got the speed working (yay) but the angular velocity that results is superrrr low, thus not creating any rotation after impact, wierd...

This commit is contained in:
Karma Riuk 2023-04-02 21:53:21 +02:00
parent 7dc54ddfe5
commit d0de911344
8 changed files with 390 additions and 52 deletions

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@ -11,7 +11,7 @@ CXXFLAGS=-Wall -g -O2 $(PROFILING_CFLAGS) $(GTK_CFLAGS)
LIBS=$(GTK_LIBS) -lm
PROGS=balls
OBJS=balls.o c_index.o game.o gravity.o spaceship.o main.o polygons.o polygon_generator.o
OBJS=balls.o c_index.o game.o gravity.o spaceship.o main.o polygons.o polygon_generator.o collisions.o
# dependencies (gcc -MM *.cc)
balls.o: balls.cc game.h balls.h vec2d.h gravity.h
@ -23,6 +23,7 @@ spaceship.o: spaceship.cc balls.h vec2d.h game.h
stats.o: stats.cc
polygons.o: polygons.cc polygons.h vec2d.h polygon_generator.h
polygon_generator.o: polygon_generator.cc polygon_generator.h
collisions.o: collisions.cc collisions.h vec2d.h
.PHONY: run

123
collisions.cc Normal file
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@ -0,0 +1,123 @@
#include "collisions.h"
#include <algorithm>
#include <iostream>
#include <vector>
static std::vector<vec2d> edges_of(polygon& p) {
std::vector<vec2d> edges;
edges.reserve(p.global_points.size());
for (uint i = 0; i < p.global_points.size(); ++i)
edges.push_back(p.global_points[(i + 1) % p.global_points.size()] -
p.global_points[i]);
return edges;
}
static bool separating_axis(
vec2d& axis, polygon& p, polygon& q, vec2d* pv, vec2d* impact_point) {
double min_p, max_p, min_q, max_q;
min_p = min_q = INFINITY;
max_p = max_q = -INFINITY;
double projection;
vec2d min_p_point, max_p_point;
for (auto& point : p.global_points) {
projection = vec2d::dot(point, axis);
if (projection < min_p) {
min_p = projection;
min_p_point = point;
}
if (projection > max_p) {
max_p = projection;
max_p_point = point;
}
}
for (auto& point : q.global_points) {
projection = vec2d::dot(point, axis);
min_q = std::min(min_q, projection);
max_q = std::max(max_q, projection);
}
if (max_p >= min_q && max_q >= min_p) {
double d;
if (max_q - min_p < max_p - min_q) {
d = max_q - min_p;
*impact_point = min_p_point;
} else {
d = max_p - min_q;
*impact_point = max_p_point;
}
// push a bit more than needed so the shapes do not overlap in future
// tests due to float precision
double d_over_o_squared = d / vec2d::dot(axis, axis) + 1e-10;
*pv = d_over_o_squared * axis;
return false;
}
return true;
}
static uint get_smallest_vec_index(std::vector<vec2d> vs) {
uint ret, i = 0;
double min = INFINITY;
for (auto& v : vs) {
double dot = vec2d::dot(v, v);
if (dot < min) {
ret = i;
min = dot;
}
i++;
}
return ret;
}
static collision convex_collides(polygon& p, polygon& q) {
collision ret{false};
std::vector<vec2d> edges_p = edges_of(p);
std::vector<vec2d> edges_q = edges_of(q);
std::vector<vec2d> edges;
edges.reserve(edges_p.size() + edges_q.size());
edges.insert(edges.end(), edges_p.begin(), edges_p.end());
edges.insert(edges.end(), edges_q.begin(), edges_q.end());
std::vector<vec2d> orthogonals;
orthogonals.reserve(edges.size());
for (auto& v : edges)
orthogonals.push_back(v.orthogonal());
std::vector<vec2d> push_vectors;
push_vectors.reserve(orthogonals.size());
std::vector<vec2d> impact_points;
push_vectors.reserve(orthogonals.size());
vec2d push_vector;
vec2d impact_point;
for (auto& o : orthogonals) {
if (separating_axis(o, p, q, &push_vector, &impact_point))
// the axis is separating (the projections don't overlap)
return ret;
push_vectors.push_back(push_vector);
impact_points.push_back(impact_point);
}
// if no axis is sperating, then they must be colliding
ret.collides = true;
uint i = get_smallest_vec_index(push_vectors);
ret.n = vec2d::normalize(push_vectors[i]);
ret.impact_point = impact_points[i];
// assert that p pushes away from q
vec2d d = q.centroid() - p.centroid();
if (vec2d::dot(ret.n, d) > 0)
ret.n *= -1;
return ret;
}
collision collides(polygon& p, polygon& q) {
return convex_collides(p, q);
}

15
collisions.h Normal file
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@ -0,0 +1,15 @@
#ifndef COLLISIONS_H_INCLUDED
#define COLLISIONS_H_INCLUDED
#include "polygons.h"
#include "vec2d.h"
struct collision {
bool collides;
vec2d n; // minimum push vector
vec2d impact_point;
};
extern collision collides(polygon& p, polygon& q);
#endif

