Added wall bouncing logic (flawed); added bounding box computation and display

This commit is contained in:
Karma Riuk 2023-03-25 10:57:32 +01:00
parent d6bf526459
commit 4d14f2a30b
2 changed files with 99 additions and 21 deletions

View File

@ -1,22 +1,28 @@
#include "polygons.h"
#include "cairo.h"
#include "game.h"
#include "matrix.h"
#include "polygon_generator.h"
#include <cmath>
#include <iostream>
polygon* polygons = nullptr;
uint n_polygons = 3;
uint n_polygons = 1;
void polygons_init_state() {
polygons = new polygon[n_polygons];
std::cout << "width" << width << std::endl;
// polygons[0] = poly_generate::square(200)
// .set_center({400, 600})
// .set_angle(37)
// .set_speed({1, -1});
polygons[0] = poly_generate::triangle(150, 150, 30)
.set_center({400, 300})
.set_angle(90);
polygons[1] = poly_generate::square(200).set_center({200, 600});
polygons[2] = poly_generate::rectangle(200, 100).set_center({600, 600});
.set_angle(45)
.set_speed({3, 2});
// polygons[2] = poly_generate::rectangle(200, 100).set_center({600, 600});
}
static double to_rad(double angle_in_deg) {
@ -24,31 +30,63 @@ static double to_rad(double angle_in_deg) {
return angle_in_deg * PI_180;
}
void polygons_update_state() {
static double angle = 0;
for (polygon* p = polygons; p != polygons + n_polygons; ++p) {
p->rotate(1);
p->translate({2 * std::cos(angle), 0});
static void check_border_collision(polygon* p) {
for (auto& point : p->global_points) {
if (point.x <= 0 || point.x >= width) {
p->speed.x *= -1;
break;
}
if (point.y <= 0 || point.y >= height) {
p->speed.y *= -1;
break;
}
}
angle -= .03;
}
void polygon::draw(cairo_t* cr) const {
const vec2d& center = this->center;
cairo_set_source_rgb(cr, 1, 1, 1);
void polygons_update_state() {
for (polygon* p = polygons; p != polygons + n_polygons; ++p) {
p->rotate(1);
check_border_collision(p);
p->translate(p->speed);
}
}
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}};
vec2d final_point;
for (auto& point : this->points) {
final_point = rotation * point;
cairo_line_to(cr, center.x + final_point.x, center.y + final_point.y);
}
final_point = rotation * this->points[0];
cairo_line_to(cr, center.x + final_point.x, center.y + final_point.y);
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 min = bb.first, max = bb.second;
cairo_line_to(cr, min.x, min.y);
cairo_line_to(cr, min.x, max.y);
cairo_line_to(cr, max.x, max.y);
cairo_line_to(cr, max.x, min.y);
cairo_line_to(cr, min.x, min.y);
cairo_stroke(cr);
cairo_set_dash(cr, 0, 0, 0); // disable dashes
}
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);
}

View File

@ -3,34 +3,74 @@
#include "vec2d.h"
#include <cmath>
#include <gtk/gtk.h>
#include <utility>
#include <vector>
class polygon {
private:
void update_global_points();
public:
vec2d center;
double angle;
std::vector<vec2d> points;
std::vector<vec2d> global_points = points;
vec2d speed, angular_speed;
void draw(cairo_t* cr) const;
void draw_bounding_rect(cairo_t* cr) const;
std::pair<vec2d, vec2d> get_bounding_box() const {
vec2d min{INFINITY, INFINITY}, max{-INFINITY, -INFINITY};
for (auto& point : this->global_points) {
if (point.x < min.x)
min.x = point.x;
if (point.y < min.y)
min.y = point.y;
if (point.x > max.x)
max.x = point.x;
if (point.y > max.y)
max.y = point.y;
}
return {min, max};
}
polygon& set_center(vec2d c) {
center = c;
update_global_points();
return *this;
}
polygon& set_speed(vec2d s) {
speed = s;
return *this;
}
polygon& set_angular_speed(vec2d as) {
angular_speed = as;
return *this;
}
polygon& set_angle(double a) {
angle = a;
update_global_points();
return *this;
}
polygon& translate(vec2d delta) {
center += delta;
update_global_points();
return *this;
}
polygon& rotate(double delta) {
angle += delta;
update_global_points();
return *this;
}
};