#include "polygons.h" #include "balls.h" // just for the restitution_coefficient_get() function, // prolly should be placed in another header file #include "cairo.h" #include "collisions.h" #include "game.h" #include "gravity.h" #include "matrix.h" #include "polygon_generator.h" #include #include #include polygon* polygons = nullptr; uint n_polygons = 11; 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[4] = poly_generate::rectangle(50, height / 2., INFINITY) .set_center({25 + width * 1. / 2, height / 2.}) .set_angle(0); #define PROBLEMATIC_COUPLES 0 #if PROBLEMATIC_COUPLES == 0 polygons[5] = poly_generate::regular(100, 3) .set_center({100, 400}) .set_angle(0) .set_speed({200, -10}); polygons[6] = poly_generate::square(100) .set_center({600, 400}) .set_angle(45) .set_speed({-200, -10}); polygons[7] = poly_generate::general( {{0, 0}, {100, 0}, {100, 100}, {50, 150}, {0, 100}}, 3) .set_center({200, 600}); polygons[8] = poly_generate::rectangle(100, 150).set_center({600, 200}); polygons[9] = poly_generate::regular(50, 5).set_center({150, 150}); polygons[10] = poly_generate::general({{0, 0}, {50, 80}, {0, 160}, {-50, 80}}) .set_center({700, 700}) .set_speed({0, -100}); #elif PROBLEMATIC_COUPLES == 1 // for this problematic couple to work, remove the gravity n_polygons = 7; polygons[4] = poly_generate::regular(100, 3) .set_center({103.91, 684.587}) .set_angle(280.108) .set_speed({190.114, 131.983}) .set_angular_speed(32.6448); polygons[5] = poly_generate::square(100) .set_center({614.338, 514.889}) .set_angle(-54.3526) .set_speed({-70.0347, -62.4788}) .set_angular_speed(-39.3846); polygons[6] = poly_generate::general( {{0, 0}, {100, 0}, {100, 100}, {50, 150}, {0, 100}}, 3) .set_center({261.425, 556.613}) .set_angle(-122.59) .set_speed({-46.9522, 48.5392}) .set_angular_speed(-35.5983); #endif } 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 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); vec2d r_bp = c.impact_point - b->centroid(); vec2d v_bp1 = b->speed + vec2d::cross(omega_b1, r_bp); vec2d v_ab1 = v_ap1 - v_bp1; // avoid the polygons getting stuck if, on the frame after the impact, // the polygon a is still inside of b if (a->collided_with.find(b) != a->collided_with.end()) return; a->collided_with.insert(b); b->collided_with.insert(a); double I_a = a->inertia, I_b = b->inertia; double j = impulse_parameter(v_ab1, c.n, a->mass, b->mass, r_ap, r_bp, I_a, I_b, restitution_coefficient_get()); vec2d v_a2 = a->speed + j * c.n / a->mass; vec2d v_b2 = b->speed - j * c.n / b->mass; 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; 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(); bool collided_with_something = false; for (polygon* other_p = polygons; other_p != polygons + n_polygons; ++other_p) { if (other_p == current_p) // polygons don't collide with themselves continue; if (vec2d::norm(current_p->speed) == 0 && vec2d::norm(other_p->speed) == 0) // if both are not moving, no need to go through the whole // collision detection thing continue; rect other_bound = other_p->get_bounding_box(); if (bounding_rects_collide(cur_bound, other_bound) || bounding_rects_collide(other_bound, cur_bound)) { collision c = collides(*current_p, *other_p); if (c.collides) { collided_with_something = true; col = c; handle_collision(c, current_p, other_p); } else if (current_p->collided_with.find(other_p) != current_p->collided_with.end()) { current_p->collided_with.erase(other_p); other_p->collided_with.erase(current_p); } } } if (!collided_with_something && current_p->collided_with.size() > 0) current_p->collided_with.clear(); } 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->angle = std::fmod(p->angle, 360); p->translate(delta * p->speed); vec2d g = gravity_vector(p); p->translate(.5 * delta * delta * g); p->speed += delta * g; // std::cout << *p << std::endl; } } 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); 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); // 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); }