Now the borders of the windows are walls of infinite mass
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c7b9500bc4
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1c58530e98
105
polygons.cc
105
polygons.cc
@ -10,24 +10,37 @@
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#include <utility>
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#include <utility>
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polygon* polygons = nullptr;
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polygon* polygons = nullptr;
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uint n_polygons = 2;
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uint n_polygons = 6;
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void polygons_init_state() {
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void polygons_init_state() {
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polygons = new polygon[n_polygons];
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polygons = new polygon[n_polygons];
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polygons[0] = poly_generate::square(100, 1)
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int wall_thickness = 50;
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.set_center({200, 530})
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// north wall
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.set_angle(-30)
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polygons[0] = poly_generate::rectangle(width, wall_thickness, INFINITY)
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.set_angular_speed(0)
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.set_center({width / 2., -wall_thickness / 2.});
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.set_speed({200, -200});
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// south wall
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polygons[1] = poly_generate::rectangle(width, wall_thickness, INFINITY)
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.set_center({width / 2., height + wall_thickness / 2.});
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// west wall
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polygons[2] = poly_generate::rectangle(wall_thickness, height, INFINITY)
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.set_center({-wall_thickness / 2., height / 2.});
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// east wall
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polygons[3] = poly_generate::rectangle(wall_thickness, height, INFINITY)
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.set_center({width + wall_thickness / 2., height / 2.});
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// polygons[0] = poly_generate::triangle(150, 150, 30)
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// polygons[0] = poly_generate::triangle(150, 150, 30)
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// .set_center({200, 400})
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// .set_center({200, 400})
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// .set_angle(13)
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// .set_angle(13)
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// .set_angular_speed(10)
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// .set_angular_speed(10)
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// .set_speed({200, 50});
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// .set_speed({200, 50});
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polygons[1] = poly_generate::rectangle(50, height / 2., INFINITY)
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polygons[4] = poly_generate::rectangle(50, height / 2., INFINITY)
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.set_center({25 + width * 1. / 2, height / 2.})
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.set_center({25 + width * 1. / 2, height / 2.})
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.set_angle(0);
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.set_angle(0);
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polygons[5] = poly_generate::square(100, 1)
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.set_center({200, 200})
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.set_angle(-30)
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.set_angular_speed(0)
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.set_speed({200, -200});
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}
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}
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static double to_rad(double angle_in_deg) {
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static double to_rad(double angle_in_deg) {
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@ -63,55 +76,57 @@ static double impulse_parameter(vec2d v_ab1,
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double I_b,
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double I_b,
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double e) {
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double e) {
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double nominator = -(1 + e) * vec2d::dot(v_ab1, n);
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double nominator = -(1 + e) * vec2d::dot(v_ab1, n);
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double denominator = 1 / m_a + 1 / m_b +
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std::pow(vec2d::cross(r_ap, n), 2) / I_a +
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double r_ap_cross_n = vec2d::cross(r_ap, n);
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std::pow(vec2d::cross(r_bp, n), 2) / I_b;
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double r_bp_cross_n = vec2d::cross(r_bp, n);
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double denominator = 1 / m_a + 1 / m_b + r_ap_cross_n * r_ap_cross_n / I_a +
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r_bp_cross_n * r_bp_cross_n / I_b;
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return nominator / denominator;
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return nominator / denominator;
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}
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}
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static int8_t sign(double d) {
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return d >= 0 ? 1 : -1;
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}
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static void handle_collision(collision& c, polygon* a, polygon* b) {
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static void handle_collision(collision& c, polygon* a, polygon* b) {
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// see https://www.myphysicslab.com/engine2D/collision-en.html for the
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// see https://www.myphysicslab.com/engine2D/collision-en.html for the
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// formulas
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// formulas
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// avoid the polygons getting stuck if, on the frame after the impact,
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// the polygon a is still inside of b
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// std::cout << "sign(v_a x n) = " << << std::endl;
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// if (vec2d::dot(a->speed, c.n) > 0 &&
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// vec2d::dot(a->speed, c.impact_point - a->centroid()) > 0 &&
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// sign(vec2d::cross(c.n, a->speed)) == -sign(a->angular_speed))
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// // might have to tweak this condition
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// return;
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double omega_a1 = to_rad(a->angular_speed);
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double omega_a1 = to_rad(a->angular_speed);
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double omega_b1 = to_rad(b->angular_speed);
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double omega_b1 = to_rad(b->angular_speed);
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vec2d r_ap = c.impact_point - a->centroid();
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vec2d r_ap = c.impact_point - a->centroid();
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vec2d v_ap1 = a->speed + vec2d::cross(omega_a1, r_ap);
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vec2d v_ap1 = a->speed + vec2d::cross(omega_a1, r_ap);
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std::cout << " "
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std::cout << " r_ap = " << r_ap << std::endl;
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<< "r_ap = " << r_ap << std::endl;
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std::cout << " v_ap1 = " << v_ap1 << std::endl;
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std::cout << " "
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<< "v_ap1 = " << v_ap1 << std::endl;
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vec2d r_bp = c.impact_point - b->centroid();
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vec2d r_bp = c.impact_point - b->centroid();
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vec2d v_bp1 = b->speed + vec2d::cross(omega_b1, r_bp);
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vec2d v_bp1 = b->speed + vec2d::cross(omega_b1, r_bp);
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std::cout << " "
