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- -/* Construct a string literal encoding the version number components. */ -#elif defined(COMPILER_VERSION_MAJOR) -char const info_version[] = { - 'I', 'N', 'F', 'O', ':', - 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[', - COMPILER_VERSION_MAJOR, -# ifdef COMPILER_VERSION_MINOR - '.', COMPILER_VERSION_MINOR, -# ifdef COMPILER_VERSION_PATCH - '.', COMPILER_VERSION_PATCH, -# ifdef COMPILER_VERSION_TWEAK - '.', COMPILER_VERSION_TWEAK, -# endif -# endif -# endif - ']','\0'}; -#endif - -/* Construct a string literal encoding the internal version number. */ -#ifdef COMPILER_VERSION_INTERNAL -char const info_version_internal[] = { - 'I', 'N', 'F', 'O', ':', - 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_', - 'i','n','t','e','r','n','a','l','[', - COMPILER_VERSION_INTERNAL,']','\0'}; -#elif defined(COMPILER_VERSION_INTERNAL_STR) -char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]"; -#endif - -/* Construct a string literal encoding the version number components. */ -#ifdef SIMULATE_VERSION_MAJOR -char const info_simulate_version[] = { - 'I', 'N', 'F', 'O', ':', - 's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[', - SIMULATE_VERSION_MAJOR, -# ifdef SIMULATE_VERSION_MINOR - '.', SIMULATE_VERSION_MINOR, -# ifdef SIMULATE_VERSION_PATCH - '.', SIMULATE_VERSION_PATCH, -# ifdef SIMULATE_VERSION_TWEAK - '.', SIMULATE_VERSION_TWEAK, -# endif -# endif -# endif - ']','\0'}; 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std::vector>>> layouts; - bool movable; + bool movable = true; + bool controllerMovement = false; }; struct Rectangle : Shape { sf::Color c; - Rectangle(sf::Vector2 p1, sf::Vector2 p2, std::vector>>> layouts, - bool movable = false); + Rectangle(sf::Vector2 mid_pos, int width, int height, std::vector>>> layouts, + bool controllerMovement = false, bool movable = true); sf::Vector2 gravity_center() override; @@ -59,6 +60,7 @@ namespace pe { void before_drawing_movement() override; void move(sf::Vector2 v) override; + void applyForce(); void keyboard_controller(); @@ -68,13 +70,27 @@ namespace pe { float getMass(); + float getInvMass(); + private: + sf::Clock clock; + float lastTime; // *---- // | | // ----* - std::vector> vertices; - float restitution = 0.5; + sf::Vector2 mid_pos; + float width; + float height; + float restitution = 0.3; + float staticFriction = 0.3; + float dynamicFriction = 0.1; sf::Vector2 velocity; + sf::Vector2 resultForce; + + // Угловые компоненты + float orientation; // радианы + float angularVelocity; + float torque; // крутящий момент }; diff --git a/main.cpp b/main.cpp index a64d79c..a1e21d7 100644 --- a/main.cpp +++ b/main.cpp @@ -3,25 +3,39 @@ #include #include "include/Shape.h" +inline float dt; + int main() { int w = 200, h = 200; // Create the main window - sf::RenderWindow window(sf::VideoMode(1500, 1500), "SFML window"); + sf::RenderWindow window(sf::VideoMode(1500, 1000), "SFML window"); sf::Clock clock; float lastTime = 0; std::shared_ptr>> main_layout_level = std::make_shared>>(); std::vector>>> rect_layouts{main_layout_level}; - std::shared_ptr rect = std::make_shared(sf::Vector2(500.0, 500.0), - sf::Vector2(700.0, 800.0), + std::shared_ptr rect = std::make_shared(sf::Vector2(600.0, 600.0), + 100, 100, rect_layouts, true); - main_layout_level->push_back(std::make_shared(sf::Vector2(0.0, 0.0), - sf::Vector2(100.0, 100.0), + main_layout_level->push_back(std::make_shared(sf::Vector2(100.0, 100.0), + 200, 200, rect_layouts)); main_layout_level->push_back(rect); - main_layout_level->push_back(std::make_shared(sf::Vector2(800.0, 800.0), - sf::Vector2(950.0, 805.0), + main_layout_level->push_back(std::make_shared(sf::Vector2(800.0, 