98 lines
2.8 KiB
C
98 lines
2.8 KiB
C
#include "mechanics.h"
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#include "objects.h"
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#include <stdio.h>
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Vector2 body_collision(mass_body_t *a, mass_body_t *b) {
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Vector2 diff = vec2_diff(a->position, b->position);
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float len = vec2_len(diff);
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if (len > a->radius + b->radius) {
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return NULL_VEC2;
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}
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if (len == 0) {
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return (Vector2){1, 0};
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}
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Vector2 result = vec2_normalize(diff);
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return result;
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}
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void collide(mass_body_t *a, mass_body_t *b, const Vector2 normal,
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float resitution) {
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float inverse_a = 1.0f / a->mass;
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float inverse_b = 1.0f / b->mass;
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float inverse_total = inverse_a + inverse_b;
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float overlap =
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a->radius + b->radius - vec2_len(vec2_diff(a->position, b->position));
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Vector2 correction = vec2_scale(normal, overlap / inverse_total);
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Vector2 a_move = vec2_scale(correction, inverse_a);
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Vector2 b_move = vec2_scale(correction, inverse_b);
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a->position = vec2_sum(a->position, a_move);
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b->position = vec2_diff(b->position, b_move);
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Vector2 relative = vec2_diff(b->speed, a->speed);
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float v_normal = vec2_dot(relative, normal);
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if (v_normal <= 0) {
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return;
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}
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float factor = -(1 + resitution);
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float j = factor * v_normal;
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j /= inverse_total;
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Vector2 final = vec2_scale(normal, j);
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Vector2 a_diff = vec2_scale(final, inverse_a);
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a->speed = vec2_diff(a->speed, a_diff);
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Vector2 b_diff = vec2_scale(final, inverse_b);
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b->speed = vec2_sum(b->speed, b_diff);
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}
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void collide_rigid(mass_body_t *a, float restitution) {
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float max_x = GetRenderWidth() * 10 / 2.0f - a->radius;
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float max_y = GetRenderHeight() * 10 / 2.0f - a->radius;
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if (a->position.x > max_x) {
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a->position.x = max_x;
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if (a->speed.x > 0)
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a->speed.x *= -restitution;
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} else if (a->position.x < -max_x) {
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a->position.x = -max_x;
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if (a->speed.x < 0)
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a->speed.x *= -restitution;
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}
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if (a->position.y > max_y) {
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a->position.y = max_y;
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if (a->speed.y > 0)
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a->speed.y *= -restitution;
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} else if (a->position.y < -max_y) {
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a->position.y = -max_y;
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if (a->speed.y < 0)
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a->speed.y *= -restitution;
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}
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}
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void mechanics(universe_t *uni) {
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mass_body_t body_1;
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mass_body_t body_2;
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Vector2 collision;
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Vector2 scaled_speed;
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for (unsigned int i = 0; i < uni->num_bodies; i++) {
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body_1 = uni->bodies[i];
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scaled_speed = vec2_scale(body_1.speed, 1.0 / simx);
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body_1.position = vec2_sum(body_1.position, scaled_speed);
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if (i < uni->num_bodies - 1) {
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for (unsigned int y = i + 1; y < uni->num_bodies; y++) {
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body_2 = uni->bodies[y];
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collision = body_collision(&body_1, &body_2);
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if (!vec2_is_null(collision)) {
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collide(&body_1, &body_2, collision, 1.0);
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}
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uni->bodies[y] = body_2;
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}
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}
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collide_rigid(&body_1, 1.1);
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uni->bodies[i] = body_1;
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}
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}
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