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Chipmunk Physics • View topic - Bounce, stick, ..

Bounce, stick, ..

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Bounce, stick, ..

Postby OFred » Sun Oct 12, 2008 3:19 pm

Hello,

I'm new with this beautiful library. To learn how to use it I just want a ball to bounce on the left/right walls and stick on the top wall. And when I throw another ball, I want it to stick with other balls, and top wall but bounce on the left/right walls.

To do this I tried two things:
1) Playing with elasticity and friction coefficient, but I dosn't work.
2) I use cpSpaceAddCollisionPairFunc to detect the collision with the top wall, then I set the velocity of the ball to 0 and I remove the collisionPairFunc (to save cpu?!) It's OK.
I add another addCollisionPairFunc to detect collision between two balls and set their velocity to 0 but it doesn't work the way I want :(

Can someone explain me the best way to do this ?

Cheers,

ÔFred
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Re: Bounce, stick, ..

Postby slembcke » Sun Oct 12, 2008 4:28 pm

Can't sleep... Chipmunks will eat me...
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Re: Bounce, stick, ..

Postby OFred » Mon Oct 13, 2008 3:31 am

Wow It's exactly the kind of game I would like to dev !!

"Set the shape of the ball to be a sticky shape" how do I do this ?

Thanks a lot !

ÔFred
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Re: Bounce, stick, ..

Postby slembcke » Mon Oct 13, 2008 9:37 am

I don't mean that there are stickiness parameters in Chipmunk. I mean to use the collision type to identify which are sticky and which are not and let the collision pair callback to the rest.
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Re: Bounce, stick, ..

Postby OFred » Wed Oct 15, 2008 6:53 am

Ok thanks !!
That works great !
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Re: Bounce, stick, ..

Postby OFred » Sat Oct 25, 2008 1:40 pm

I'm back, life is not so easy :(

I think there is a good place to remove a shape:
i've tried to do it in the Collision callback but it's freeze and die which leads me to the cpArtiber.c file line:
con->r1 = cpvsub(con->p, a->p);
I think it tries to access the destroyed shape ?!

It's hard to dev with something we don't know how it works.

Can someone help me ?

Cheers,

OFred
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Re: Bounce, stick, ..

Postby slembcke » Sat Oct 25, 2008 4:42 pm

Oh, sorry. It looks as though I forgot to copy the section on collision pair functions over from the old documentation. I'll have to get that added back.

At this time, you cannot free objects that you remove from a space during a collision callback.
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Re: Bounce, stick, ..

Postby OFred » Sat Oct 25, 2008 5:17 pm

In your game scribBall, after an animation you make the ball disapear (explosion) So, when do you free objects ? Not in the collision pair function ?
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Re: Bounce, stick, ..

Postby slembcke » Sat Oct 25, 2008 5:23 pm

No, we use the collision pair functions to find groups of like colored balls. After the physics step is complete, we run a graph algorithm to find all the groups larger than 4.

Now that I'm thinking about it, it wouldn't really be all that hard to change so that you can remove the objects inside of a collision pair function. For now, you'll just have to make a list of the objects that you want to remove and then remove them once cpSpaceStep() returns.
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Re: Bounce, stick, ..

Postby OFred » Sat Oct 25, 2008 6:16 pm

ok Thanks for the tips !!! It simply works great !
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