Example #1
0
void BallController::updateBalls(std::vector <Ball>& balls, Grid* grid, float deltaTime, int maxX, int maxY) {
    const float FRICTION = 0.01f;
    // Update our grabbed balls velocity
    if (m_grabbedBall != -1) {
        balls[m_grabbedBall].velocity = balls[m_grabbedBall].position - m_prevPos;
    }

    glm::vec2 gravity = getGravityAccel();

    for (size_t i = 0; i < balls.size(); i++) {
        // get handle for less typing
        Ball& ball = balls[i];
        // Update motion if its not grabbed
        if (i != m_grabbedBall) {
            ball.position += ball.velocity * deltaTime;
            // Apply friction
            glm::vec2 momentumVec = ball.velocity * ball.mass;
            if (momentumVec.x != 0 || momentumVec.y != 0) {
                if (FRICTION < glm::length(momentumVec)) {
                    ball.velocity -= deltaTime * FRICTION * glm::normalize(momentumVec) / ball.mass;
                } else {
                    ball.velocity = glm::vec2(0.0f);
                }
            }
            // Apply gravity
            ball.velocity += gravity * deltaTime;
        }
        // Check wall collision
        if (ball.position.x < ball.radius) {
            ball.position.x = ball.radius;
            if (ball.velocity.x < 0) ball.velocity.x *= -1;
        } else if (ball.position.x + ball.radius >= maxX) {
            ball.position.x = maxX - ball.radius - 1;
            if (ball.velocity.x > 0) ball.velocity.x *= -1;
        }
        if (ball.position.y < ball.radius) {
            ball.position.y = ball.radius;
            if (ball.velocity.y < 0) ball.velocity.y *= -1;
        } else if (ball.position.y + ball.radius >= maxY) {
            ball.position.y = maxY - ball.radius - 1;
            if (ball.velocity.y > 0) ball.velocity.y *= -1;
        }

        // Check to see if the ball moved
        Cell* newCell = grid->getCell(ball.position);
        if (newCell != ball.ownerCell) {
            grid->removeBallFromCell(&balls[i]);
            grid->addBall(&balls[i], newCell);
        }
    }
    // Updates all collisions using the spatial partitioning
    updateCollision(grid);

    //// Update our grabbed ball
    if (m_grabbedBall != -1) {
        // Update the velocity again, in case it got changed by collision
        balls[m_grabbedBall].velocity = balls[m_grabbedBall].position - m_prevPos;
        m_prevPos = balls[m_grabbedBall].position;
    }
}
void BallController::updateBalls(std::vector<Ball>& balls, Grid* grid, float deltaTime, int maxX, int maxY)
{
	const float FRICTION = 0.001f;
	if (_grabbedBall != -1)
	{
		balls[_grabbedBall].velocity = balls[_grabbedBall].position - _prePos;
	}

	glm::vec2 gravity = getGravityAccel();

	for (int i = 0; i < balls.size(); i++)
	{
		Ball& ball = balls[i];
		if (i != _grabbedBall)
		{
			ball.position += ball.velocity * deltaTime;

			glm::vec2 momentumVec = ball.velocity * ball.mass;
			if (momentumVec.x != 0 || momentumVec.y != 0)
			{
				if (FRICTION < glm::length(momentumVec))
				{
					ball.velocity -= deltaTime * FRICTION * glm::normalize(momentumVec) / ball.mass;
				}
				else
				{
					ball.velocity = glm::vec2(0.0f);
				}
			}

			ball.velocity += gravity * deltaTime;
		}

		if (ball.position.x < ball.radius)
		{
			ball.position.x = ball.radius;
			if (ball.velocity.x < 0)
			{
				ball.velocity.x *= -1;
			}
		}
		else if (ball.position.x + ball.radius>= maxX)
		{
			ball.position.x = maxX - ball.radius - 1;
			if (ball.velocity.x > 0)
			{
				ball.velocity.x *= -1;
			}
		}

		if (ball.position.y < ball.radius)
		{
			ball.position.y = ball.radius;
			if (ball.velocity.y < 0)
			{
				ball.velocity.y *= -1;
			}
		}
		else if (ball.position.y + ball.radius >= maxY)
		{
			ball.position.y = maxY - ball.radius - 1;
			if (ball.velocity.y > 0)
			{
				ball.velocity.y *= -1;
			}
		}

		Cell* newCell = grid->getCell(ball.position);
		if (newCell != ball.ownerCell)
		{
			grid->removeBallFromCell(&balls[i]);
			grid->addBall(&balls[i], newCell);
		}
	}

	updateCollision(grid);

	if (_grabbedBall != -1)
	{
		balls[_grabbedBall].velocity = balls[_grabbedBall].position - _prePos;
		_prePos = balls[_grabbedBall].position;
	}
}