700.0), + 50, 50, + rect_layouts)); + main_layout_level->push_back(std::make_shared(sf::Vector2(900.0, 700.0), + 50, 100, + rect_layouts)); + main_layout_level->push_back(std::make_shared(sf::Vector2(1000.0, 700.0), + 50, 200, + rect_layouts)); + main_layout_level->push_back(std::make_shared(sf::Vector2(1100.0, 700.0), + 50, 300, rect_layouts)); + main_layout_level->push_back(std::make_shared(sf::Vector2(700.0, 1000.0), + 1200, 100, + rect_layouts, false, false)); while (window.isOpen()) { sf::Event event{}; while (window.pollEvent(event)) { @@ -40,6 +54,7 @@ int main() { //fps sf::Time time = clock.getElapsedTime(); + dt = time.asSeconds() - lastTime; double fps = 1 / (time.asSeconds() - lastTime); lastTime = time.asSeconds(); window.setTitle(std::to_string(fps)); diff --git a/src/Shape.cpp b/src/Shape.cpp index 3b9e8e7..961f389 100644 --- a/src/Shape.cpp +++ b/src/Shape.cpp @@ -1,10 +1,15 @@ +#include +#include +#include #include "../include/Shape.h" #include "algorithm" +inline float dt; + namespace pe { //Нужно не забыть, что возможно float не хватит для возведения в квадрат. - + /// float and geometry float v_mod(sf::Vector2 v) { return v.x * v.x + v.y * v.y; } @@ -13,6 +18,50 @@ namespace pe { return (v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y); } + float FastInvSqrt(float x) { + float xhalf = 0.5f * x; + int i = *(int *) &x; // представим биты float в виде целого числа + i = 0x5f3759df - (i >> 1); // какого черта здесь происходит ? + x = *(float *) &i; + x = x * (1.5f - (xhalf * x * x)); + return x; + } + + float sign(float a) { + if (a > 0) return 1; + return -1; + } + + float DotProduct(const sf::Vector2 &v1, const sf::Vector2 &v2) { + return v1.x * v2.x + v1.y * v2.y; + } + + // Векторное произведение двух векторов возвращает скаляр + float CrossProduct(const sf::Vector2 &a, const sf::Vector2 &b) { + return a.x * b.y - a.y * b.x; + } + + // Более экзотичные (но необходимые) виды векторных произведений + // с вектором a и скаляром s, оба возвращают вектор + sf::Vector2 CrossProduct(const sf::Vector2 &a, float s) { + return {s * a.y, -s * a.x}; + } + + sf::Vector2 CrossProduct(float s, const sf::Vector2 &a) { + return {-s * a.y, s * a.x}; + } + + void normalize(sf::Vector2 &v, float length){ + if(v_mod(v) < 0.001) return; + v *= length * FastInvSqrt(v_mod(v)); + } + + float Pythagore(float a, float b){ + return std::sqrt(a * a + b * b); + } + + + ///Shape Shape::Shape() = default; @@ -35,13 +84,13 @@ namespace pe { ///Rectangle - Rectangle::Rectangle(sf::Vector2 p1, sf::Vector2 p2, + Rectangle::Rectangle(sf::Vector2 mid_pos, int width, int height, std::vector>>> layouts, - bool movable) { - vertices = std::vector{p1, p2}; + bool controllerMovement, bool movable) : mid_pos(mid_pos), width(width), height(height) { t = sRectangle; c = sf::Color(0, 255, 0); this->layouts = layouts; + this->controllerMovement = controllerMovement; this->movable = movable; } @@ -49,90 +98,130 @@ namespace pe { if (b1->getType() == sRectangle) { std::shared_ptr r1 = std::dynamic_pointer_cast(b1); - /// x - std::vector elems_x{vertices[0].x, vertices[1].x, r1->vertices[0].x, r1->vertices[1].x}; - float union_x = (*std::max_element(elems_x.begin(), elems_x.end())) - - (*std::min_element(elems_x.begin(), elems_x.end())); - sf::Vector2 intersection_x = {std::max(0.0f, r1->getWidth() + getWidth() - union_x), 0}; - if (gravity_center().x < r1->gravity_center().x) intersection_x *= -1.0f; - - /// y - std::vector elems_y{vertices[0].y, vertices[1].y, r1->vertices[0].y, r1->vertices[1].y}; - float union_y = (*std::max_element(elems_y.begin(), elems_y.end())) - - (*std::min_element(elems_y.begin(), elems_y.end())); - sf::Vector2 