Example #1
0
void DampedSpring::apply_fun(float d_t){
	for (unsigned int i = 0; i < mPairs.size(); i++){
		Physics* lhs = mInfluencedPhysics[mPairs[i].i];
		Physics* rhs = mInfluencedPhysics[mPairs[i].j];

		Vector3 pos_lhs = lhs->getPosition();
		Vector3 pos_rhs = rhs->getPosition();
		Vector3 pos_dif = (pos_rhs-pos_lhs);
		Vector3 vel_dif = rhs->getVelocity()-lhs->getVelocity();
		float pos_dif_length = pos_dif.length();

		//Tension --> "Gespanntheit" Berücksichtigt Länge der Feder in Ruheposition
		float tension = pos_dif_length-mRestLength;
		
		Vector3 f_b = pos_dif;
		f_b.normalize();
		f_b *= (mSpringConstant * tension + mDampConstant * ((vel_dif * pos_dif) / pos_dif_length))*d_t;
		Vector3 f_a = (-1.0) * f_b;
		
		lhs->applyForce(f_b);
		rhs->applyForce(f_a);
	}
}
Example #2
0
// Run by GLUT every [tickspeed] miliseconds
void tick(int in)
{
	
	// Local handles to objects
	Level *currentLevel = levelController->getCurrentLevel();
	Ball *ball = currentLevel->getBall();
	Physics *physics = ball->getPhysics();

	Tile* currentTile = currentLevel->getTile(ball->getCurrentTileID());
    vector<int> borderIDs = currentTile->getNeighborIDs();
    vector<Shape*> borderShapes = currentTile->getBorders()->getInwardShapes();

    vec3 ballPosition = physics->getPosition();

	// Debug -- Highlight current tile
	if (DEBUG_TILE_PAINT)
	{
		currentTile->getShapes()[0]->changeColor(TILE_HIGHLIGHT_COLOR);
		currentTile->getShapes()[0]->reload();
	}

    // Collision with cup
    glm::vec3 ballPos = physics->getPosition();
    glm::vec3 cupPos = currentLevel->getCup()->getPhysics()->getPosition();
    float cupPlaneDist = sqrt(((ballPos.x - cupPos.x)*(ballPos.x - cupPos.x)) + ((ballPos.z - cupPos.z)*(ballPos.z - cupPos.z)));

    if(cupPlaneDist < (CUP_RADIUS - (0.8 * BALL_RADIUS)) && abs(cupPos.y - ballPos.y) <= 1.1*BALL_OFFSET){ // allow for slight error
		//Play SFX for falling in hole
		sound->getEngine()->play2D("sfx/retro_cup.wav");
        //----------------CHANGE TO NEXT HOLE----------------//
        nextHole();
    }

    // Physics and collision calculations
	vec3 newDirection = physics->getDirection(); // used for tile transitions
    if(ballMoving)
	{
		// Check for collision
		if(detectCollisions(currentTile, physics, sound)){
			newDirection = physics->getDirection();
		}

        // Update ball direction
        newDirection = updateBallDirection(levelController, sound);

        // Update current tile
        currentTile = currentLevel->getTile(ball->getCurrentTileID());

        // Update ball speed
        double ballSpeed = physics->getSpeed();
        if(currentTile->getShapes().at(0)->normals()[0] == glm::vec3(0.0,1.0,0.0)){ // flat tile
            if(ballSpeed > 0.01){
                physics->setSpeed(ballSpeed - TILE_DEFAULT_FRICTION);
		        ballSpeed = physics->getSpeed();
            }
            else{
                physics->setSpeed(0.0);
                ballStopped();
            }
        }
        else if(newDirection.y > 0){ // going up hill
            //cout << endl << "UP";
            //cout << "Direction y-value: " << newDirection.y << endl;
            if(ballSpeed > 0.01){
                physics->setSpeed(ballSpeed - (TILE_DEFAULT_FRICTION + (2.0*currentTile->getSlope()*TILE_DEFAULT_FRICTION)));
		        ballSpeed = physics->getSpeed();
            }
        }
        else{ // going down hill
            //cout << endl << "DOWN";
            //cout << "Direction y-value: " << newDirection.y << endl;
            if(ballSpeed <= (100.0/100.1)){
                physics->setSpeed(ballSpeed + TILE_DEFAULT_FRICTION);
            }
            else{ // clmap speed
                ballSpeed = (100.0/100.1);
            }
        }

		// Update ballPosition
		physics->updatePosition();

		// Update shape using velocity
		Shape* ballShape = ball->getShapes().at(0);
		ballShape->translate(physics->getVelocity());

		// Update ball direction
		physics->setDirection(newDirection);

        // Snap ball to correct y value -- hacky
        if(currentTile->getShapes().at(0)->normals()[0] == glm::vec3(0.0,1.0,0.0)){ // flat tile
            if(physics->getPosition().y != (currentTile->getPhysics()->getPosition().y + BALL_OFFSET)){
                // Snap ball shape
                ball->getShapes()[0]->translate(vec3(0.0, -(physics->getPosition().y), 0.0));
                ball->getShapes()[0]->translate(vec3(0.0, (currentTile->getPhysics()->getPosition().y + BALL_OFFSET), 0.0));
                // Update ball physics
                physics->setPosition(vec3(physics->getPosition().x, (currentTile->getPhysics()->getPosition().y + BALL_OFFSET), physics->getPosition().z));
            }
        }
		else{// sloped tile
			float correctY = currentTile->getShapes()[0]->yValueAtPoint(physics->getPosition().x, physics->getPosition().z);
			if(physics->getPosition().y != correctY){
				// Snap ball shape
                ball->getShapes()[0]->translate(vec3(0.0, -(physics->getPosition().y), 0.0));
                ball->getShapes()[0]->translate(vec3(0.0, correctY, 0.0));
                // Update ball physics
				physics->setPositionY(correctY);
			}
		}

        // Reload shape
        ballShape->reload();

    }   
    
	// Update HUD
	currentLevel = levelController->getCurrentLevel();
    updateHUD(currentLevel->getLevelName(), fileIO->getNumHoles(), currentHoleScore, currentLevel->getPar());

	//If controls are enabled (ball not yet launched), then make ball direction equal to launchVector
	if (angleSpinner->enabled)
	{
		float launchAngleRadians = launchAngle * (PI/180);
		launchVector = normalize(vec3(sin(launchAngleRadians), 0.0, cos(launchAngleRadians)));
        updateCamera(physics->getPosition(), launchVector, false);
	}
	else
	{
		updateCamera(physics->getPosition(), physics->getDirection(), true);
	}

	glutTimerFunc(tickSpeed, tick, 0);
}