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std::cout << " r_bp = " << r_bp << std::endl;
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<< "r_bp = " << r_bp << std::endl;
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std::cout << " v_bp1 = " << v_bp1 << std::endl;
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std::cout << " "
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<< "v_bp1 = " << v_bp1 << std::endl;
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vec2d v_ab1 = v_ap1 - v_bp1;
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vec2d v_ab1 = v_ap1 - v_bp1;
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std::cout << " "
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std::cout << " v_ab1 = " << v_ab1 << std::endl;
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<< "v_ab1 = " << v_ab1 << std::endl;
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double I_a = a->inertia, I_b = b->inertia;
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double I_a = a->inertia, I_b = b->inertia;
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std::cout << " Parameters for j: " << std::endl;
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std::cout << " Parameters for j: " << std::endl;
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std::cout << " "
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std::cout << " v_ab1 = " << v_ab1 << std::endl;
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<< "v_ab1 = " << v_ab1 << std::endl;
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std::cout << " n = " << c.n << std::endl;
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std::cout << " "
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std::cout << " m_a = " << a->mass << std::endl;
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<< "n = " << c.n << std::endl;
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std::cout << " m_b = " << b->mass << std::endl;
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std::cout << " "
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std::cout << " r_ap = " << r_ap << std::endl;
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<< "m_a = " << a->mass << std::endl;
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std::cout << " r_bp = " << r_bp << std::endl;
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std::cout << " "
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std::cout << " I_a = " << I_a << std::endl;
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<< "m_b = " << b->mass << std::endl;
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std::cout << " I_b = " << I_b << std::endl;
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std::cout << " "
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<< "r_ap = " << r_ap << std::endl;
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std::cout << " "
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<< "r_bp = " << r_bp << std::endl;
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std::cout << " "
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<< "I_a = " << I_a << std::endl;
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std::cout << " "
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<< "I_b = " << I_b << std::endl;
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double j = impulse_parameter(
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double j = impulse_parameter(
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v_ab1, c.n, a->mass, b->mass, r_ap, r_bp, I_a, I_b, 1);
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v_ab1, c.n, a->mass, b->mass, r_ap, r_bp, I_a, I_b, 1);
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@ -119,17 +134,13 @@ static void handle_collision(collision& c, polygon* a, polygon* b) {
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vec2d v_a2 = a->speed + j * c.n / a->mass;
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vec2d v_a2 = a->speed + j * c.n / a->mass;
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vec2d v_b2 = b->speed - j * c.n / b->mass;
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vec2d v_b2 = b->speed - j * c.n / b->mass;
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std::cout << " "
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std::cout << " v_a2 = " << v_a2 << std::endl;
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<< "v_a2 = " << v_a2 << std::endl;
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std::cout << " v_b2 = " << v_b2 << std::endl;
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std::cout << " "
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<< "v_b2 = " << v_b2 << std::endl;
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double omega_a2 = omega_a1 + vec2d::cross(r_ap, j * c.n) / I_a;
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double omega_a2 = omega_a1 + vec2d::cross(r_ap, j * c.n) / I_a;
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double omega_b2 = omega_b1 - vec2d::cross(r_bp, j * c.n) / I_b;
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double omega_b2 = omega_b1 - vec2d::cross(r_bp, j * c.n) / I_b;
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std::cout << " "
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std::cout << " omega_a2 = " << omega_a2 << std::endl;
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<< "omega_a2 = " << omega_a2 << std::endl;
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std::cout << " omega_b2 = " << omega_b2 << std::endl;
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std::cout << " "
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<< "omega_b2 = " << omega_b2 << std::endl;
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a->speed = v_a2;
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a->speed = v_a2;
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a->angular_speed = to_deg(omega_a2);
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a->angular_speed = to_deg(omega_a2);
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@ -148,7 +159,7 @@ static void check_collisions(polygon* current_p) {
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rect other_bound = other_p->get_bounding_box();
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rect other_bound = other_p->get_bounding_box();
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if (bounding_rects_collide(cur_bound, other_bound) ||
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if (bounding_rects_collide(cur_bound, other_bound) ||
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bounding_rects_collide(other_bound, cur_bound)) {
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bounding_rects_collide(other_bound, cur_bound)) {
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// std::cout << "Bounding boxes do collide" << std::endl;
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std::cout << "Bounding boxes do collide" << std::endl;
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collision c = collides(*current_p, *other_p);
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collision c = collides(*current_p, *other_p);
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if (c.collides) {
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if (c.collides) {
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std::cout << "colliding" << std::endl;
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std::cout << "colliding" << std::endl;
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@ -188,7 +199,7 @@ void polygons_update_state() {
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for (polygon* p = polygons; p != polygons + n_polygons; ++p) {
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for (polygon* p = polygons; p != polygons + n_polygons; ++p) {
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if (p->mass == INFINITY) // immovable objects don't need to be updated
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if (p->mass == INFINITY) // immovable objects don't need to be updated
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continue;
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continue;
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check_border_collision(p);
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// check_border_collision(p);
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check_collisions(p);
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check_collisions(p);
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p->rotate(delta * p->angular_speed);
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p->rotate(delta * p->angular_speed);
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p->translate(delta * p->speed);
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p->translate(delta * p->speed);
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@ -223,7 +234,7 @@ void polygon::draw_bounding_rect(cairo_t* cr) const {
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}
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}
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void polygon::draw(cairo_t* cr) const {
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void polygon::draw(cairo_t* cr) const {
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this->draw_bounding_rect(cr);
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// this->draw_bounding_rect(cr);
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cairo_set_source_rgb(cr, 1, 1, 1);
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cairo_set_source_rgb(cr, 1, 1, 1);
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