intersection_y = {0, std::max(0.0f, r1->getHeight() + getHeight() - union_y)}; - if (gravity_center().y < r1->gravity_center().y) intersection_y *= -1.0f; - - /// костыли - if(v_mod(intersection_y) < v_mod(intersection_x)){ - move(intersection_y); - } - else{ - move(intersection_x); - } + // Вектор из A в B + sf::Vector2 v_B_A = r1->mid_pos - mid_pos; + + // Вычисление половины ширины вдоль оси x для каждого объекта + float a_half_width = width / 2; + float b_half_width = r1->width / 2; + + // Вычисление наложения по оси x + float x_overlap = a_half_width + b_half_width - std::abs(v_B_A.x); + if (x_overlap < 0) return; + + // Вычисление половины ширины вдоль оси y для каждого объекта + float a_half_height = height / 2; + float b_half_height = r1->height / 2; + + // Вычисление наложения по оси y + float y_overlap = a_half_height + b_half_height - std::abs(v_B_A.y); + if (y_overlap < 0) return; + // Вектор нормали для текущей коллизии + sf::Vector2 normal; - /*// Вычисляем относительную скорость + // Определяем, по какой из осей проникновение наименьшее + if (x_overlap < y_overlap) { + // Указываем в направлении B, зная, что n указывает в направлении от A к B + normal = sf::Vector2(1, 0) * sign(v_B_A.x); + } else { + // Указываем в направлении B, зная, что n указывает в направлении от A к B + normal = sf::Vector2(0, 1) * sign(v_B_A.y); + } + + // Вычисляем относительную скорость sf::Vector2 rv = r1->velocity - velocity; // Вычисляем относительную скорость относительно направления нормали - float velAlongNormal = DotProduct( rv, normal ) + float velAlongNormal = DotProduct(rv, normal); // Не выполняем вычислений, если скорости разделены - if(velAlongNormal > 0) + if (velAlongNormal > 0) + return; + if(velAlongNormal > -1 && y_overlap < x_overlap) { + if(movable){ + this->mid_pos.y -= y_overlap; + } return; + } // Вычисляем упругость - float e = min( A.restitution, B.restitution) + float e = std::min(restitution, r1->restitution); // Вычисляем скаляр импульса силы - float j = -(1 + e) * velAlongNormal - j /= 1 / A.mass + 1 / B.mass + float j = -(1 + e) * velAlongNormal; + j /= getInvMass() + r1->getInvMass(); // Прикладываем импульс силы - Vec2 impulse = j * normal - A.velocity -= 1 / A.mass * impulse - B.velocity += 1 / B.mass * impulse*/ + sf::Vector2 impulse = j * normal; + velocity -= getInvMass() * impulse; + r1->velocity += r1->getInvMass() * impulse; + ////////////////////////////////////// + // Трение + + // Вычисляем касательный вектор + sf::Vector2 tangent = rv - DotProduct( rv, normal ) * normal; + if(v_mod(tangent) > 1) + std::cout << ""; + normalize(tangent, 1.0f); + + // Вычисляем величину, прилагаемую вдоль вектора трения + float jt = -DotProduct( rv, tangent); + jt = jt / (getInvMass() + r1->getInvMass()); + + // A^2 + B^2 = C^2, вычисляем C для заданных A и B + // Используем для аппроксимации мю для заданных коэффициентов трения каждого тела + float mu = Pythagore(staticFriction, r1->staticFriction); + + // Ограничиваем величину трения и создаём вектор импульса силы + sf::Vector2 frictionImpulse; + if(std::abs( jt ) < j * mu) + frictionImpulse = jt * tangent; + else { + float d_mu = Pythagore( dynamicFriction, r1->dynamicFriction); + frictionImpulse = -j * tangent * d_mu; + } + if(abs(frictionImpulse.x) > 10000000 && movable) + std::cout << ""; + // Прикладываем + velocity -= getInvMass() * frictionImpulse; + r1->velocity += r1->getInvMass() * frictionImpulse; } - - } bool Rectangle::isCollide(const std::shared_ptr &b1) { if (b1->getType() == sRectangle) { - c = sf::Color(0, 255, 0); std::shared_ptr r1 = std::dynamic_pointer_cast(b1); - //useless - /*///too far - if (distance_square(gravity_center(), b1->gravity_center()) > - std::max(getWidth(), r1->getWidth()) * std::max(getWidth(), r1->getWidth()) + - std::max(getHeight(), r1->getHeight()) + std::max(getHeight(), r1->getHeight())) { - return false; - }*/ - - if (vertices[0].x > r1->vertices[1].x || vertices[1].x < r1->vertices[0].x) { + // координаты двух крайних вершин прямоугольника + std::vector> vertices = {{mid_pos.x - width / 2, mid_pos.y - height / 2}, + {mid_pos.x + width / 2, mid_pos.y + height / 2}}; + std::vector> vertices1 = {{r1->mid_pos.x - r1->width / 2, + r1->mid_pos.y - + r1->height / 2}, + {r1->mid_pos.x + r1->width / 2, r1->mid_pos.y + + r1->height / 2}}; + // если не пересекаются по обоим осям, ничего не делаем + if (vertices[0].x > vertices1[1].x || vertices[1].x < vertices1[0].x) { return false; } - - if (vertices[0].y > r1->vertices[1].y || vertices[1].y < r1->vertices[0].y) { + if (vertices[0].y > vertices1[1].y || vertices[1].y < vertices1[0].y) { return false; } - - c = sf::Color(255, 0, 0); - if(movable){ - collision_resolution(b1); - } + //c = sf::Color(255, 0, 0); + collision_resolution(b1); return true; } return false; } void Rectangle::check_collision_existence() { + // Перебираем все объекты с нашего слоя, проверяя пересечение с ними + c = sf::Color(0, 255, 0); for (auto layout: layouts) { for (auto object: *layout) { - if(this != object.get()){ + if (this != object.get()) { isCollide(object); } } @@ -140,63 +229,85 @@ namespace pe { } void Rectangle::before_drawing_movement() { + // применяем силы + applyForce(); + // двигаемся move(velocity); - if (movable) { + if (controllerMovement) { keyboard_controller(); } + // проверяем наличие коллизий check_collision_existence(); } void Rectangle::s_draw(sf::RenderWindow &window) { + // делаем все, что нужно перед отрисовкой before_drawing_movement(); + + // пока что рисуем квадрат, по размерам такой же, как и сам объект sf::RectangleShape rect; rect.setSize(sf::Vector2(getWidth(), getHeight())); rect.setFillColor(c); - rect.setPosition(vertices[0].x, vertices[0].y); + rect.setPosition(mid_pos.x - width / 2, mid_pos.y - height / 2); window.draw(rect); } + void Rectangle::move(sf::Vector2 v) { - vertices[0] += v; - vertices[1] += v; + sf::Vector2 test = v * dt; + //if(abs(velocity.x) < 5) velocity.x = 0; + //if(abs(velocity.y) < 3) velocity.y = 0; + //assert(abs(velocity.x) < 10000); + mid_pos += velocity * dt; + } + + void Rectangle::applyForce() { + resultForce = {0, 700.0f * getMass()}; + if(!controllerMovement) velocity += resultForce * getInvMass() * dt; } void Rectangle::keyboard_controller() { + float velocity_k = 200; if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { velocity.x = 1; - } - else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { + } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { velocity.x = -1; - } - else{ + } else { velocity.x = 0; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { velocity.y = -1; - } - else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { + } else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { velocity.y = 1; - } - else{ + } else { velocity.y = 0; } + velocity *= velocity_k; } float Rectangle::getWidth() { - return vertices[1].x - vertices[0].x; + return width; } float Rectangle::getHeight() { - return vertices[1].y - vertices[0].y; + return height; } sf::Vector2 Rectangle::gravity_center() { - return {(vertices[0].x + vertices[1].x) / 2, (vertices[0].y + vertices[1].y) / 2}; + return mid_pos; } float Rectangle::getMass() { - return getHeight() * getWidth(); + if(!movable) return 0; + return getHeight() * getWidth(); + } + + float Rectangle::getInvMass() { + if(getMass() == 0) return 0; + return 1 / getMass(); } + + } // namespace pe \ No newline at end of file