#include #include #include #include #include "gravity.h" #include "game.h" static const double constant_field_increment = 1.0; static const double newton_field_increment = 1000.0; static vec2d g{.x = 0, .y = 20}; static double g_r = 50; static double g_g = 10000000; static int constant_field = 1; void gravity_constant_field (double x, double y) { constant_field = 1; g.x = x; g.y = y; } void gravity_newton_field (double r, double g) { constant_field = 0; g_r = r; g_g = g; } void gravity_draw (cairo_t * cr) { if (constant_field) { cairo_save(cr); cairo_new_path(cr); cairo_move_to(cr, width/2, height/2); cairo_line_to(cr, width/2 + g.x, height/2 + g.y); cairo_set_source_rgb(cr, 1.0, 1.0, 1.0); cairo_set_line_width(cr, 1.0); cairo_stroke(cr); cairo_arc(cr, width/2 + g.x, height/2 + g.y, 3, 0, 2*M_PI); cairo_fill(cr); cairo_restore(cr); } else { std::ostringstream output; output << (g_g/1000) << "K"; cairo_save (cr); cairo_set_source_rgb (cr, 1.0, 1.0, 1.0); cairo_select_font_face (cr, "sans-serif", CAIRO_FONT_SLANT_NORMAL, CAIRO_FONT_WEIGHT_NORMAL); cairo_set_font_size (cr, 16); std::string output_str = output.str(); cairo_text_extents_t extent; cairo_text_extents (cr, output_str.c_str(), &extent); cairo_move_to (cr, width/2 - extent.width/2, height/2 + extent.height/2); cairo_show_text (cr, output_str.c_str()); cairo_restore (cr); } } void gravity_draw_visible_field (cairo_t * cr) { if (!constant_field) { cairo_save (cr); cairo_set_source_rgb(cr, 1.0, 1.0, 1.0); cairo_new_path (cr); cairo_arc (cr, width/2, height/2, g_r, 0, 2*M_PI); cairo_set_line_width(cr, 3.0); cairo_stroke(cr); cairo_restore(cr); } } void gravity_change (double dx, double dy) { if (constant_field) { g.x += dx*constant_field_increment; g.y += dy*constant_field_increment; } else { g_r += dx; g_g -= dy*newton_field_increment; } } vec2d gravity_vector (const ball * b) { if (constant_field) { return g; } else { vec2d b_c = vec2d{width/2.0,height/2.0} - b->position; double r2 = vec2d::dot(b_c,b_c); if (r2 < g_r*g_r) { return vec2d{0,0}; } else { return g_g/r2/sqrt(r2)*b_c; } } } void gravity_collisions (ball * begin, ball * end) { if (constant_field) return; for (ball * b = begin; b != end; ++b) { vec2d b_c = b->position - vec2d{width/2.0,height/2.0}; double d2 = vec2d::dot(b_c, b_c); double r = b->radius + g_r; if (d2 <= r*r) { double d = sqrt(d2); if (d <= b->radius) b->position = vec2d{width/2.0,height/2.0+r}; else b->position += (r - d)/d*b_c; double f = vec2d::dot(b->velocity, b_c); if (f < 0) { f /= d2; b->velocity -= 2*f*b_c; } } } }