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authorMatthew Kosarek <mattkae@protonmail.com>2021-05-25 21:33:50 -0400
committerMatthew Kosarek <mattkae@protonmail.com>2021-05-25 21:33:50 -0400
commit7a4cb77ddccbce28cded0c97cf3bb975aafbec16 (patch)
treecd62762dc11e190f0706fbed3581021e51d160f6 /2d/rigidbody/rigidbody_2/main.cpp
parent76b6fa0ce8cfaaab8e2052bdd43266ded8e404b6 (diff)
Wow, this is why my rotational motion has been so broken for so loing
Diffstat (limited to '2d/rigidbody/rigidbody_2/main.cpp')
-rw-r--r--2d/rigidbody/rigidbody_2/main.cpp280
1 files changed, 280 insertions, 0 deletions
diff --git a/2d/rigidbody/rigidbody_2/main.cpp b/2d/rigidbody/rigidbody_2/main.cpp
new file mode 100644
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--- /dev/null
+++ b/2d/rigidbody/rigidbody_2/main.cpp
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+#include "../../../shared_cpp/OrthographicRenderer.h"
+#include "../../../shared_cpp/types.h"
+#include "../../../shared_cpp/WebglContext.h"
+#include "../../../shared_cpp/mathlib.h"
+#include "../../../shared_cpp/MainLoop.h"
+#include <cstdio>
+#include <cmath>
+#include <emscripten/html5.h>
+#include <unistd.h>
+#include <pthread.h>
+#include <cmath>
+#include <cfloat>
+
+struct Rigidbody {
+ Vector2 linearForce = { 0, 0 };
+ Vector2 velocity = { 0, 0 };
+ Vector2 position = { 0, 0 };
+ float32 mass = 1.f;
+
+ float32 torque = 0.f;
+ float32 rotationalVelocity = 0.f;
+ float32 rotation = 0.f;
+ float32 momentOfInertia = 1.f;
+
+ void reset() {
+ linearForce = { 0, 0 };
+ velocity = { 0, 0 };
+ rotationalVelocity = 0.f;
+ rotation = 0.f;
+ }
+
+ void applyForce(Vector2 force, Vector2 pointOfApplication) {
+ linearForce += force;
+ torque += pointOfApplication.getPerp().dot(force);
+ }
+
+ void applyGravity() {
+ applyForce(Vector2 { 0.f, -100.f }, Vector2 { 0.f, 0.f });
+ }
+
+ void update(float32 deltaTimeSeconds) {
+ applyGravity();
+
+ Vector2 acceleration = linearForce / mass;
+ velocity += (acceleration * deltaTimeSeconds);
+ position += (velocity * deltaTimeSeconds);
+ linearForce = Vector2 { 0.f, 0.f };
+
+ // New: Update the rotational velocity as well
+ float32 rotationalAcceleration = torque / momentOfInertia;
+ rotationalVelocity += (rotationalAcceleration * deltaTimeSeconds);
+ rotation += (rotationalVelocity * deltaTimeSeconds);
+ torque = 0.f;
+ }
+};
+
+struct Rectangle {
+ OrthographicShape shape;
+ Rigidbody body;
+ Vector2 originalPoints[4];
+ Vector2 transformedPoints[4];
+
+ void load(OrthographicRenderer* renderer, Vector4 color, float32 width, float32 height) {
+ color = color.toNormalizedColor();
+
+ float32 halfWidth = width / 2.f;
+ float32 halfHeight = height / 2.f;
+
+ OrthographicVertex vertices[6];
+ vertices[0].position = Vector2 { -halfWidth, -halfHeight };
+ vertices[1].position = Vector2 { -halfWidth, halfHeight };
+ vertices[2].position = Vector2 { halfWidth, halfHeight };
+ vertices[3].position = Vector2 { -halfWidth, -halfHeight };
+ vertices[4].position = Vector2 { halfWidth, -halfHeight };
+ vertices[5].position = Vector2 { halfWidth, halfHeight };
+
+ for (int32 i = 0; i < 6; i++) {
+ vertices[i].color = color;
+ }
+
+ originalPoints[0] = vertices[0].position;
+ originalPoints[1] = vertices[1].position;
+ originalPoints[2] = vertices[2].position;
+ originalPoints[3] = vertices[4].position;
+
+ shape.load(vertices, 6, renderer);
+ body.reset();
+
+ body.momentOfInertia = (width * width + height * height) * (body.mass / 12.f);
+ }
+
+ void update(float32 dtSeconds) {
+ body.update(dtSeconds);
+ shape.model = Mat4x4().translateByVec2(body.position).rotate2D(body.rotation);
+
+ // Note: This helps us check if the cursor is within the bounds of the
+ // rectangle later on.
