodyRemoveConstraint(cpBody *body, cpConstraint *constraint); //MARK: Shape/Collision Functions // TODO should move this to the cpVect API. It's pretty useful. static inline cpVect cpClosetPointOnSegment(const cpVect p, const cpVect a, const cpVect b) { cpVect delta = cpvsub(a, b); cpFloat t = cpfclamp01(cpvdot(delta, cpvsub(p, b))/cpvlengthsq(delta)); return cpvadd(b, cpvmult(delta, t)); } cpShape* cpShapeInit(cpShape *shape, const cpShapeClass *klass, cpBody *body); static inline cpBool cpShapeActive(cpShape *shape) { return shape->prev || (shape->body && shape->body->shapeList == shape); } int cpCollideShapes(const cpShape *a, const cpShape *b, cpCollisionID *id, cpContact *arr); static inline void CircleSegmentQuery(cpShape *shape, cpVect center, cpFloat r, cpVect a, cpVect b, cpSegmentQueryInfo *info) { cpVect da = cpvsub(a, center); cpVect db = cpvsub(b, center); cpFloat qa = cpvdot(da, da) - 2.0f*cpvdot(da, db) + cpvdot(db, db); cpFloat qb = -2.0f*cpvdot(da, da) + 2.0f*cpvdot(da, db); cpFloat qc = cpvdot(da, da) - r*r; cpFloat det = qb*qb - 4.0f*qa*qc; if(det >= 0.0f){ cpFloat t = (-qb - cpfsqrt(det))/(2.0f*qa); if(0.0f<= t && t <= 1.0f){ info->shape = shape; info->t = t; info->n = cpvnormalize(cpvlerp(da, db, t)); } } } // TODO doesn't really need to be inline, but need a better place to put this function static inline cpSplittingPlane cpSplittingPlaneNew(cpVect a, cpVect b) { cpVect n = cpvnormalize(cpvperp(cpvsub(b, a))); cpSplittingPlane plane = {n, cpvdot(n, a)}; return plane; } static inline cpFloat cpSplittingPlaneCompare(cpSplittingPlane plane, cpVect v) { return cpvdot(plane.n, v) - plane.d; } void cpLoopIndexes(cpVect *verts, int count, int *start, int *end); //MARK: Spatial Index Functions cpSpatialIndex *cpSpatialIndexInit(cpSpatialIndex *index, cpSpatialIndexClass *klass, cpSpatialIndexBBFunc bbfunc, cpSpatialIndex *staticIndex); //MARK: Space Functions extern cpCollisionHandler cpDefaultCollisionHandler; void cpSpaceProcessComponents(cpSpace *space, cpFloat dt); void cpSpacePushFreshContactBuffer(cpSpace *space); cpContact *cpContactBufferGetArray(cpSpace *space); void cpSpacePushContacts(cpSpace *space, int count); typedef struct cpPostStepCallback { cpPostStepFunc func; void *key; void *data; } cpPostStepCallback; cpPostStepCallback *cpSpaceGetPostStepCallback(cpSpace *space, void *key); cpBool cpSpaceArbiterSetFilter(cpArbiter *arb, cpSpace *space); void cpSpaceFilterArbiters(cpSpace *space, cpBody *body, cpShape *filter); void cpSpaceActivateBody(cpSpace *space, cpBody *body); void cpSpaceLock(cpSpace *space); void cpSpaceUnlock(cpSpace *space, cpBool runPostStep); static inline cpCollisionHandler * cpSpaceLookupHandler(cpSpace *space, cpCollisionType a, cpCollisionType b) { cpCollisionType types[] = {a, b}; return (cpCollisionHandler *)cpHashSetFind(space->collisionHandlers, CP_HASH_PAIR(a, b), types); } static inline void cpSpaceUncacheArbiter(cpSpace *space, cpArbiter *arb) { cpShape *a = arb->a, *b = arb->b; cpShape *shape_pair[] = {a, b}; cpHashValue arbHashID = CP_HASH_PAIR((cpHashValue)a, (cpHashValue)b); cpHashSetRemove(space->cachedArbiters, arbHashID, shape_pair); cpArrayDeleteObj(space->arbiters, arb); } void cpShapeUpdateFunc(cpShape *shape, void *unused); cpCollisionID cpSpaceCollideShapes(cpShape *a, cpShape *b, cpCollisionID id, cpSpace *space); //MARK: Arbiters struct cpContact { cpVect p, n; cpFloat dist; cpVect r1, r2; cpFloat nMass, tMass, bounce; cpFloat jnAcc, jtAcc, jBias; cpFloat bias; cpHashValue hash; }; cpContact* cpContactInit(cpContact *con, cpVect p, cpVect n, cpFloat dist, cpHashValue hash); cpArbiter* cpArbiterInit(cpArbiter *arb, cpShape *a, cpShape *b); static inline void cpArbiterCallSeparate(cpArbiter *arb, cpSpace *space) { // The handler needs to be looked up again as the handler cached on the arbiter may have been deleted since the last step. cpCollisionHandler *handler = cpSpaceLookupHandler(space, arb->a->collision_type, arb->b->collision_type); handler->separate(arb, space, handler->data); } static inline struct cpArbiterThread * cpArbiterThreadForBody(cpArbiter *arb, cpBody *body) { return (arb->body_a == body ? &arb->thread_a : &arb->thread_b); } void cpArbiterUnthread(cpArbiter *arb); void cpArbiterUpdate(cpArbiter *arb, cpContact *contacts, int numContacts, struct cpCollisionHandler *handler, cpShape *a, cpShape *b); void cpArbiterPreStep(cpArbiter *arb, cpFloat dt, cpFloat bias, cpFloat slop); void cpArbiterApplyCachedImpulse(cpArbiter *arb, cpFloat dt_coef); void cpArbiterApplyImpulse(cpArbiter *arb);