X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=examples%2Fbassteroids%2Fsource%2Fphysics.cpp;h=3c435026e925b057b9eaf7ee3987bd08793153c5;hb=4014851ac2ed8e86b5a781dcc3056088d40465a1;hp=612a3ece9bde82edb6cdf23fbef3b2b7fc0a248b;hpb=c462430faa39c68edfc28446260c86ec100e3424;p=libs%2Fgame.git diff --git a/examples/bassteroids/source/physics.cpp b/examples/bassteroids/source/physics.cpp index 612a3ec..3c43502 100644 --- a/examples/bassteroids/source/physics.cpp +++ b/examples/bassteroids/source/physics.cpp @@ -8,6 +8,7 @@ using namespace Msp; Physics::Physics(Game::Stage &s): System(s), + event_source(stage.get_event_bus()), observer(stage.get_event_bus()) { observer.observe([this](auto &e){ entity_added(e); }); @@ -59,6 +60,9 @@ void Physics::tick(Time::TimeDelta dt) copy_out(entities[i]); for(unsigned i=fixture_count; i(entities[i]); + + for(const Collision &c: collisions) + event_source.emit(entities[c.body1].entity->get_collider(), entities[c.body2].entity->get_collider()); } template @@ -186,7 +190,9 @@ void Physics::apply_impulses() LinAl::Vector v_p1 = entity1.velocity+LinAl::Vector(-r1.y, r1.x)*entity1.angular_velocity.radians(); LinAl::Vector v_p2 = entity2.velocity+LinAl::Vector(-r2.y, r2.x)*entity2.angular_velocity.radians(); LinAl::Vector v_rel = v_p2-v_p1; - LinAl::Vector tangent = normalize(v_rel-c.normal*inner_product(v_rel, c.normal)); + LinAl::Vector tangent = v_rel-c.normal*inner_product(v_rel, c.normal); + float v_tan = tangent.norm(); + tangent = (v_tan>1e-5 ? normalize(tangent) : LinAl::Vector(-c.normal.y, c.normal.x)); float restitution = 1.0f; float friction_coeff = 0.1f; float inv_mass_sum = entity1.inverse_mass+entity2.inverse_mass; @@ -249,11 +255,29 @@ void Physics::collide_circle_box(unsigned i, unsigned j) LinAl::Vector local_closest(clamp(local_delta.x, -half_size.x, half_size.x), clamp(local_delta.y, -half_size.y, half_size.y)); LinAl::Vector local_cdelta = local_delta-local_closest; float d_sq = inner_product(local_cdelta, local_cdelta); + if(d_sq(c*local_cdelta.x-s*local_cdelta.y, c*local_cdelta.y+s*local_cdelta.x)); - collision.depth = radius-sqrt(d_sq); + if(d_sq>1e-10) + { + collision.normal = normalize(LinAl::Vector(c*local_cdelta.x-s*local_cdelta.y, c*local_cdelta.y+s*local_cdelta.x)); + collision.depth = radius-sqrt(d_sq); + } + else + { + LinAl::Vector inside_dist(half_size.x-abs(local_delta.x), half_size.y-abs(local_delta.y)); + if(inside_dist.x(c, s) * (local_delta.x<0 ? -1.0f : 1.0f); + collision.depth = radius+inside_dist.x; + } + else + { + collision.normal = LinAl::Vector(-s, c) * (local_delta.y<0 ? -1.0f : 1.0f); + collision.depth = radius+inside_dist.y; + } + } collision.point = pos1-collision.normal*(radius-collision.depth/2); if(collision.body1!=i) collision.normal = -collision.normal;