Fixed sticking
This commit is contained in:
1 file changed
+35
-12
@@ -1,6 +1,7 @@
|
||||
#define _POSIX_C_SOURCE 200809L
|
||||
|
||||
#include "objects.h"
|
||||
#include "vec_util.h"
|
||||
#include <bits/time.h>
|
||||
#include <math.h>
|
||||
#include <pthread.h>
|
||||
@@ -12,6 +13,7 @@
|
||||
#include <unistd.h>
|
||||
|
||||
static const long TIMESTEP = 1000000;
|
||||
static const long simx = 2;
|
||||
|
||||
int center_x_text(const char *text, int width, int size) {
|
||||
return (width - MeasureText(text, size)) / 2;
|
||||
@@ -27,6 +29,9 @@ Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
|
||||
if (len > a->radius + b->radius) {
|
||||
return NULL_VEC2;
|
||||
}
|
||||
if (len == 0) {
|
||||
return (Vector2){1, 0};
|
||||
}
|
||||
Vector2 result = vec2_normalize(diff);
|
||||
return result;
|
||||
}
|
||||
@@ -56,19 +61,33 @@ Vector2 edge_collision(mass_body_t *b) {
|
||||
|
||||
void collide(mass_body_t *a, mass_body_t *b, const Vector2 *normal,
|
||||
float resitution) {
|
||||
float inverse_a = 1.0f / a->mass;
|
||||
float inverse_b = 1.0f / b->mass;
|
||||
float inverse_total = inverse_a + inverse_b;
|
||||
float overlap =
|
||||
a->radius + b->radius - vec2_len(vec2_diff(&a->position, &b->position));
|
||||
Vector2 correction = vec2_scale(normal, overlap / inverse_total);
|
||||
Vector2 a_move = vec2_scale(&correction, inverse_a);
|
||||
Vector2 b_move = vec2_scale(&correction, inverse_b);
|
||||
a->position = vec2_sum(&a->position, &a_move);
|
||||
b->position = vec2_diff(&b->position, &b_move);
|
||||
|
||||
Vector2 relative = vec2_diff(&b->speed, &a->speed);
|
||||
float v_normal = vec2_dot(&relative, normal);
|
||||
if (v_normal <= 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
float factor = -(1 + resitution);
|
||||
float j = factor * v_normal;
|
||||
|
||||
j /= (1.0 / a->mass) + (1.0 / b->mass);
|
||||
j /= inverse_total;
|
||||
|
||||
Vector2 final = vec2_scale(normal, j);
|
||||
|
||||
Vector2 a_diff = vec2_scale(&final, 1.0 / a->mass);
|
||||
Vector2 a_diff = vec2_scale(&final, inverse_a);
|
||||
a->speed = vec2_diff(&a->speed, &a_diff);
|
||||
Vector2 b_diff = vec2_scale(&final, 1.0 / b->mass);
|
||||
Vector2 b_diff = vec2_scale(&final, inverse_b);
|
||||
b->speed = vec2_sum(&b->speed, &b_diff);
|
||||
}
|
||||
|
||||
@@ -97,12 +116,14 @@ void *physics(void *args) {
|
||||
mass_body_t body_1;
|
||||
mass_body_t body_2;
|
||||
Vector2 collision;
|
||||
Vector2 scaled_speed;
|
||||
struct timespec ot, ct;
|
||||
while (true) {
|
||||
clock_gettime(CLOCK_MONOTONIC, &ct);
|
||||
for (unsigned int i = 0; i < uni->num_bodies; i++) {
|
||||
body_1 = uni->bodies[i];
|
||||
body_1.position = vec2_sum(&body_1.position, &body_1.speed);
|
||||
scaled_speed = vec2_scale(&body_1.speed, 1.0 / simx);
|
||||
body_1.position = vec2_sum(&body_1.position, &scaled_speed);
|
||||
if (i < uni->num_bodies - 1) {
|
||||
for (unsigned int y = i + 1; y < uni->num_bodies; y++) {
|
||||
body_2 = uni->bodies[y];
|
||||
@@ -122,7 +143,7 @@ void *physics(void *args) {
|
||||
ot = ct;
|
||||
clock_gettime(CLOCK_MONOTONIC, &ct);
|
||||
long long elapsed = timespec_diff_ns(ct, ot);
|
||||
long long remaining = TIMESTEP - elapsed;
|
||||
long long remaining = TIMESTEP / simx - elapsed;
|
||||
|
||||
if (remaining > 0) {
|
||||
long long sleep_time = remaining * 9 / 10;
|
||||
@@ -133,7 +154,7 @@ void *physics(void *args) {
|
||||
|
||||
do {
|
||||
clock_gettime(CLOCK_MONOTONIC, &ct);
|
||||
} while (timespec_diff_ns(ct, ot) < TIMESTEP);
|
||||
} while (timespec_diff_ns(ct, ot) < TIMESTEP / simx);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -142,12 +163,14 @@ int main(void) {
|
||||
const char *welcome_text = "Welcome to Fucked Physics!";
|
||||
universe_t universe = {0, NULL};
|
||||
universe.bodies = malloc(1024 * sizeof(mass_body_t));
|
||||
for(int i=0;i<100;i++){
|
||||
if(i>500){
|
||||
universe.bodies[i] = (mass_body_t){100/(25+50/(i+1)), 50+50/(i+1), {i*10, i*200%500}, {0.1, 0.5+i*0.01}};
|
||||
}else{
|
||||
universe.bodies[i] = (mass_body_t){100/(25+50/(i+1)), 25+50/(i+1), {-i*10, -i*300%500}, {-0.1, 0.8-i*0.005}};
|
||||
}
|
||||
for (int i = 0; i < 100; i++) {
|
||||
float radius = 12.0f + 8.0f / (i + 1);
|
||||
universe.bodies[i] = (mass_body_t){
|
||||
radius,
|
||||
radius,
|
||||
{-360.0f + 80.0f * (i % 10), -202.5f + 45.0f * (i / 10)},
|
||||
{-0.1f, 0.8f - i * 0.005f},
|
||||
};
|
||||
}
|
||||
universe.num_bodies = 100;
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
|
||||
|
||||
Reference in new issue
Block a user