+ for (int idx = 0; idx < 4; idx++) {
+ transformedPoints[idx] = shape.model * originalPoints[idx];
+ }
+ }
+
+ void render(OrthographicRenderer* renderer) {
+ shape.render(renderer);
+ }
+
+ void unload() {
+ shape.unload();
+ }
+};
+
+struct Circle {
+ OrthographicShape shape;
+ Rigidbody body;
+
+ float32 radius = 5.f;
+
+ void load(OrthographicRenderer* renderer, Vector4 color) {
+ const int32 numSegments = 36;
+ const float32 radiansPerSegment = (2.f * PI) / static_cast<float>(numSegments);
+ const int32 numVertices = numSegments * 3;
+
+ color = color.toNormalizedColor();
+
+ OrthographicVertex vertices[numSegments * 3];
+ for (int idx = 0; idx < numSegments; idx++) {
+ int vIdx = idx * 3;
+
+ vertices[vIdx].color = color;
+ vertices[vIdx].position = Vector2 { radius * cosf(radiansPerSegment * idx), radius * sinf(radiansPerSegment * idx) };
+ vertices[vIdx + 1].color = color;
+ vertices[vIdx + 1].position = Vector2 { 0.f, 0.f };
+ vertices[vIdx + 2].color = color;
+ vertices[vIdx + 2].position = Vector2 { radius * cosf(radiansPerSegment * (idx + 1)), radius * sinf(radiansPerSegment * (idx + 1)) };
+ }
+
+ shape.load(vertices, numVertices, renderer);
+ body.reset();
+ }
+
+ void update(float32 dtSeconds) {
+ shape.model = Mat4x4().translateByVec2(body.position);
+ }
+
+ void render(OrthographicRenderer* renderer) {
+ shape.render(renderer);
+ }
+
+ void unload() {
+ shape.unload();
+ }
+};
+
+EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);
+EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData);
+EM_BOOL onMouseMove(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData);
+
+void load();
+void update(float32 time, void* userData);
+void unload();
+
+WebglContext context;
+OrthographicRenderer renderer;
+MainLoop mainLoop;
+Rectangle rectangle;
+Circle pointer;
+bool isIntersectingPointer = false;
+
+int main() {
+ context.init("#gl_canvas");
+ emscripten_set_click_callback("#gl_canvas_play", NULL, false, onPlayClicked);
+ emscripten_set_click_callback("#gl_canvas_stop", NULL, false, onStopClicked);
+ emscripten_set_mousemove_callback("#gl_canvas", NULL, false, onMouseMove);
+
+ return 0;
+}
+
+void load() {
+ renderer.load(&context);
+
+ rectangle.load(&renderer, Vector4 { 55.f, 235.f, 35.f, 255.f }, 128.f, 64.f);
+ rectangle.body.position = Vector2 { context.width / 3.f, context.height / 3.f };
+ rectangle.body.velocity = Vector2 { 100.f, 250.f };
+
+ pointer.load(&renderer, Vector4 { 25.f, 235.f, 235.f, 255.f });
+
+ mainLoop.run(update);
+}
+
+bool isPointInRectangle(Vector2 p, Rectangle r) {
+ // https://math.stackexchange.com/a/190373
+ Vector2 A = r.transformedPoints[0];
+ Vector2 B = r.transformedPoints[1];
+ Vector2 D = r.transformedPoints[3];
+
