flying-balls/polygons.cc

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#include "polygons.h"
#include "balls.h" // just for the restitution_coefficient_get() function,
// prolly should be placed in another header file
#include "cairo.h"
#include "collisions.h"
#include "game.h"
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#include "gravity.h"
#include "matrix.h"
#include "polygon_generator.h"
#include <algorithm>
#include <iostream>
#include <utility>
polygon* polygons = nullptr;
uint n_polygons = 0;
void polygons_init_state() {
n_polygons = 20;
polygons = new polygon[n_polygons];
int wall_thickness = 50;
uint n = 0;
// north wall
polygons[n++] = poly_generate::rectangle(width, wall_thickness)
.set_mass(INFINITY)
.set_center({width / 2., -wall_thickness / 2.});
// south wall
polygons[n++] = poly_generate::rectangle(width, wall_thickness)
.set_mass(INFINITY)
.set_center({width / 2., height + wall_thickness / 2.});
// west wall
polygons[n++] = poly_generate::rectangle(wall_thickness, height)
.set_mass(INFINITY)
.set_center({-wall_thickness / 2., height / 2.});
// east wall
polygons[n++] = poly_generate::rectangle(wall_thickness, height)
.set_mass(INFINITY)
.set_center({width + wall_thickness / 2., height / 2.});
// middle wall
polygons[n++] = poly_generate::rectangle(50, height / 2.)
.set_mass(INFINITY)
.set_center({25 + width * 1. / 2, height / 2.})
.set_angle(30);
polygons[n++] = poly_generate::regular(100, 3)
.set_center({100, 400})
.set_angle(0)
.set_speed({200, -10});
polygons[n++] = poly_generate::square(100)
.set_center({600, 400})
.set_angle(45)
.set_speed({-200, -10});
polygons[n++] = poly_generate::general(
{{0, 0}, {100, 0}, {100, 100}, {50, 150}, {0, 100}}
)
.set_center({200, 600})
.set_angle(45)
.set_speed({10, 0});
polygons[n++] = poly_generate::rectangle(100, 150).set_center({600, 200});
polygons[n++] = poly_generate::regular(50, 5)
.set_center({150, 150})
.set_speed({50, -50});
polygons[n++] =
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poly_generate::general({{0, 0}, {50, 80}, {0, 160}, {-50, 80}})
.set_center({700, 700})
.set_speed({0, -100});
assert(n <= n_polygons);
n_polygons = n;
}
static double to_rad(double angle_in_deg) {
static double PI_180 = M_PI / 180.;
return angle_in_deg * PI_180;
}
static double to_deg(double angle_in_rad) {
static double PI_180 = 180. / M_PI;
return angle_in_rad * PI_180;
}
static bool is_point_inside_rect(rect rect, vec2d point) {
vec2d tl = rect.first, br = rect.second;
return point.x > tl.x && point.x < br.x && point.y > tl.y && point.y < br.y;
}
static bool bounding_rects_collide(rect cur_bound, rect other_bound) {
vec2d other_tl = other_bound.first, other_br = other_bound.second;
return is_point_inside_rect(cur_bound, other_tl)
|| is_point_inside_rect(cur_bound, {other_tl.x, other_br.y})
|| is_point_inside_rect(cur_bound, {other_br.x, other_tl.y})
|| is_point_inside_rect(cur_bound, other_br);
}
static double impulse_parameter(
vec2d v_ab1,
vec2d n,
double m_a,
double m_b,
vec2d r_ap,
vec2d r_bp,
double I_a,
double I_b,
double e
) {
double nominator = -(1 + e) * vec2d::dot(v_ab1, n);
double r_ap_cross_n = vec2d::cross(r_ap, n);
double r_bp_cross_n = vec2d::cross(r_bp, n);
double denominator = 1 / m_a + 1 / m_b + r_ap_cross_n * r_ap_cross_n / I_a
+ r_bp_cross_n * r_bp_cross_n / I_b;
return nominator / denominator;
}
static void handle_collision(collision& c, polygon* a, polygon* b) {
// see https://www.myphysicslab.com/engine2D/collision-en.html for the
// formulas
double omega_a1 = to_rad(a->angular_speed);
double omega_b1 = to_rad(b->angular_speed);
vec2d r_ap = c.impact_point - a->centroid();
