Added wall bouncing logic (flawed); added bounding box computation and display
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polygons.cc
80
polygons.cc
@ -1,22 +1,28 @@
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#include "polygons.h"
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#include "cairo.h"
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#include "game.h"
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#include "matrix.h"
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#include "polygon_generator.h"
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#include <cmath>
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#include <iostream>
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polygon* polygons = nullptr;
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uint n_polygons = 3;
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uint n_polygons = 1;
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void polygons_init_state() {
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polygons = new polygon[n_polygons];
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std::cout << "width" << width << std::endl;
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// polygons[0] = poly_generate::square(200)
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// .set_center({400, 600})
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// .set_angle(37)
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// .set_speed({1, -1});
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polygons[0] = poly_generate::triangle(150, 150, 30)
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.set_center({400, 300})
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.set_angle(90);
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polygons[1] = poly_generate::square(200).set_center({200, 600});
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polygons[2] = poly_generate::rectangle(200, 100).set_center({600, 600});
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.set_angle(45)
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.set_speed({3, 2});
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// polygons[2] = poly_generate::rectangle(200, 100).set_center({600, 600});
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}
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static double to_rad(double angle_in_deg) {
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@ -24,31 +30,63 @@ static double to_rad(double angle_in_deg) {
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return angle_in_deg * PI_180;
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}
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void polygons_update_state() {
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static double angle = 0;
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for (polygon* p = polygons; p != polygons + n_polygons; ++p) {
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p->rotate(1);
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p->translate({2 * std::cos(angle), 0});
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static void check_border_collision(polygon* p) {
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for (auto& point : p->global_points) {
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if (point.x <= 0 || point.x >= width) {
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p->speed.x *= -1;
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break;
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}
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if (point.y <= 0 || point.y >= height) {
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p->speed.y *= -1;
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break;
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}
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}
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angle -= .03;
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}
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void polygon::draw(cairo_t* cr) const {
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const vec2d& center = this->center;
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cairo_set_source_rgb(cr, 1, 1, 1);
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void polygons_update_state() {
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for (polygon* p = polygons; p != polygons + n_polygons; ++p) {
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p->rotate(1);
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check_border_collision(p);
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p->translate(p->speed);
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}
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}
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void polygon::update_global_points() {
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double cos_theta = std::cos(to_rad(this->angle));
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double sin_theta = std::sin(to_rad(this->angle));
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matrix rotation = matrix{{cos_theta, sin_theta}, {-sin_theta, cos_theta}};
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vec2d final_point;
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for (auto& point : this->points) {
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final_point = rotation * point;
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cairo_line_to(cr, center.x + final_point.x, center.y + final_point.y);
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}
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final_point = rotation * this->points[0];
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cairo_line_to(cr, center.x + final_point.x, center.y + final_point.y);
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for (uint i = 0; i < this->points.size(); ++i)
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this->global_points[i] = rotation * this->points[i] + this->center;
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}
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void polygon::draw_bounding_rect(cairo_t* cr) const {
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cairo_set_source_rgb(cr, .7, .7, .7);
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double dashes[] = {5, 10};
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cairo_set_dash(cr, dashes, 2, 0);
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auto bb = this->get_bounding_box();
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vec2d min = bb.first, max = bb.second;
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cairo_line_to(cr, min.x, min.y);
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cairo_line_to(cr, min.x, max.y);
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cairo_line_to(cr, max.x, max.y);
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cairo_line_to(cr, max.x, min.y);
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cairo_line_to(cr, min.x, min.y);
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cairo_stroke(cr);
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cairo_set_dash(cr, 0, 0, 0); // disable dashes
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}
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void polygon::draw(cairo_t* cr) const {
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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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for (auto& point : this->global_points)
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cairo_line_to(cr, point.x, point.y);
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cairo_line_to(cr, this->global_points[0].x, this->global_points[0].y);
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cairo_stroke(cr);
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}
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40
polygons.h
40
polygons.h
@ -3,34 +3,74 @@
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#include "vec2d.h"
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#include <cmath>
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#include <gtk/gtk.h>
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#include <utility>
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#include <vector>
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class polygon {
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private:
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void update_global_points();
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public:
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vec2d center;
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double angle;
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std::vector<vec2d> points;
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std::vector<vec2d> global_points = points;
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vec2d speed, angular_speed;
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void draw(cairo_t* cr) const;
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void draw_bounding_rect(cairo_t* cr) const;
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std::pair<vec2d, vec2d> get_bounding_box() const {
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vec2d min{INFINITY, INFINITY}, max{-INFINITY, -INFINITY};
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for (auto& point : this->global_points) {
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if (point.x < min.x)
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min.x = point.x;
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if (point.y < min.y)
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min.y = point.y;
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if (point.x > max.x)
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max.x = point.x;
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if (point.y > max.y)
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max.y = point.y;
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}
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return {min, max};
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}
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polygon& set_center(vec2d c) {
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center = c;
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update_global_points();
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return *this;
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}
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polygon& set_speed(vec2d s) {
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speed = s;
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return *this;
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}
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polygon& set_angular_speed(vec2d as) {
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angular_speed = as;
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return *this;
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}
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polygon& set_angle(double a) {
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angle = a;
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update_global_points();
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return *this;
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}
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polygon& translate(vec2d delta) {
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center += delta;
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update_global_points();
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return *this;
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}
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polygon& rotate(double delta) {
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angle += delta;
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update_global_points();
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return *this;
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}
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};
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