#include "mechanics.h" #include "objects.h" #include Vector2 body_collision(mass_body_t *a, mass_body_t *b) { Vector2 diff = vec2_diff(a->position, b->position); float len = vec2_len(diff); if (len > a->radius + b->radius) { return NULL_VEC2; } if (len == 0) { return (Vector2){1, 0}; } Vector2 result = vec2_normalize(diff); return result; } 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 /= inverse_total; Vector2 final = vec2_scale(normal, j); Vector2 a_diff = vec2_scale(final, inverse_a); a->speed = vec2_diff(a->speed, a_diff); Vector2 b_diff = vec2_scale(final, inverse_b); b->speed = vec2_sum(b->speed, b_diff); } void collide_rigid(mass_body_t *a, float restitution) { float max_x = GetRenderWidth() * 10 / 2.0f - a->radius; float max_y = GetRenderHeight() * 10 / 2.0f - a->radius; if (a->position.x > max_x) { a->position.x = max_x; if (a->speed.x > 0) a->speed.x *= -restitution; } else if (a->position.x < -max_x) { a->position.x = -max_x; if (a->speed.x < 0) a->speed.x *= -restitution; } if (a->position.y > max_y) { a->position.y = max_y; if (a->speed.y > 0) a->speed.y *= -restitution; } else if (a->position.y < -max_y) { a->position.y = -max_y; if (a->speed.y < 0) a->speed.y *= -restitution; } } void mechanics(universe_t *uni) { mass_body_t body_1; mass_body_t body_2; Vector2 collision; Vector2 scaled_speed; for (unsigned int i = 0; i < uni->num_bodies; i++) { body_1 = uni->bodies[i]; 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]; collision = body_collision(&body_1, &body_2); if (!vec2_is_null(collision)) { collide(&body_1, &body_2, collision, 1.0); } uni->bodies[y] = body_2; } } collide_rigid(&body_1, 1.1); uni->bodies[i] = body_1; } }