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@ -8,23 +8,30 @@ static double to_rad(double angle_in_deg) {
return angle_in_deg * PI_180;
}
polygon poly_generate::rectangle(double width, double height) {
polygon poly_generate::rectangle(double width, double height, double mass) {
assert(width > 0);
assert(height > 0);
static const double one_over_twelve = 1. / 12;
return polygon{{0, 0},
0,
{{-width / 2, -height / 2},
{width / 2, -height / 2},
{-width / 2, height / 2},
{width / 2, height / 2},
{-width / 2, height / 2}}};
{width / 2, -height / 2}},
one_over_twelve * mass * width * std::pow(height, 3),
mass};
}
polygon poly_generate::triangle(double side1, double side2, double angle) {
polygon poly_generate::triangle(
double side1, double side2, double angle, double mass) {
assert(side1 > 0);
assert(side2 > 0);
vec2d points[] = {{0, 0},
{side1, 0},
{side2 * std::cos(to_rad(angle)), side2 * std::sin(to_rad(angle))}};
static const double one_over_36 = 1. / 36;
double base, height;
base = side1;
height = side2 * std::sin(to_rad(angle));
vec2d points[] = {
{0, 0}, {side1, 0}, {side2 * std::cos(to_rad(angle)), height}};
vec2d barycenter = {
(points[0].x + points[1].x + points[2].x) / 3,
@ -33,5 +40,9 @@ polygon poly_generate::triangle(double side1, double side2, double angle) {
for (unsigned int i = 0; i < 3; ++i)
points[i] -= barycenter;
return polygon{{0, 0}, 0, {std::begin(points), std::end(points)}};
return polygon{{0, 0},
0,
{std::begin(points), std::end(points)},
one_over_36 * mass * base * std::pow(height, 3),
mass};
}

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@ -7,14 +7,14 @@
namespace poly_generate {
polygon rectangle(double width, double height);
polygon rectangle(double width, double height, double mass = 1);
inline polygon square(double width) {
inline polygon square(double width, double mass = 1) {
assert(width > 0);
return rectangle(width, width);
return rectangle(width, width, mass);
};
polygon triangle(double side1, double side2, double angle);
polygon triangle(double side1, double side2, double angle, double mass = 1);
}; // namespace poly_generate
#endif

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@ -1,43 +1,184 @@
#include "polygons.h"
#include "cairo.h"
#include "collisions.h"
#include "game.h"
#include "matrix.h"
#include "polygon_generator.h"
#include <iostream>
#include <utility>
polygon* polygons = nullptr;
uint n_polygons = 1;
uint n_polygons = 2;
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(45)
.set_speed({3, 2});
// polygons[2] = poly_generate::rectangle(200, 100).set_center({600, 600});
polygons[0] = poly_generate::square(100, 1)
.set_center({200, 530})
.set_angle(-30)
.set_angular_speed(0)
.set_speed({200, -200});
// polygons[0] = poly_generate::triangle(150, 150, 30)
// .set_center({200, 400})
// .set_angle(13)
// .set_angular_speed(10)
// .set_speed({200, 50});
polygons[1] = poly_generate::rectangle(50, height / 2., INFINITY)
.set_center({25 + width * 1. / 2, height / 2.})
.set_angle(0);
}
static double to_rad(double angle_in_deg) {
static double PI_180 = M_PI / 180;
static double PI_180 = M_PI / 180.;
return angle_in_deg * PI_180;
}
static double to_deg(double angle_in_rad) {
static double PI_180 = 180. / M_PI;
return angle_in_rad * PI_180;
}
static bool is_point_inside_rect(rect rect, vec2d point) {
vec2d tl = rect.first, br = rect.second;
return point.x > tl.x && point.x < br.x && point.y > tl.y && point.y < br.y;
}
static bool bounding_rects_collide(rect cur_bound, rect other_bound) {
vec2d other_tl = other_bound.first, other_br = other_bound.second;
return is_point_inside_rect(cur_bound, other_tl) ||
is_point_inside_rect(cur_bound, {other_tl.x, other_br.y}) ||
is_point_inside_rect(cur_bound, {other_br.x, other_tl.y}) ||
is_point_inside_rect(cur_bound, other_br);
}
static double impulse_parameter(vec2d v_ab1,
vec2d n,
double m_a,
double m_b,
vec2d r_ap,
vec2d r_bp,
double I_a,
double I_b,
double e) {
double nominator = -(1 + e) * vec2d::dot(v_ab1, n);
double denominator = 1 / m_a + 1 / m_b +
std::pow(vec2d::cross(r_ap, n), 2) / I_a +
std::pow(vec2d::cross(r_bp, n), 2) / I_b;
return nominator / denominator;
}
static void handle_collision(collision& c, polygon* a, polygon* b) {
// see https://www.myphysicslab.com/engine2D/collision-en.html for the
// formulas
double omega_a1 = to_rad(a->angular_speed);
double omega_b1 = to_rad(b->angular_speed);
vec2d r_ap = c.impact_point - a->centroid();
vec2d v_ap1 = a->speed + vec2d::cross(omega_a1, r_ap);
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;
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, a->mass, b->mass, r_ap, r_bp, I_a, I_b, 1);
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);
b->speed = v_b2;
b->angular_speed = to_deg(omega_b2);
}
static void check_collisions(polygon* current_p) {
rect cur_bound = current_p->get_bounding_box();
for (polygon* other_p = polygons; other_p != polygons + n_polygons;
++other_p) {
if (other_p == current_p) // polygons don't collide with themselves
continue;
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) {
std::cout << "colliding" << std::endl;
std::cout << "speed before: " << current_p->speed << std::endl;
std::cout << "angular speed before: "
<< current_p->angular_speed << std::endl;
handle_collision(c, current_p, other_p);
std::cout << "speed after: " << current_p->speed << std::endl;
std::cout << "angular speed after: " << current_p->angular_speed
<< std::endl;
std::cout << std::endl;
}
}
}
}
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;
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;
}
}
@ -45,9 +186,12 @@ static void check_border_collision(polygon* p) {
void polygons_update_state() {
for (polygon* p = polygons; p != polygons + n_polygons; ++p) {
p->rotate(1);
if (p->mass == INFINITY) // immovable objects don't need to be updated
continue;
check_border_collision(p);
p->translate(p->speed);
check_collisions(p);
p->rotate(delta * p->angular_speed);
p->translate(delta * p->speed);
}
}
@ -67,13 +211,13 @@ void polygon::draw_bounding_rect(cairo_t* cr) const {
cairo_set_dash(cr, dashes, 2, 0);
auto bb = this->get_bounding_box();
vec2d min = bb.first, max = bb.second;
vec2d tl = bb.first, br = 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_line_to(cr, tl.x, tl.y);
cairo_line_to(cr, tl.x, br.y);
cairo_line_to(cr, br.x, br.y);
cairo_line_to(cr, br.x, tl.y);
cairo_line_to(cr, tl.x, tl.y);
cairo_stroke(cr);
cairo_set_dash(cr, 0, 0, 0); // disable dashes
}
@ -88,6 +232,13 @@ void polygon::draw(cairo_t* cr) const {
cairo_line_to(cr, this->global_points[0].x, this->global_points[0].y);
cairo_stroke(cr);
// draw centroid
vec2d centroid = this->centroid();
cairo_translate(cr, centroid.x, centroid.y);
cairo_arc(cr, 0, 0, 1, 0, 2 * M_PI);
cairo_stroke(cr);
cairo_translate(cr, -centroid.x, -centroid.y);
}
void polygons_draw(cairo_t* cr) {

