From f34116f1da8465851d684620b6b94e0a3f3c0fbc Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Tue, 22 Jun 2021 20:23:33 -0400 Subject: Impulses, and entirely finished with rigid body demo #1 --- 2d/rigidbody/rigidbody_1/main.cpp | 73 +++++++++++++++++++++++++++++---------- 1 file changed, 55 insertions(+), 18 deletions(-) (limited to '2d/rigidbody/rigidbody_1/main.cpp') diff --git a/2d/rigidbody/rigidbody_1/main.cpp b/2d/rigidbody/rigidbody_1/main.cpp index 321e3e5..b3ed359 100644 --- a/2d/rigidbody/rigidbody_1/main.cpp +++ b/2d/rigidbody/rigidbody_1/main.cpp @@ -11,42 +11,76 @@ #include #include -const float32 MAX_VELOCITY = 200.f; +struct Impulse { + Vector2 force = { 0, 0 }; + float32 timeOfApplicationSeconds = 0.25f; + float32 timeAppliedSeconds = 0.f; + bool isDead = false; +}; + +const int32 NUM_IMPULSES = 4; struct Rigidbody { - Vector2 force = { 0, 0 }; + int32 numImpulses = 0; + Impulse activeImpulses[NUM_IMPULSES]; Vector2 velocity = { 0, 0 }; Vector2 position = { 0, 0 }; float32 mass = 1.f; void reset() { - force = { 0, 0 }; + numImpulses = 0; velocity = { 0, 0 }; } - void applyForce(Vector2 f) { - force += f; + void applyImpulse(Impulse i) { + if (numImpulses > NUM_IMPULSES) { + printf("Unable to apply impulse. Buffer full.\n"); + return; + } + + activeImpulses[numImpulses] = i; + numImpulses++; } void applyGravity(float32 deltaTimeSeconds) { - velocity += (Vector2 { 0.f, -50.f } * deltaTimeSeconds); + velocity += (Vector2 { 0.f, -9.8f } * deltaTimeSeconds); } void update(float32 deltaTimeSeconds) { applyGravity(deltaTimeSeconds); - - Vector2 acceleration = force / mass; - velocity += (acceleration * deltaTimeSeconds); - if (ABS(velocity.x) > MAX_VELOCITY) { - velocity.x = SIGN(velocity.x) * MAX_VELOCITY; - } - if (ABS(velocity.y) > MAX_VELOCITY) { - velocity.y = SIGN(velocity.y) * MAX_VELOCITY; + Vector2 force; + for (int32 idx = 0; idx < numImpulses; idx++) { + Impulse& i = activeImpulses[idx]; + + float32 nextTimeAppliedSeconds = i.timeAppliedSeconds + deltaTimeSeconds; + if (nextTimeAppliedSeconds >= i.timeOfApplicationSeconds) { + nextTimeAppliedSeconds = i.timeOfApplicationSeconds; // Do the remainder of the time + i.isDead = true; + } + + float32 impulseDtSeconds = nextTimeAppliedSeconds - i.timeAppliedSeconds; + force += i.force * impulseDtSeconds; + + + i.timeAppliedSeconds = nextTimeAppliedSeconds; } + Vector2 acceleration = force / mass; + velocity += (acceleration * impulseDtSeconds); position += (velocity * deltaTimeSeconds); - force = Vector2 { 0.f, 0.f }; + + // Cleanup any impulses that have expired in the mean time + for (int32 idx = 0; idx < numImpulses; idx++) { + if (activeImpulses[idx].isDead) { + for (int j = idx + 1; j < numImpulses; j++) { + activeImpulses[j - 1] = activeImpulses[j]; + } + + idx = idx - 1; + numImpulses--; + } + } } }; @@ -106,6 +140,7 @@ struct Rectangle { struct Circle { OrthographicShape shape; Rigidbody body; + Vector2 force; float32 radius = 5.f; @@ -204,7 +239,9 @@ void update(float32 deltaTimeSeconds, void* userData) { if (isPointInRectangle(pointer.body.position, rectangle)) { if (!isIntersectingPointer) { isIntersectingPointer = true; - rectangle.body.force += pointer.body.force; + Impulse i; + i.force = pointer.force; + rectangle.body.applyImpulse(i); } } else if (isIntersectingPointer) { isIntersectingPointer = false; @@ -263,8 +300,8 @@ EM_BOOL onMouseMove(int eventType, const EmscriptenMouseEvent *mouseEvent, void return true; } - pointer.body.force.x = static_cast(mouseEvent->movementX) * 1000.f; - pointer.body.force.y = static_cast(-mouseEvent->movementY) * 1000.f; + pointer.force.x = static_cast(mouseEvent->movementX) * 2000.f; + pointer.force.y = static_cast(-mouseEvent->movementY) * 2000.f; pointer.body.position.x = static_cast(mouseEvent->targetX); pointer.body.position.y = static_cast(600.f - mouseEvent->targetY); -- cgit v1.2.1