Now when polygons collide, they get moved by the overlap to ensure that
they don't get stuck in the following frames, it works very well and Carza is happy :))))))
This commit is contained in:
parent
92e51a96be
commit
a424fec9a9
@ -1,5 +1,7 @@
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#include "collisions.h"
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#include "game.h"
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#include <algorithm>
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#include <cassert>
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#include <iostream>
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@ -96,8 +98,13 @@ static collision penetration(segment& edge, vertex& vertex, vec2d& d) {
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vec2d n = (edge.second - edge.first).orthogonal();
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ret.n = vec2d::normalize(n);
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if (vec2d::dot(n, d) > 0)
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ret.n *= -1;
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vec2d temp = vertex.v - edge.first;
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ret.overlap = vec2d::dot(temp, ret.n) * -ret.n;
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ret.overlap += .1 * delta * -ret.n;
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// std::cout << "-------------- Impact: penetration --------------"
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// << std::endl;
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return ret;
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@ -139,6 +146,11 @@ static collision parallel(segment edge_p, segment edge_q, vec2d d) {
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ret.n = base.orthogonal();
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if (vec2d::dot(ret.n, d) > 0)
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ret.n *= -1;
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vec2d temp = ret.impact_point - edge_p.first;
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ret.overlap = vec2d::dot(temp, ret.n) * -ret.n;
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ret.overlap += .1 * delta * -ret.n;
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// std::cout << "-------------- Impact: parallel --------------" <<
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// std::endl;
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return ret;
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@ -206,10 +218,14 @@ static collision vertex_vertex_collision(polygon& p, polygon& q) {
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if (vec2d::dot(n, d) > 0)
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n *= -1;
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vec2d temp = vertex.v - edge_q.first;
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vec2d overlap = vec2d::dot(temp, n) * -n;
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overlap += .1 * delta * -n;
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// std::cout
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// << "-------------- Impact: angle in angle --------------"
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// << std::endl;
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return {true, n, vertex.v};
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return {true, n, vertex.v, overlap};
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}
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}
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return {false};
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@ -223,14 +239,17 @@ static collision convex_collides(polygon& p, polygon& q) {
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if ((ret = vertex_edge_collision(q, p)).collides) {
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ret.n *= -1;
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ret.overlap *= -1;
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return ret;
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}
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if ((ret = vertex_vertex_collision(p, q)).collides)
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return ret;
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if ((ret = vertex_vertex_collision(q, p)).collides)
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if ((ret = vertex_vertex_collision(q, p)).collides) {
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ret.n *= -1;
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ret.overlap *= -1;
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}
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return ret;
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}
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@ -6,8 +6,9 @@
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struct collision {
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bool collides = false;
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vec2d n; // minimum push vector
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vec2d n;
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vec2d impact_point;
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vec2d overlap; // minimum push vector
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};
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extern collision collides(polygon& p, polygon& q);
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2
game.h
2
game.h
@ -8,7 +8,7 @@
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extern double delta; /* simulation time delta in seconds */
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#define DEFAULT_DELTA 0.001
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#define DEFAULT_DELTA 0.01
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extern int width; /* game canvas width */
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extern int height; /* game canvas height */
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166
polygons.cc
166
polygons.cc
@ -17,70 +17,55 @@ polygon* polygons = nullptr;
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uint n_polygons = 0;
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void polygons_init_state() {
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n_polygons = 11;
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n_polygons = 20;
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polygons = new polygon[n_polygons];
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int wall_thickness = 50;
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uint n = 0;
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// north wall
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polygons[0] = poly_generate::rectangle(width, wall_thickness, INFINITY)
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.set_center({width / 2., -wall_thickness / 2.});
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polygons[n++] = poly_generate::rectangle(width, wall_thickness, INFINITY)
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.set_center({width / 2., -wall_thickness / 2.});
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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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polygons[n++] = 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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polygons[n++] = 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[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_angle(0);
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polygons[n++] = poly_generate::rectangle(wall_thickness, height, INFINITY)
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.set_center({width + wall_thickness / 2., height / 2.});
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#define PROBLEMATIC_COUPLES 0
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#if PROBLEMATIC_COUPLES == 0
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polygons[5] = poly_generate::regular(100, 3)
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.set_center({100, 400})
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.set_angle(0)
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.set_speed({200, -10});
