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1 | /* |
2 | * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com. | |
3 | * | |
4 | * This program is free software: you can redistribute it and/or modify | |
5 | * it under the terms of the GNU General Public License as published by | |
6 | * the Free Software Foundation, either version 3 of the License, or | |
7 | * (at your option) any later version. | |
8 | * | |
9 | * This program is distributed in the hope that it will be useful, | |
10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
12 | * GNU General Public License for more details. | |
13 | * | |
14 | * You should have received a copy of the GNU General Public License | |
15 | * along with this program. If not, see <http://www.gnu.org/licenses/>. | |
16 | */ | |
17 | ||
0ac1dc80 | 18 | #include "collisionManager.h" |
54fe85c5 PG |
19 | #include "debug.h" |
20 | ||
21 | #include "Vector2.h" | |
22 | ||
23 | #include "Entities/Ball.h" | |
24 | #include "Entities/PhysicsEntity.h" | |
25 | ||
26 | #include "CollisionInfo.h" | |
27 | ||
28 | /// ***** Private Class Header ***** | |
29 | ||
30 | /// ***** Private Method Headers ***** | |
31 | ||
2869e2e8 PG |
32 | void applyCollisionAt(PhysicsEntity* p1, PhysicsEntity* p2); |
33 | void applyCollisionAt(Ball* b1, Ball* b2); | |
54fe85c5 | 34 | |
2869e2e8 | 35 | CollisionInfo* getInfoAt(Ball* b1, Ball* b2); |
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36 | |
37 | /// ***** Private Variables ***** | |
38 | ||
39 | /// ***** Initializers/Cleaners ***** | |
40 | ||
41 | void collision::init() | |
42 | { | |
43 | ||
44 | } | |
45 | void collision::clean() | |
46 | { | |
47 | ||
48 | } | |
49 | ||
50 | /// ***** Public Methods ***** | |
51 | ||
2869e2e8 | 52 | void collision::update(setPhys& sp) |
54fe85c5 PG |
53 | { |
54 | for( setPhys::iterator it1 = sp.begin(); | |
55 | it1 != sp.end(); | |
56 | it1++ ) | |
57 | { | |
58 | for( setPhys::iterator it2 = sp.begin(); | |
59 | it2 != sp.end(); | |
60 | it2++ ) | |
61 | { | |
62 | if( *it1 != *it2 ) | |
63 | { | |
2869e2e8 | 64 | applyCollisionAt(*it1, *it2); |
54fe85c5 PG |
65 | } |
66 | } | |
67 | } | |
68 | ||
69 | } | |
70 | ||
71 | /// ***** Private Methods ***** | |
72 | ||
2869e2e8 | 73 | void applyCollisionAt(PhysicsEntity* p1, PhysicsEntity* p2) |
54fe85c5 PG |
74 | { |
75 | Ball* b1 = dynamic_cast<Ball*>(p1); | |
76 | Ball* b2 = dynamic_cast<Ball*>(p2); | |
77 | ||
78 | if( b1 != NULL && b2 != NULL ) | |
79 | { | |
2869e2e8 | 80 | applyCollisionAt(b1, b2); |
54fe85c5 PG |
81 | return; |
82 | } | |
83 | ||
84 | #ifdef WARNINGS | |
85 | cerr << "ENTITY TYPE NOT SUPPORTED BY applyCollisionAt()!!" << endl; | |
86 | #endif | |
87 | } | |
88 | ||
2869e2e8 | 89 | void applyCollisionAt(Ball* b1, Ball* b2) |
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90 | { |
91 | // /* | |
2869e2e8 | 92 | CollisionInfo* info = getInfoAt(b1, b2); |
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93 | |
94 | if(info == NULL) | |
95 | return; | |
96 | ||
97 | // a few values to simplify the equations | |
98 | Vector2 normal = info->normal; | |
99 | Vector2 point = info->point; | |
100 | ||
101 | delete info; | |
102 | ||
103 | float m1 = b1->mass; | |
104 | float m2 = b2->mass; | |
105 | ||
106 | float e = (b1->CoR + b2->CoR) / 2; | |
107 | ||
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108 | Vector2 v1 = b1->velocityRaw(); |
109 | Vector2 v2 = b2->velocityRaw(); | |
54fe85c5 PG |
110 | |
111 | ||
112 | float iTop = -(e + 1) * (v1 - v2).dot(normal); | |
113 | ||
114 | // otherwise the collision happened and we do the math the below assumes | |
115 | // collisions have no friction | |
116 | ||
117 | float impulse = iTop / (normal.dot(normal) * (1 / m1 + 1 / m2)); | |
118 | ||
119 | b1->applyImpulse(impulse / m1 * normal, point); | |
120 | b2->applyImpulse(-impulse / m2 * normal, point); | |
121 | // */ | |
122 | } | |
123 | ||
2869e2e8 | 124 | CollisionInfo* getInfoAt(Ball* b1, Ball* b2) |
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125 | { |
126 | // a few values to simplify the equations | |
127 | float r1 = b1->radius; | |
128 | float r2 = b2->radius; | |
129 | ||
2869e2e8 PG |
130 | Vector2 p1 = b1->positionRaw(); |
131 | Vector2 p2 = b2->positionRaw(); | |
132 | Vector2 v1 = b1->velocityRaw(); | |
133 | Vector2 v2 = b2->velocityRaw(); | |
54fe85c5 PG |
134 | |
135 | // quick binding box check | |
136 | if (p1.x - r1 > p2.x + r2 | |
137 | || p1.x + r1 < p2.x - r2 | |
138 | || p1.y - r1 > p2.y + r2 | |
139 | || p1.y + r1 < p2.y - r2) | |
140 | return NULL; | |
141 | ||
142 | // test if not touching | |
143 | if ((p1 - p2).sqrLength() >= (r1 + r2)*(r1 + r2)) | |
144 | return NULL; | |
145 | ||
146 | // test if they are moving apart in some way if they aren't it's likely | |
147 | // that they collided last frame and are still overlapping | |
148 | ||
149 | if ((v1 - v2).dot(p1 - p2) >= 0) | |
150 | return NULL; | |
151 | ||
152 | return new CollisionInfo(p1 - (p1 - p2) * r1 / (r1 + r2), p1 - p2); | |
153 | } |