Finished the implementation section
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\usepackage[]{float}
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\usepackage[]{listings}
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\lstset{language=C++,
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emph={std, vector, vec2d, polygon, collision},
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figures/bounding_box.pdf
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\section{Implementation}
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\section{Implementation}
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This section will dive into the actual implementing of the project, trying to
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describe how the theoretical concepts in section \ref{sec:theory}.
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\subsection{Structure}
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The added code to the project can be divided into three parts
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\begin{itemize}
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\item polygon generator;
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\item collision detection;
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\item collision resolution.
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\end{itemize}
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Each part will be explained in the following sub-sections.
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\subsubsection{Polygon generator}
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Before talking about how we generate polygons, let's first talk about how the
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polygons are defined in this project.
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In the file \texttt{polygons.h} we define a polygon as
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\begin{lstlisting}[caption={Polygon class (simplified)},label={lst:polygon}]
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class polygon {
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std::vector<vec2d> points;
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vec2d center;
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double angle;
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double inertia;
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double mass;
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std::vector<vec2d> global_points();
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vec2d speed;
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double angular_speed;
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}
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\end{lstlisting}
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Polygons possesses multiple fields. Firstly we have
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\lstinline{std::vector<vec2d> points}, a collection of
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\lstinline{vec2d} objects, which represent the set of ordered points that
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compose the polygon. Those points are expressed in local coordinates, and the
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center of mass of the polygon is placed the origin.
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Now that we know how the polygon is composed, we want to move it around the
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space it lives in, that is the purpose of the \lstinline{vec2d center} field.
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It represents where the center of mass of the polygon is located in simulation.
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Since the shapes also rotate, we need to keep track of the rotation of the
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polygon, hence the use of \lstinline{double angle}. All of these fields are used
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when computing the result of the method \lstinline{std::vector<vec2d> global_points()}.
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Finally, we have \lstinline{double inertia} and \lstinline{double mass} which,
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as their name suggest, store the value for the polygon's inertia and mass, that
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are used to calculate the polygons final speed and angular speed, who are
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represented by \lstinline{vec2d speed} and \lstinline{double angular_speed}.
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\paragraph{Polygon generator} Now that we know how polygons are represented in
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our simulation, we can generate them. In \texttt{polygon\_generator.h} (and its
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implementation file \texttt{polygon\_generator.cc}), there are some functions
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for that. In Listing \ref{lst:polygon_gen} we can see the signature of the
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functions that generate
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\begin{itemize}
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\item a rectangle of a certain width and height;
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\item a square of a certain side length;
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\item a triangle given two side lengths and an angle between them;
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\item a regular polygon;
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\item an arbitrary polygon.
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\end{itemize}
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\begin{lstlisting}[caption={Polygon Generator header
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file},label={lst:polygon_gen}]
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namespace poly_generate {
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polygon rectangle(double width, double height);
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inline polygon square(double width) {
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assert(width > 0);
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return rectangle(width, width, label);
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};
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polygon triangle(double side1, double side2, double angle);
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polygon regular(double radius, uint n_sides);
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polygon general(std::vector<vec2d> points);
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};
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\end{lstlisting}
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The implementation of those functions are fairly straight forward, they generate
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the appropriate number of points in the correct place. After what they calculate
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the mass and subsequent inertia of the polygon as shown in section
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\ref{sub:moment}.
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\subsubsection{Collision}
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\label{sub:implementation-collision-detection}
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The algorithm described in section~\ref{sub:vertex-collision} is implemented in
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\texttt{collision.cc} and exposed to other modules with \texttt{collision.h}.
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The module exposes a collision structure and a collides function.
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\begin{lstlisting}[caption={Collision header file},label={lst:collision}]
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struct collision {
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bool collides = false;
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vec2d impact_point;
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vec2d n;
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vec2d overlap;
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};
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extern collision collides(polygon& p, polygon& q);
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\end{lstlisting}
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The \lstinline{collides} function takes in two polygons and checks with
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vertex-collision algorithm whether they collide or not. The result is return
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through an instance of \lstinline{struct collision}. The \lstinline{bool collides}
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and \lstinline{vec2d impact_point} fields is self-explanatory. The
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\lstinline{vec2d n} is the normal vector that pushes \lstinline{polygon& p} away
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from \lstinline{polygon& q}. Finally, \lstinline{vec2d overlap} is a scalar
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multiplication of \lstinline{vec2d n}. Where the latter is a normalized vector,
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the former represents how deep \lstinline{p} is in \lstinline{q}. If we push
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\lstinline{p} the exact amount of \lstinline{overlap}, then \lstinline{p} would
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just be touching \lstinline{q} with point \lstinline{impact_point}, and no
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further overlap would occur.
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In reality, we do not simply push \lstinline{p} by \lstinline{overlap}, but we
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push \lstinline{p} and \lstinline{q} away from each other proportionally to
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their mass.
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\paragraph{Collision resolution} In \texttt{polygons.cc}, among other functions,
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we apply the collision resolution, which simply uses the physics results found
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in \ref{sub:resolution}.
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\subsection{Optimization}
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In order to optimise the collision detection and to avoid having to do a check
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whether each vertex of every polygon was colliding with each edge of every other
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polygon we decided to apply the bounding box acceleration structure.
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The bounding box of an object is, in two dimensions, the rectangle that contains
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the object and which the sides are aligned with axis of the coordinate system.
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\begin{figure}[H]
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\centering
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\inputtikz[.7]{bounding_box}
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\caption{Bounding box example}
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\label{fig:bounding-box}
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\end{figure}
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To get the four coordinates that compose, we just perform a linear scan through
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all the points that compose a polygon, record the minimum and maximum of both
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they $x$ and $y$ coordinate.
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Once those points have been found, we just perform some basic axis-aligned
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rectangle collision detection, which is much less computationally expensive than
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checking each vertex-edge pair.
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The complexity of the collision detection algorithm went from $\mathcal{O}(n^2)$
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to $\mathcal{O}(n)$, where $n$ is the total number of vertices across all
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polygons in the simulation.
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\subsection{Known issues}
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The simulation has one major flaw, and it is inherent to the last part of
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section \ref{sub:implementation-collision-detection} where we talk about the
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\lstinline{overlap} vector: we said that this vector allows to displace both
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polygons so that and the end of the collision resolution, they are not
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overlapping anymore. This was done to avoid issues where the collision
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resolution had taken place in one frame, but the polygons were still overlapping
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in the following frame, which lead to polygons getting stuck together.
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The unfortunate consequence of such a decision is that, when we start playing
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around with the restitution coefficient and all the shapes start falling to the
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ground, the shapes are not able to rest still. Since there is gravity, at each
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frame their speed get updated to simulate its effect, but since they are lying
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on the floor, the collision detection algorithm kicks in right away, resulting
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in the polygon getting pushed completely up, since the ground has infinite mass.
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This results in the polygon bouncing on the floor instead of lying down.
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