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Physics.cpp
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225 lines (199 loc) · 6.79 KB
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#include "Physics.h"
#define _USE_MATH_DEFINES
#include <cmath>
using namespace MF;
Physics::Physics()
: Figure(0.5, 0.5, 0.5)
{
//obiekt staly
m_g = 0.0;
m_alfa_g = 0.0;
m_v = 0.0;
m_alfa_v = 0.0;
//ustawia domyslna obwiednie obiektu
m_border.bottom_left_corner_x = -1.0;
m_border.bottom_left_corner_y = -1.0;
m_border.top_right_x = 1.0;
m_border.top_right_y = 1.0;
}
Physics::~Physics()
{
}
void Physics::Rebound(double alfa_n) //Rebound od sciany charakteryzowanej za pomoca normalnej alfa_n
{
//prawo odbicia "kat padania rowny katowi odbicia (pod warunkiem, ze obiekt wnika do wnetrza)
if (abs(alfa_n - m_alfa_v) > 90.0)
{
m_alfa_v = alfa_n - (180.0 + m_alfa_v - alfa_n);
}
}
void Physics::Update(int current_time) //zmienia polozenie obiektu na podstawie aktualnego czasu
{
int delta_t = current_time - m_previous_time;
double v_x, v_y;
v_x = m_v*cos(m_alfa_v / 180.0*M_PI);
v_y = m_v*sin(m_alfa_v / 180.0*M_PI);
m_position_x = m_position_x + v_x*delta_t + 0.5*m_g*cos(m_alfa_g / 180.0*M_PI)*delta_t*delta_t;
m_position_y = m_position_y + v_y*delta_t + 0.5*m_g*sin(m_alfa_g / 180.0*M_PI)*delta_t*delta_t;
//aktualizacja predkosci
v_x = v_x + m_g*cos(m_alfa_g / 180.0*M_PI)*delta_t;
v_y = v_y + m_g*sin(m_alfa_g / 180.0*M_PI)*delta_t;
//wypadkowa predkosc
m_v = sqrt(v_x*v_x + v_y*v_y);
//kierunek predkosci
m_alfa_v = atan2(v_y, v_x)*180.0 / M_PI;
m_previous_time = current_time;
}
void Physics::Fast(double speed)
{
this->m_v += speed;
}
void Physics::SetInitialParameters(int current_time, double v, double alfa_v, double g, double alfa_g)
{
m_previous_time = current_time;
m_v = v;
m_alfa_v = alfa_v;
m_g = g;
m_alfa_g = alfa_g;
}
void Physics::SetBorders(double bottom_left_corner_x, double bottom_left_corner_y, double top_right_x, double top_right_y)
{
m_border.bottom_left_corner_x = bottom_left_corner_x;
m_border.bottom_left_corner_y = bottom_left_corner_y;
m_border.top_right_x = top_right_x;
m_border.top_right_y = top_right_y;
}
bool Physics::Collision(const Physics& X) //wykrywanie kolizji z innym obiektem i aktualizacja prêdkoœci (funkcja zwraca true gdy jest kolizja, a false w przeciwnym razie)
{
//jesli wystepuje kolizja to przynajmniej jeden z wierzcholkow musi zawierac sie wewnatrz
//sprawdzenie czy ktorys z wierzcholkow obiektu nie zawiera sie w obiekcie sprawdzanym
bool flagCollision = false;
if (IsInRectangle(m_position_x + m_border.bottom_left_corner_x,
m_position_y + m_border.bottom_left_corner_y, X) == 1)
{
flagCollision = true;
}
else if (IsInRectangle(m_position_x + m_border.bottom_left_corner_x,
m_position_y + m_border.top_right_y, X) == 1)
{
flagCollision = true;
}
else if (IsInRectangle(m_position_x + m_border.top_right_x,
m_position_y + m_border.top_right_y, X) == 1)
{
flagCollision = true;
}
else if (IsInRectangle(m_position_x + m_border.top_right_x,
m_position_y + m_border.bottom_left_corner_y, X) == 1)
{
flagCollision = true;
}
//odworcenie sprawdzania
else if (IsInRectangle(X.m_position_x + X.m_border.bottom_left_corner_x,
X.m_position_y + X.m_border.bottom_left_corner_y, *this) == 1)
{
flagCollision = true;
}
else if (IsInRectangle(X.m_position_x + X.m_border.bottom_left_corner_x,
