Slope collision occur checking

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
parent 8b1ec8c443
commit 8228342d93
  1. BIN
      C++ProjectTemplate.wasm
  2. 170
      main.cpp
  3. 0
      vel.x=-100

Binary file not shown.

@ -13,6 +13,7 @@ struct Ball{
float radius=0;
float mass=0;
float simTimeRemaining=0;
bool grounded=false;
};
struct Line{
@ -29,16 +30,19 @@ class MountainClimber : public olc::PixelGameEngine
{
public:
std::vector<Ball>balls;
std::vector<Ball*>balls;
std::vector<Line>lines;
Ball*selectedBall;
Line*selectedLine;
std::vector<std::pair<Ball*,Ball*>>collidingPairs;
std::vector<Ball*>fakeBalls;
bool selectedLineStart=false;
float friction=0.9f;
float gravity=200.f;
float limit=500.f;
float friction=5.f;
float gravity=2000.f;
float limit=1000.f;
Ball*player;
float moveSpd=250;
float jumpSpd=1000;
MountainClimber()
{
@ -46,11 +50,10 @@ public:
}
void AddBall(vf2d pos,float r){
Ball b;
b.pos=pos;
b.radius=r;
b.mass=r*10;
b.vel.y=rand()%1000-17000;
Ball*b=new Ball();
b->pos=pos;
b->radius=r;
b->mass=r*10;
balls.emplace_back(b);
}
@ -67,6 +70,12 @@ public:
public:
bool OnUserCreate() override
{
AddLine({0,360},{640,360},0.1,0);
AddLine({340,360},{640,140},0.1,0);
AddBall({320,300},8);
ConsoleCaptureStdOut(true);
player=balls[0];
return true;
}
@ -79,83 +88,91 @@ public:
return fabs((pos1.x - pos2.x)*(pos1.x - pos2.x) + (pos1.y - pos2.y)*(pos1.y - pos2.y)) <= (r1 + r2)*(r1 + r2);
};
for(int i=0;i<simulationUpdates;i++){
for(Ball&b:balls){
b.simTimeRemaining=simElapsedTime;
for(Ball*b:balls){
b->simTimeRemaining=simElapsedTime;
}
for(int j=0;j<maxSimulationSteps;j++){
for(Ball&b:balls){
if(b.simTimeRemaining>0){
b.originalPos.x=b.pos.x;
b.originalPos.y=b.pos.y;
b.acc.x=-b.vel.x*friction;
b.acc.y=-b.vel.y*friction+gravity; //Gravity constant;
b.vel.x+=b.acc.x*b.simTimeRemaining;
b.vel.y+=b.acc.y*b.simTimeRemaining;
b.pos.x+=b.vel.x*b.simTimeRemaining;
b.pos.y+=b.vel.y*b.simTimeRemaining;
for(Ball*b:balls){
if(b->simTimeRemaining>0){
b->originalPos.x=b->pos.x;
b->originalPos.y=b->pos.y;
b->acc.x=-b->vel.x*friction;
b->acc.y=-b->vel.y*friction+((!b->grounded)?gravity:0); //Gravity constant;
b->vel.x+=b->acc.x*b->simTimeRemaining;
b->vel.y+=b->acc.y*b->simTimeRemaining;
b->pos.x+=b->vel.x*b->simTimeRemaining;
b->pos.y+=b->vel.y*b->simTimeRemaining;
if(b.pos.x<0){