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// middle wall
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polygons[n++] = poly_generate::rectangle(50, height / 2., INFINITY)
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.set_center({25 + width * 1. / 2, height / 2.})
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.set_angle(0);
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polygons[6] = poly_generate::square(100)
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.set_center({600, 400})
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.set_angle(45)
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.set_speed({-200, -10});
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polygons[n++] = poly_generate::regular(100, 3)
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.set_center({100, 400})
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.set_angle(0)
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.set_speed({200, -10});
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polygons[7] = poly_generate::general(
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{{0, 0}, {100, 0}, {100, 100}, {50, 150}, {0, 100}}, 3)
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.set_center({200, 600});
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polygons[n++] = poly_generate::square(100)
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.set_center({600, 400})
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.set_angle(45)
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.set_speed({-200, -10});
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polygons[8] = poly_generate::rectangle(100, 150).set_center({600, 200});
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polygons[9] = poly_generate::regular(50, 5).set_center({150, 150});
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polygons[10] =
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polygons[n++] = poly_generate::general(
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{{0, 0}, {100, 0}, {100, 100}, {50, 150}, {0, 100}},
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3
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)
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.set_center({200, 600})
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.set_angle(45)
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.set_speed({10, 0});
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polygons[n++] = poly_generate::rectangle(100, 150).set_center({600, 200});
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polygons[n++] = poly_generate::regular(50, 5).set_center({150, 150});
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polygons[n++] =
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poly_generate::general({{0, 0}, {50, 80}, {0, 160}, {-50, 80}})
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.set_center({700, 700})
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.set_speed({0, -100});
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#elif PROBLEMATIC_COUPLES == 1
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// for this problematic couple to work, remove the gravity
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n_polygons = 7;
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polygons[4] = poly_generate::regular(100, 3)
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.set_center({103.91, 684.587})
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.set_angle(280.108)
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.set_speed({190.114, 131.983})
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.set_angular_speed(32.6448);
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polygons[5] = poly_generate::square(100)
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.set_center({614.338, 514.889})
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.set_angle(-54.3526)
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.set_speed({-70.0347, -62.4788})
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.set_angular_speed(-39.3846);
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polygons[6] = poly_generate::general(
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{{0, 0}, {100, 0}, {100, 100}, {50, 150}, {0, 100}}, 3)
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.set_center({261.425, 556.613})
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.set_angle(-122.59)
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.set_speed({-46.9522, 48.5392})
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.set_angular_speed(-35.5983);
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#endif
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assert(n <= n_polygons);
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n_polygons = n;
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}
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static double to_rad(double angle_in_deg) {
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@ -100,13 +85,14 @@ static bool is_point_inside_rect(rect rect, vec2d point) {
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static bool bounding_rects_collide(rect cur_bound, rect other_bound) {
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vec2d other_tl = other_bound.first, other_br = other_bound.second;
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return is_point_inside_rect(cur_bound, other_tl) ||
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is_point_inside_rect(cur_bound, {other_tl.x, other_br.y}) ||
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is_point_inside_rect(cur_bound, {other_br.x, other_tl.y}) ||
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is_point_inside_rect(cur_bound, other_br);
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return is_point_inside_rect(cur_bound, other_tl)
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|| is_point_inside_rect(cur_bound, {other_tl.x, other_br.y})
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|| is_point_inside_rect(cur_bound, {other_br.x, other_tl.y})
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|| is_point_inside_rect(cur_bound, other_br);
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}
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static double impulse_parameter(vec2d v_ab1,
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static double impulse_parameter(
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vec2d v_ab1,
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vec2d n,
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double m_a,
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double m_b,
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@ -114,13 +100,14 @@ static double impulse_parameter(vec2d v_ab1,
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vec2d r_bp,
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double I_a,
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double I_b,
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double e) {
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double e
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) {
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double nominator = -(1 + e) * vec2d::dot(v_ab1, n);
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double r_ap_cross_n = vec2d::cross(r_ap, n);
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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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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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}
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@ -139,18 +126,26 @@ static void handle_collision(collision& c, polygon* a, polygon* b) {
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vec2d v_ab1 = v_ap1 - v_bp1;
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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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if (a->collided_with.find(b) != a->collided_with.end())
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return;
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a->collided_with.insert(b);
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b->collided_with.insert(a);
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if (vec2d::norm(c.overlap) > 10)