X.m_position_y + X.m_border.top_right_y, *this) == 1)
{
flagCollision = true;
}
else if (IsInRectangle(X.m_position_x + X.m_border.top_right_x,
X.m_position_y + X.m_border.top_right_y, *this) == 1)
{
flagCollision = true;
}
else if (IsInRectangle(X.m_position_x + X.m_border.top_right_x,
X.m_position_y + X.m_border.bottom_left_corner_y, *this) == 1)
{
flagCollision = true;
}
//obsluga kolizji
if (flagCollision)
{
//znalezienie boku od ktorego nastapi odbicie
double alfa_n = FindNormal(X);
Rebound(alfa_n);
}
return flagCollision;
}
bool Physics::IsInRectangle(double _x, double _y, const Physics& X)//wykrywa czy dany punkt (_x,_y) znajduje sie wewnatrz pewnego kwadratu
{
if (((_x < X.m_position_x + X.m_border.top_right_x) &&
(_x > X.m_position_x + X.m_border.bottom_left_corner_x)) &&
((_y < X.m_position_y + X.m_border.top_right_y) &&
(_y > X.m_position_y + X.m_border.bottom_left_corner_y)))
{
return true;
}
else
{
return false;
}
}
double Physics::Distance(double _x, double _y, double _bottom_left_corner_x, double _bottom_left_corner_y, double _top_right_x, double _top_right_y)//wyznacza odleglosc od pewnej prostej przechodzacej przez 2 punkty
{
//rownanie prostej pzrechodzacej pzrez 2 punkty: y=Ax+B
double d;
if (_top_right_x != _bottom_left_corner_x)
{
double A = (_top_right_y - _bottom_left_corner_y) / (_top_right_x - _bottom_left_corner_x);
double B = _bottom_left_corner_y - A * _bottom_left_corner_x;
//wyznaczenie odelglosci:
d = fabs(A*_x - _y + B) / sqrt(A*A + 1.0);
}
else
{
d = fabs(_x - _top_right_x);
}
return d;
}
double Physics::FindNormal(const Physics& X)//znajduje normalna boku ktory jest najblizej srodka obiektu (wynikiem funkcji jest orientacja normalnej);
{
double distances[4];//tablica zawierajaca odleglosc srodka obiektu od bokow, przyjmuje sie ze odbicie nastepuje od boku lezacego najblizej srodka obiektu
int min_idx = 0;
distances[0] = Distance(m_position_x, m_position_y, X.m_position_x + X.m_border.bottom_left_corner_x, X.m_position_y + X.m_border.bottom_left_corner_y, X.m_position_x + X.m_border.bottom_left_corner_x, X.m_position_y + X.m_border.top_right_y);
distances[1] = Distance(m_position_x, m_position_y, X.m_position_x + X.m_border.bottom_left_corner_x, X.m_position_y + X.m_border.top_right_y, X.m_position_x + X.m_border.top_right_x, X.m_position_y + X.m_border.top_right_y);
distances[2] = Distance(m_position_x, m_position_y, X.m_position_x + X.m_border.top_right_x, X.m_position_y + X.m_border.top_right_y, X.m_position_x + X.m_border.top_right_x, X.m_position_y + X.m_border.bottom_left_corner_y);
distances[3] = Distance(m_position_x, m_position_y, X.m_position_x + X.m_border.top_right_x, X.m_position_y + X.m_border.bottom_left_corner_y, X.m_position_x + X.m_border.bottom_left_corner_x, X.m_position_y + X.m_border.bottom_left_corner_y);
//poszukiwanie minimalnej wartosci Distancei
for (int i = 1; i < 4; i++)
{
if (distances[i] < distances[min_idx])
{
min_idx = i;
}
}
double result_angle = 0.0;
//wyznaczenie normalnych najblizej lezacego boku, (dla aktualnej wersji zawsze leza wzdloz osi X lub Y)
switch (min_idx)
{
case 0:
{
result_angle = 180.0;
}
break;
case 1:
{
result_angle = 90.0;
}
break;
case 2:
{
result_angle = 0.0;
}
break;
case 3:
{
result_angle = -90.0;
}
break;
default:
{
result_angle = 0.0;
}
break;
}
return result_angle;
}