vec2d v_ap1 = a->speed + vec2d::cross(omega_a1, r_ap);
vec2d r_bp = c.impact_point - b->centroid();
vec2d v_bp1 = b->speed + vec2d::cross(omega_b1, r_bp);
vec2d v_ab1 = v_ap1 - v_bp1;
if (vec2d::norm(c.overlap) > 10)
c.overlap = -.1 * vec2d::normalize(c.overlap);
// std::cout << c.overlap << std::endl;
if (b->mass == INFINITY)
a->translate(c.overlap);
else {
double ma = a->mass;
double mb = b->mass;
double m_total = ma + mb;
// If b is wall, then mb / m_total = INFINITY / INFINITY = -nan,
// so we need the if statement above
a->translate(c.overlap * mb / m_total);
b->translate(-c.overlap * ma / m_total);
}
double I_a = a->inertia, I_b = b->inertia;
double j = impulse_parameter(
v_ab1,
c.n,
a->mass,
b->mass,
r_ap,
r_bp,
I_a,
I_b,
restitution_coefficient_get()
);
vec2d v_a2 = a->speed + j * c.n / a->mass;
vec2d v_b2 = b->speed - j * c.n / b->mass;
double omega_a2 = omega_a1 + vec2d::cross(r_ap, j * c.n) / I_a;
double omega_b2 = omega_b1 - vec2d::cross(r_bp, j * c.n) / I_b;
a->speed = v_a2;
a->angular_speed = to_deg(omega_a2);
b->speed = v_b2;
b->angular_speed = to_deg(omega_b2);
}
static void check_collisions(polygon* current_p) {
rect cur_bound = current_p->get_bounding_box();
collision c;
polygon* other_p;
for (other_p = polygons; other_p != polygons + n_polygons; ++other_p) {
if (other_p == current_p) // polygons don't collide with themselves
continue;
rect other_bound = other_p->get_bounding_box();
if ((bounding_rects_collide(cur_bound, other_bound)
|| bounding_rects_collide(other_bound, cur_bound))
&& (c = collides(*current_p, *other_p)).collides) {
handle_collision(c, current_p, other_p);
}
}
}
void polygons_update_state() {
for (polygon* p = polygons; p != polygons + n_polygons; ++p) {
if (p->mass == INFINITY) // immovable objects don't need to be updated
continue;
check_collisions(p);
p->rotate(delta * p->angular_speed);
p->angle = std::fmod(p->angle, 360);
p->translate(delta * p->speed);
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vec2d g = gravity_vector(p);
p->translate(.5 * delta * delta * g);
p->speed += delta * g;
}
}
void polygon::update_global_points() {
double cos_theta = std::cos(to_rad(this->angle));
double sin_theta = std::sin(to_rad(this->angle));
matrix rotation = matrix{{cos_theta, sin_theta}, {-sin_theta, cos_theta}};
for (uint i = 0; i < this->points.size(); ++i)
this->global_points[i] = rotation * this->points[i] + this->center;
}
void polygon::draw_bounding_rect(cairo_t* cr) const {
cairo_set_source_rgb(cr, .7, .7, .7);
double dashes[] = {5, 10};
cairo_set_dash(cr, dashes, 2, 0);
auto bb = this->get_bounding_box();
vec2d tl = bb.first, br = bb.second;
cairo_line_to(cr, tl.x, tl.y);
cairo_line_to(cr, tl.x, br.y);
cairo_line_to(cr, br.x, br.y);
cairo_line_to(cr, br.x, tl.y);
cairo_line_to(cr, tl.x, tl.y);
cairo_stroke(cr);
cairo_set_dash(cr, 0, 0, 0); // disable dashes
}
static void draw_circle(cairo_t* cr, vec2d p, double radius) {
cairo_translate(cr, p.x, p.y);
cairo_arc(cr, 0, 0, radius, 0, 2 * M_PI);
cairo_fill(cr);
cairo_translate(cr, -p.x, -p.y);
}
void polygon::draw(cairo_t* cr) const {
// this->draw_bounding_rect(cr);
cairo_set_source_rgb(cr, 1, 1, 1);
for (auto& point : this->global_points)
cairo_line_to(cr, point.x, point.y);
cairo_line_to(cr, this->global_points[0].x, this->global_points[0].y);
cairo_stroke(cr);
// draw centroid
vec2d centroid = this->centroid();
draw_circle(cr, centroid, 1);
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// draw speed
(delta * this->speed).draw(cr, centroid);
}
void polygons_draw(cairo_t* cr) {
for (const polygon* p = polygons; p != polygons + n_polygons; ++p)
p->draw(cr);
}
void polygons_destroy() {
delete[] (polygons);
}