b.pos.x+=ScreenWidth();
if(b->pos.x<0){
b->pos.x+=ScreenWidth();
}
if(b.pos.y<0){
b.pos.y+=ScreenHeight();
if(b->pos.y<0){
b->pos.y+=ScreenHeight();
}
if(b.pos.x>=ScreenWidth()){
b.pos.x-=ScreenWidth();
if(b->pos.x>=ScreenWidth()){
b->pos.x-=ScreenWidth();
}
if(b.pos.y>=ScreenHeight()){
b.pos.y-=ScreenHeight();
if(b->pos.y>=ScreenHeight()){
b->pos.y-=ScreenHeight();
}
if(fabs(b.vel.x*b.vel.x+b.vel.y*b.vel.y)<stable){
b.vel.x=0;
b.vel.y=0;
if(fabs(b->vel.x*b->vel.x+b->vel.y*b->vel.y)<stable){
b->vel.x=0;
b->vel.y=0;
}
}
}
for(Ball&b:balls){
float deltaTime=b.simTimeRemaining;
for(Ball*b:balls){
float deltaTime=b->simTimeRemaining;
bool collisionOccured=false;
for(Line&l:lines){
if(!l.oneWay||l.oneWay&&b.vel.y<0){
if((!l.oneWay||l.oneWay&&b->vel.y<0)){
vf2d line1={l.endPos.x-l.startPos.x,l.endPos.y-l.startPos.y};
vf2d line2={b.pos.x-l.startPos.x,b.pos.y-l.startPos.y};
vf2d line2={b->pos.x-l.startPos.x,b->pos.y-l.startPos.y};
float edgeLength=line1.x*line1.x+line1.y*line1.y;
float t=std::max(0.f,std::min(edgeLength,(line1.x*line2.x+line1.y*line2.y)))/edgeLength;
vf2d closestPoint={l.startPos.x+t*line1.x,l.startPos.y+t*line1.y};
float dist=sqrtf((b.pos.x-closestPoint.x)*(b.pos.x-closestPoint.x)+(b.pos.y-closestPoint.y)*(b.pos.y-closestPoint.y));
if(dist<=b.radius+l.radius){
float dist=sqrtf((b->pos.x-closestPoint.x)*(b->pos.x-closestPoint.x)+(b->pos.y-closestPoint.y)*(b->pos.y-closestPoint.y));
if(dist<=b->radius+l.radius){
Ball*fakeBall=new Ball();
fakeBall->radius=l.radius;
fakeBall->mass=b.mass*l.bounceFactor;
fakeBall->mass=b->mass*l.bounceFactor;
fakeBall->pos={closestPoint.x,closestPoint.y};
fakeBall->vel={std::min(limit,std::max(-limit,-b.vel.x)),std::min(limit,std::max(-limit,-b.vel.y))};
fakeBall->vel={std::min(limit,std::max(-limit,-b->vel.x)),std::min(limit,std::max(-limit,-b->vel.y))};
fakeBalls.push_back(fakeBall);
collidingPairs.push_back({&b,fakeBall});
float overlap=1.1f*(dist-b.radius-fakeBall->radius);
b.pos.x-=overlap*(b.pos.x-fakeBall->pos.x)/dist;
b.pos.y-=overlap*(b.pos.y-fakeBall->pos.y)/dist;
collidingPairs.push_back({b,fakeBall});
float overlap=1.1f*(dist-b->radius-fakeBall->radius);
b->pos.x-=overlap*(b->pos.x-fakeBall->pos.x)/dist;
b->pos.y-=overlap*(b->pos.y-fakeBall->pos.y)/dist;
if(b==player&&fakeBall->vel.y<0){//This is an upwards force pushing on us, we have touched ground.
