#include "polygons.h" #include "cairo.h" #include "collisions.h" #include "game.h" #include "matrix.h" #include "polygon_generator.h" #include #include polygon* polygons = nullptr; uint n_polygons = 6; void polygons_init_state() { polygons = new polygon[n_polygons]; int wall_thickness = 50; // north wall polygons[0] = poly_generate::rectangle(width, wall_thickness, INFINITY) .set_center({width / 2., -wall_thickness / 2.}); // south wall polygons[1] = poly_generate::rectangle(width, wall_thickness, INFINITY) .set_center({width / 2., height + wall_thickness / 2.}); // west wall polygons[2] = poly_generate::rectangle(wall_thickness, height, INFINITY) .set_center({-wall_thickness / 2., height / 2.}); // east wall polygons[3] = poly_generate::rectangle(wall_thickness, height, INFINITY) .set_center({width + wall_thickness / 2., height / 2.}); // polygons[0] = poly_generate::triangle(150, 150, 30) // .set_center({200, 400}) // .set_angle(13) // .set_angular_speed(10) // .set_speed({200, 50}); polygons[4] = poly_generate::rectangle(50, height / 2., INFINITY) .set_center({25 + width * 1. / 2, height / 2.}) .set_angle(0); polygons[5] = poly_generate::square(100, 1) .set_center({200, 180}) .set_angle(-60) .set_speed({200, -10}); // .set_angle(45) // .set_center({600, 650}) // .set_speed({-200, -10}); // .set_center({200, 160}) // .set_angle(-45) // .set_speed({200, 10}); // polygons[5] = poly_generate::regular(100, 8) // .set_angle(0) // .set_center({600, 650}) // .set_speed({-200, 200}); } static double to_rad(double angle_in_deg) { 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 r_ap_cross_n = vec2d::cross(r_ap, n); double r_bp_cross_n = vec2d::cross(r_bp, n); double denominator = 1 / m_a + 1 / m_b + r_ap_cross_n * r_ap_cross_n / I_a + r_bp_cross_n * r_bp_cross_n / I_b; 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 // 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 (vec2d::dot(a->speed, c.n) > 0 && vec2d::dot(a->speed, c.impact_point - a->centroid()) > 0 && sign(vec2d::cross(c.n, a->speed)) == -sign(a->angular_speed)) // might have to tweak this condition return; 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 << " 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; 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); } collision col; // tbd 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) { col = c; 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) { 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 continue; // check_border_collision(p); check_collisions(p); p->rotate(delta * p->angular_speed); p->translate(delta * p->speed); } } void polygon::update_global_points() { double cos_theta = std::cos(to_rad(this->angle)); double sin_theta = std::sin(to_rad(this->angle)); matrix rotation = matrix{{cos_theta, sin_theta}, {-sin_theta, cos_theta}}; for (uint i = 0; i < this->points.size(); ++i) this->global_points[i] = rotation * this->points[i] + this->center; } void polygon::draw_bounding_rect(cairo_t* cr) const { cairo_set_source_rgb(cr, .7, .7, .7); double dashes[] = {5, 10}; cairo_set_dash(cr, dashes, 2, 0); auto bb = this->get_bounding_box(); vec2d tl = bb.first, br = bb.second; 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 } static void draw_circle(cairo_t* cr, vec2d p, double radius) { cairo_translate(cr, p.x, p.y); cairo_arc(cr, 0, 0, radius, 0, 2 * M_PI); cairo_fill(cr); cairo_translate(cr, -p.x, -p.y); } 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); for (auto& point : this->global_points) cairo_line_to(cr, point.x, point.y); cairo_line_to(cr, this->global_points[0].x, this->global_points[0].y); cairo_stroke(cr); // draw centroid vec2d centroid = this->centroid(); draw_circle(cr, centroid, 1); } void polygons_draw(cairo_t* cr) { for (const polygon* p = polygons; p != polygons + n_polygons; ++p) p->draw(cr); }