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c.overlap = -.1 * vec2d::normalize(c.overlap);
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// std::cout << c.overlap << std::endl;
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if (b->mass == INFINITY)
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a->translate(c.overlap);
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else {
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double ma = a->mass;
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double mb = b->mass;
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double m_total = ma + mb;
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// If b is wall, then mb / m_total = INFINITY / INFINITY = -nan,
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// so we need the if statement above
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a->translate(c.overlap * mb / m_total);
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b->translate(-c.overlap * ma / m_total);
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}
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double I_a = a->inertia, I_b = b->inertia;
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double j = impulse_parameter(v_ab1,
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double j = impulse_parameter(
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v_ab1,
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c.n,
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a->mass,
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b->mass,
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@ -158,7 +153,8 @@ static void handle_collision(collision& c, polygon* a, polygon* b) {
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r_bp,
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I_a,
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I_b,
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restitution_coefficient_get());
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restitution_coefficient_get()
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);
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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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@ -173,45 +169,27 @@ static void handle_collision(collision& c, polygon* a, polygon* b) {
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b->angular_speed = to_deg(omega_b2);
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}
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collision col; // tbd
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static void check_collisions(polygon* current_p) {
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rect cur_bound = current_p->get_bounding_box();
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bool collided_with_something = false;
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for (polygon* other_p = polygons; other_p != polygons + n_polygons;
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++other_p) {
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collision c;
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polygon* other_p;
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for (other_p = polygons; other_p != polygons + n_polygons; ++other_p) {
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if (other_p == current_p) // polygons don't collide with themselves
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continue;
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if (vec2d::norm(current_p->speed) == 0 &&
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vec2d::norm(other_p->speed) == 0)
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// if both are not moving, no need to go through the whole
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// collision detection thing
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continue;
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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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bounding_rects_collide(other_bound, cur_bound)) {
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collision c = collides(*current_p, *other_p);
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if (c.collides) {
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collided_with_something = true;
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col = c;
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handle_collision(c, current_p, other_p);
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} else if (current_p->collided_with.find(other_p) !=
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current_p->collided_with.end()) {
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current_p->collided_with.erase(other_p);
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other_p->collided_with.erase(current_p);
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}
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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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&& (c = collides(*current_p, *other_p)).collides) {
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handle_collision(c, current_p, other_p);
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}
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}
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if (!collided_with_something && current_p->collided_with.size() > 0)
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current_p->collided_with.clear();
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}
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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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if (p->mass == INFINITY) // immovable objects don't need to be updated
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continue;
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// check_border_collision(p);
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check_collisions(p);
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p->rotate(delta * p->angular_speed);
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@ -222,7 +200,6 @@ void polygons_update_state() {
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vec2d g = gravity_vector(p);
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p->translate(.5 * delta * delta * g);
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p->speed += delta * g;
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// std::cout << *p << std::endl;
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}
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}
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@ -281,9 +258,6 @@ void polygon::draw(cairo_t* cr) const {
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}
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void polygons_draw(cairo_t* cr) {
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// draw_circle(cr, col.impact_point, 3); // tbd
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// col.n.draw(cr, col.impact_point); // tbd
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for (const polygon* p = polygons; p != polygons + n_polygons; ++p)
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p->draw(cr);
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}
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@ -5,7 +5,6 @@
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#include <cmath>
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#include <gtk/gtk.h>
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#include <unordered_set>
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#include <utility>
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#include <vector>
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@ -27,7 +26,6 @@ class polygon {
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vec2d speed;
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double angular_speed;
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std::unordered_set<polygon*> collided_with;
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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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