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c++-port
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README.md
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README.md
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# From Flying Balls to Colliding Polygons
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## Table of contents
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- [Abstract](#abstract)
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- [Before vs After](#before-vs-after)
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- [Context](#context)
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- [Before](#before)
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- [After](#after)
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- [Contact](#contact)
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## Abstract
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> (text taken from the abstract of my report that you can find
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> [here](https://github.com/karma-riuk/bachelor-project-report/blob/main/bachelorproject.pdf)
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Physics engines are a fun and interesting way to learn about the laws of
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physics, as well as computer science. They provide a real-time simulation of
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common physical phenomena, and therefore illustrate theoretical concepts such as
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the equations that dictate the motion of objects.
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The goal of this project was to extend an existing physics engine built for
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demonstration purposes. This engine was initially designed and developed to
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simulate circular objects ("balls") in 2D.
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With this project, we intended to extend this engine to also simulate arbitrary
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polygons, again in a physically accurate way. The main technical challenges of
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the project is therefore the correct simulation of the dynamics of rigid,
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polygonal objects. In particular, we developed a model of polygonal rigid
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objects:
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- we implemented a simulation of their inertial motion, possibly in the
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presence of a constant force field such as gravity;
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- we detect collisions between objects;
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- we compute and then simulate the dynamic effects of collisions.
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The simulations are animated and displayed in real-time. It is also therefore
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crucial that the simulation code be efficient to obtain smooth animations.
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## Before vs After
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### Context
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A little of context for the follow videos:
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- in the first video, the special ball with an arrow inside is a "spaceship",
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that can be controlled by the user;
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- the yellow bar that appears after midway through both videos represent the
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restitution coefficient of the collision resolution (the lower it is, the
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greater the dampening on impact between objects);
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- the white line with a ball at the end that appears after the restitution
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coefficient bar represents the gravity vector that gets applied to the speed
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of each object at each frame, the ball is the direction the vector is pointing
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it.
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### Before
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[before](https://github.com/karma-riuk/flying-balls/assets/30158492/ddc0d608-9667-4a21-8132-e056e443e0e2)
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### After
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[after](https://github.com/karma-riuk/flying-balls/assets/30158492/bd4013b8-bc01-4d52-aa2f-44dbc25de717)
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<!-- ## Controls -->
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<!---->
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<!-- ## Installation -->
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## Contact
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If you have any question concerning this work, feel free to contact me at [arno.fauconnet@gmail.com](mailto:arno.fauconnet@gmail.com)
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before.mp4
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before.mp4
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4
game.h
4
game.h
@ -13,8 +13,8 @@ extern double delta; /* simulation time delta in seconds */
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extern int width; /* game canvas width */
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extern int height; /* game canvas height */
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#define DEFAULT_WIDTH 800
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#define DEFAULT_HEIGHT 800
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#define DEFAULT_WIDTH 1000
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#define DEFAULT_HEIGHT 1000
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extern GtkWidget* canvas; /* game canvas object */
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polygons.cc
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polygons.cc
@ -14,7 +14,7 @@
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#include <utility>
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#define ARROW_VAL_RATIO 1.7
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#define SUBSETPS 5
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bool draw_speed = true;
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@ -35,6 +35,21 @@ static double random_color_component() {
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return 1.0 * (rand() % 200 + 56) / 255;
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};
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static vec2d random_velocity() {
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double r2;
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vec2d v;
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do {
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v.x = v_min + rand() % (v_max + 1 - v_min);
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v.y = v_min + rand() % (v_max + 1 - v_min);
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r2 = vec2d::dot(v, v);
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} while (r2 > v_max * v_max || r2 < v_min * v_min);
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if (rand() % 2)
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v.x = -v.x;
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if (rand() % 2)
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v.y = -v.y;
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return v;
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}
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void polygons_init_state() {
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n_polygons = 20;
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polygons = new polygon[n_polygons];
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@ -68,7 +83,6 @@ void polygons_init_state() {
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.set_center({width / 2., height - height / 17.})
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.set_angle(45);
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// ---------- Shapes flying around start here ----------
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polygons[n++] = poly_generate::regular(100, 3)
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.set_center({100, 400})
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@ -88,9 +102,14 @@ void polygons_init_state() {
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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(72, 8)
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.set_center({500, 500})
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.set_speed({100, 0});
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polygons[n++] = poly_generate::regular(50, 5)
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.set_center({150, 150})
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.set_speed({100, 0});
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.set_speed({150, 0});
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polygons[n++] = poly_generate::general({{40, 20},
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{40, 40},
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@ -232,19 +251,24 @@ static void check_collisions(polygon* current_p) {
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}
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void polygons_update_state() {
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const static float sub_delta = delta / SUBSETPS;
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for (uint i = SUBSETPS; i--;) {
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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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// immovable objects don't need to be updated
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if (p->mass == INFINITY)
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continue;
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check_collisions(p);
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p->rotate(delta * p->angular_speed);
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p->rotate(sub_delta * p->angular_speed);
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p->angle = std::fmod(p->angle, 360);
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p->translate(delta * p->speed);
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p->translate(sub_delta * p->speed);
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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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p->translate(.5 * sub_delta * sub_delta * g);
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p->speed += sub_delta * g;
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}
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}
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}
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@ -308,7 +332,6 @@ void polygon::draw(cairo_t* cr) const {
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vec2d centroid = this->centroid();
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draw_circle(cr, centroid, 1);
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// draw speed
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if (draw_speed && this->mass != INFINITY) {
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hsv_t hsv = rgb2hsv(this->color);
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