Removed a lot of useless fluff

This commit is contained in:
Karma Riuk 2023-05-17 15:40:55 +02:00
parent deeb237f45
commit a774b8d517

View File

@ -124,10 +124,6 @@ static double impulse_parameter(vec2d v_ab1,
return nominator / denominator;
}
static int8_t sign(double d) {
return d >= 0 ? 1 : -1;
}
static void handle_collision(collision& c, polygon* a, polygon* b) {
// see https://www.myphysicslab.com/engine2D/collision-en.html for the
// formulas
@ -136,43 +132,22 @@ static void handle_collision(collision& c, polygon* a, polygon* b) {
vec2d r_ap = c.impact_point - a->centroid();
vec2d v_ap1 = a->speed + vec2d::cross(omega_a1, r_ap);
// std::cout << " p = " << c.impact_point << std::endl;
// std::cout << " r_ap = " << r_ap << std::endl;
// std::cout << " v_ap1 = " << v_ap1 << std::endl;
vec2d r_bp = c.impact_point - b->centroid();
vec2d v_bp1 = b->speed + vec2d::cross(omega_b1, r_bp);
// std::cout << " r_bp = " << r_bp << std::endl;
// std::cout << " v_bp1 = " << v_bp1 << std::endl;
vec2d v_ab1 = v_ap1 - v_bp1;
// std::cout << " v_ab1 = " << v_ab1 << std::endl;
// avoid the polygons getting stuck if, on the frame after the impact,
// the polygon a is still inside of b
// std::cout << "sign(v_a x n) = " << << std::endl;
if (a->collided_with.find(b) != a->collided_with.end())
// if (vec2d::dot(v_ap1, v_bp1) < 0)
// might have to tweak this condition
{
std::cout << "Lol actually no, nevermind" << std::endl;
return;
}
a->collided_with.insert(b);
b->collided_with.insert(a);
double I_a = a->inertia, I_b = b->inertia;
// std::cout << " Parameters for j: " << std::endl;
// std::cout << " v_ab1 = " << v_ab1 << std::endl;
// std::cout << " n = " << c.n << std::endl;
// std::cout << " m_a = " << a->mass << std::endl;
// std::cout << " m_b = " << b->mass << std::endl;
// std::cout << " r_ap = " << r_ap << std::endl;
// std::cout << " r_bp = " << r_bp << std::endl;
// std::cout << " I_a = " << I_a << std::endl;
// std::cout << " I_b = " << I_b << std::endl;
double j = impulse_parameter(v_ab1,
c.n,
@ -183,17 +158,12 @@ static void handle_collision(collision& c, polygon* a, polygon* b) {
I_a,
I_b,
restitution_coefficient_get());
// std::cout << "====> j = " << j << std::endl;
vec2d v_a2 = a->speed + j * c.n / a->mass;
vec2d v_b2 = b->speed - j * c.n / b->mass;
// std::cout << " v_a2 = " << v_a2 << std::endl;
// std::cout << " v_b2 = " << v_b2 << std::endl;
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;
// std::cout << " omega_a2 = " << omega_a2 << std::endl;
// std::cout << " omega_b2 = " << omega_b2 << std::endl;
a->speed = v_a2;
a->angular_speed = to_deg(omega_a2);
@ -220,31 +190,15 @@ static void check_collisions(polygon* current_p) {
rect other_bound = other_p->get_bounding_box();
if (bounding_rects_collide(cur_bound, other_bound) ||
bounding_rects_collide(other_bound, cur_bound)) {
// std::cout << "Bounding boxes do collide" << std::endl;
collision c = collides(*current_p, *other_p);
if (c.collides) {
collided_with_something = true;
col = c;
std::cout << "Between " << current_p->label << " and "
<< other_p->label << std::endl;
std::cout << "----- BEFORE -----" << std::endl;
std::cout << *current_p << std::endl;
std::cout << *other_p << std::endl;
handle_collision(c, current_p, other_p);
std::cout << "----- AFTER -----" << std::endl;
std::cout << *current_p << std::endl;
std::cout << *other_p << std::endl;
} else if (current_p->collided_with.find(other_p) !=
current_p->collided_with.end()) {
std::cout << "Removing shit" << std::endl;
current_p->collided_with.erase(other_p);
other_p->collided_with.erase(current_p);
// std::remove(current_p->collided_with.begin(),
// current_p->collided_with.end(),
// other_p);
// std::remove(other_p->collided_with.begin(),
// other_p->collided_with.end(),
// current_p);
}
}
}
@ -252,25 +206,6 @@ static void check_collisions(polygon* current_p) {
current_p->collided_with.clear();
}
static void check_border_collision(polygon* p) {
for (auto& point : p->global_points) {
bool hit_vert_wall = point.x <= 0 || point.x >= width;
bool hit_hori_wall = point.y <= 0 || point.y >= width;
if (hit_vert_wall || hit_hori_wall) {
p->set_angular_speed(-p->angular_speed); // this is not accurate,
// but avoids bugs for now
if (hit_vert_wall)
p->speed.x *= -1;
if (hit_hori_wall)
p->speed.y *= -1;
break;
}
}
}
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
@ -326,8 +261,6 @@ static void draw_circle(cairo_t* cr, vec2d p, double radius) {
void polygon::draw(cairo_t* cr) const {
// this->draw_bounding_rect(cr);
draw_circle(cr, col.impact_point, 3); // tbd
col.n.draw(cr, col.impact_point); // tbd
cairo_set_source_rgb(cr, 1, 1, 1);
@ -342,10 +275,14 @@ void polygon::draw(cairo_t* cr) const {
vec2d centroid = this->centroid();
draw_circle(cr, centroid, 1);
// draw speed
(10 * delta * this->speed).draw(cr, centroid);
}
void polygons_draw(cairo_t* cr) {
draw_circle(cr, col.impact_point, 3); // tbd
col.n.draw(cr, col.impact_point); // tbd
for (const polygon* p = polygons; p != polygons + n_polygons; ++p)
p->draw(cr);
}