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@ -8,6 +8,8 @@
#include <utility>
#include <vector>
typedef std::pair<vec2d, vec2d> rect;
class polygon {
private:
void update_global_points();
@ -16,30 +18,32 @@ class polygon {
vec2d center;
double angle;
std::vector<vec2d> points;
double inertia;
double mass;
std::vector<vec2d> global_points = points;
vec2d speed;
double angular_speed;
double mass = 1;
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};
rect get_bounding_box() const {
vec2d tl{INFINITY, INFINITY}, tr{-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 < tl.x)
tl.x = point.x;
if (point.y < tl.y)
tl.y = point.y;
if (point.x > max.x)
max.x = point.x;
if (point.y > max.y)
max.y = point.y;
if (point.x > tr.x)
tr.x = point.x;
if (point.y > tr.y)
tr.y = point.y;
}
return {min, max};
return {tl, tr};
}
polygon& set_center(vec2d c) {
@ -64,6 +68,11 @@ class polygon {
return *this;
}
polygon& set_mass(double m) {
mass = m;
return *this;
}
polygon& translate(vec2d delta) {
center += delta;
update_global_points();
@ -75,6 +84,14 @@ class polygon {
update_global_points();
return *this;
}
vec2d centroid() const {
double x = 0, y = 0;
for (auto& p : global_points)
x += p.x, y += p.y;
return vec2d{x, y} / points.size();
}
};
extern polygon* polygons;

22
vec2d.h
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@ -41,6 +41,10 @@ class vec2d {
return vec2d{x - other.x, y - other.y};
}
vec2d operator-() const {
return vec2d{-x, -y};
}
vec2d operator*(double l) const {
return vec2d{x * l, y * l};
}
@ -59,12 +63,28 @@ class vec2d {
return *this;
}
vec2d orthogonal() {
return {-y, x};
}
static double dot(const vec2d& a, const vec2d& b) {
return a.x * b.x + a.y * b.y;
}
static double cross(const vec2d& a, const vec2d& b) {
return a.x * b.x + a.y * b.y;
return a.x * b.y - a.y * b.x;
}
static vec2d cross(const double omega, const vec2d& v) {
return {-omega * v.y, omega * v.x};
}
static double norm(const vec2d& v) {
return std::sqrt(dot(v, v));
}
static vec2d normalize(const vec2d& v) {
return v / norm(v);
}
};