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@ -94,6 +94,7 @@ struct Simulation { |
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std::vector<collision_type> collisions_in_update; |
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std::vector<collision_type> collisions_in_update; |
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Bounds bounds; |
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Bounds bounds; |
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math::Vec2 gravity{0.0f, 50.0f}; |
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float collision_timer{0.0}; |
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float collision_timer{0.0}; |
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int total_collisions{0}; |
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int total_collisions{0}; |
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@ -111,10 +112,13 @@ struct Simulation { |
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// move balls
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// move balls
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for(auto& b : balls){ |
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for(auto& b : balls){ |
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b.speed += dt * math::Vec2{0.0f, 50.0f}; |
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b.speed += dt * gravity; |
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float rest_time = collide(b, lines, dt); |
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auto rest_time = collide(b, lines, dt); |
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b.position += rest_time*b.speed; |
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while(rest_time.second >= 0.0f && rest_time.first){ |
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rest_time = collide(b, lines, rest_time.second, rest_time.first); |
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} |
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b.position += rest_time.second*b.speed; |
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} |
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} |
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// count collisions per second (per half second)
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// count collisions per second (per half second)
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@ -166,7 +170,7 @@ struct Simulation { |
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} |
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} |
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} |
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} |
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float collide(ball_type& b, std::vector<line_type> const & lines, float dt, line_type const * ignore = nullptr){ |
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std::pair<line_type const *, float> collide(ball_type& b, std::vector<line_type> const & lines, float dt, line_type const * ignore = nullptr){ |
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line_type const * closest_line = nullptr; |
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line_type const * closest_line = nullptr; |
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math::Vec2 collision{0.0, 0.0}; |
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math::Vec2 collision{0.0, 0.0}; |
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float closeness = 100.0f; |
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float closeness = 100.0f; |
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@ -186,7 +190,7 @@ struct Simulation { |
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} |
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} |
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if(closest_line == nullptr){ |
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if(closest_line == nullptr){ |
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return dt; |
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return std::make_pair(closest_line, dt); |
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} else { |
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} else { |
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++total_collisions; |
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++total_collisions; |
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++collisions; |
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++collisions; |
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@ -201,7 +205,7 @@ struct Simulation { |
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b.speed = 2.0*b1 + b.speed; |
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b.speed = 2.0*b1 + b.speed; |
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} |
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} |
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return collide(b, lines, dt - closeness, closest_line); |
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return std::make_pair(closest_line, dt - closeness); |
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} |
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} |
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} |
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} |
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}; |
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}; |
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