+ float32 amDotAb = (p - A).dot(B - A);
+ float32 abDotAb = (B - A).dot(B - A);
+
+ float32 amDotAd = (p - A).dot(D - A);
+ float32 aDDotAd = (D - A).dot(D - A);
+
+ return amDotAb > 0 && amDotAb < abDotAb && amDotAd > 0 && amDotAd < aDDotAd;
+
+}
+
+void update(float32 deltaTimeSeconds, void* userData) {
+ rectangle.update(deltaTimeSeconds);
+ pointer.update(deltaTimeSeconds);
+
+ if (isPointInRectangle(pointer.body.position, rectangle)) {
+ if (!isIntersectingPointer) {
+ isIntersectingPointer = true;
+ Vector2 pointOfApplication = pointer.body.position - rectangle.body.position;
+ rectangle.body.applyForce(pointer.body.linearForce, pointOfApplication);
+ }
+ } else if (isIntersectingPointer) {
+ isIntersectingPointer = false;
+ }
+
+
+ // Check collisions with walls so we don't go out of the scene. Simply reflect here.
+ if (rectangle.body.position.x <= 0.f) {
+ rectangle.body.position.x = 0.f;
+ rectangle.body.velocity = rectangle.body.velocity - Vector2 { 1.f, 0.f } * (2 * (rectangle.body.velocity.dot(Vector2 { 1.f, 0.f })));
+ }
+ if (rectangle.body.position.y <= 0.f) {
+ rectangle.body.position.y = 0.f;
+ rectangle.body.velocity = rectangle.body.velocity - Vector2 { 0.f, 1.f } * (2 * (rectangle.body.velocity.dot(Vector2 { 0.f, 1.f })));
+ }
+ if (rectangle.body.position.x >= 800.f) {
+ rectangle.body.position.x = 800.f;
+ rectangle.body.velocity = rectangle.body.velocity - Vector2 { -1.f, 0.f } * (2 * (rectangle.body.velocity.dot(Vector2{ -1.f, 0.f })));
+ }
+ if (rectangle.body.position.y >= 600.f) {
+ rectangle.body.position.y = 600.f;
+ rectangle.body.velocity = rectangle.body.velocity - Vector2 { 0.f, -1.f } * (2 * (rectangle.body.velocity.dot(Vector2 { 0.f, -1.f }))) ;
+ }
+
+ // Renderer
+ renderer.render();
+ rectangle.render(&renderer);
+ pointer.render(&renderer);
+}
+
+void unload() {
+ mainLoop.stop();
+ renderer.unload();
+ rectangle.unload();
+ pointer.unload();
+}
+
+//
+// Interactions with DOM handled below
+//
+EM_BOOL onPlayClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
+ printf("Play clicked\n");
+
+ load();
+ return true;
+}
+
+EM_BOOL onStopClicked(int eventType, const EmscriptenMouseEvent* mouseEvent, void* userData) {
+ printf("Stop clicked\n");
+ unload();
+ return true;
+}
+
+EM_BOOL onMouseMove(int eventType, const EmscriptenMouseEvent *mouseEvent, void *userData) {
+ if (!mainLoop.isRunning) {
+ return true;
+ }
+
+ pointer.body.linearForce.x = static_cast<float32>(mouseEvent->movementX) * 1000.f;
+ pointer.body.linearForce.y = static_cast<float32>(-mouseEvent->movementY) * 1000.f;
+
+ pointer.body.position.x = static_cast<float32>(mouseEvent->targetX);
+ pointer.body.position.y = static_cast<float32>(600.f - mouseEvent->targetY);
+
+ return true;
+}