b->grounded=true;
collisionOccured=true;
}
}
}
}
for(Ball&b2:balls){
if(&b!=&b2){
if(DoCirclesOverlap(b.pos,b.radius,b2.pos,b2.radius)){
collidingPairs.push_back({&b,&b2});
float dist=sqrtf((b.pos.x-b2.pos.x)*(b.pos.x-b2.pos.x)+(b.pos.y-b2.pos.y)*(b.pos.y-b2.pos.y));
float overlap=0.5f*(dist-b.radius-b2.radius);
b.pos.x-=overlap*(b.pos.x-b2.pos.x)/dist;
b.pos.y-=overlap*(b.pos.y-b2.pos.y)/dist;
b2.pos.x+=overlap*(b.pos.x-b2.pos.x)/dist;
b2.pos.y+=overlap*(b.pos.y-b2.pos.y)/dist;
if(!collisionOccured){
b->grounded=false;
}
for(Ball*b2:balls){
if(b!=b2){
if(DoCirclesOverlap(b->pos,b->radius,b2->pos,b2->radius)){
collidingPairs.push_back({b,b2});
float dist=sqrtf((b->pos.x-b2->pos.x)*(b->pos.x-b2->pos.x)+(b->pos.y-b2->pos.y)*(b->pos.y-b2->pos.y));
float overlap=0.5f*(dist-b->radius-b2->radius);
b->pos.x-=overlap*(b->pos.x-b2->pos.x)/dist;
b->pos.y-=overlap*(b->pos.y-b2->pos.y)/dist;
b2->pos.x+=overlap*(b->pos.x-b2->pos.x)/dist;
b2->pos.y+=overlap*(b->pos.y-b2->pos.y)/dist;
}
}
}
float intendedSpeed=sqrtf(b.vel.x+b.vel.y*b.vel.y);
float intendedDist=intendedSpeed*b.simTimeRemaining;
float actualDist=sqrtf((b.pos.x-b.originalPos.x)*(b.pos.x-b.originalPos.x)+(b.pos.y-b.originalPos.y)*(b.pos.y-b.originalPos.y));
float intendedSpeed=sqrtf(b->vel.x+b->vel.y*b->vel.y);
float intendedDist=intendedSpeed*b->simTimeRemaining;
float actualDist=sqrtf((b->pos.x-b->originalPos.x)*(b->pos.x-b->originalPos.x)+(b->pos.y-b->originalPos.y)*(b->pos.y-b->originalPos.y));
float actualTime=actualDist/intendedSpeed;
b.simTimeRemaining=b.simTimeRemaining-actualTime;
b->simTimeRemaining=b->simTimeRemaining-actualTime;
}
float efficiency=1;
for(std::pair<Ball*,Ball*>&pair:collidingPairs){
@ -188,12 +205,25 @@ public:
return fabs((pos.x - point.x)*(pos.x - point.x) + (pos.y - point.y)*(pos.y - point.y)) < (r * r);
};
if(GetKey(A).bHeld){
player->vel.x=-moveSpd;
player->grounded=false;
}
if(GetKey(D).bHeld){
player->vel.x=moveSpd;
player->grounded=false;
}
if(GetKey(SPACE).bPressed){
player->vel.y=-jumpSpd;
player->grounded=false;
}
if (GetMouse(0).bPressed){
selectedBall = nullptr;
for (Ball&b:balls){
if (IsPointInCircle(b.pos,b.radius,GetMousePos()))
for (Ball*b:balls){
if (IsPointInCircle(b->pos,b->radius,GetMousePos()))
{
selectedBall = &b;
selectedBall = b;
break;
}
}
@ -233,9 +263,9 @@ public:
selectedLine=nullptr;
}
if(GetMouse(1).bHeld){
for(Ball&b:balls){
b.vel.x+=(GetMouseX()-b.pos.x)*0.01f;
b.vel.y+=(GetMouseY()-b.pos.y)*0.01f;
for(Ball*b:balls){
b->vel.x+=(GetMouseX()-b->pos.x)*0.01f;
b->vel.y+=(GetMouseY()-b->pos.y)*0.01f;
}
}
@ -245,17 +275,13 @@ public:
Clear(BLACK);
if(GetKey(SPACE).bPressed){
AddBall({610,620},rand()%4+8);
}
HandlePhysics(fElapsedTime);
for(Ball&b:balls){
if(selectedBall==&b){
FillCircle(b.pos,b.radius,YELLOW);
for(Ball*b:balls){
if(selectedBall==b){
FillCircle(b->pos,b->radius,YELLOW);
} else {
FillCircle(b.pos,b.radius);
FillCircle(b->pos,b->radius);
}
}
for(Line&l:lines){

Loading…
Cancel
Save