static DF1(breduce){A z;B b,*u,*v,*x,*xx;I c,cv,d,m;SF f2;VA*p; RZ(w); /* AN(w)&&1<IC(w) */ m=IC(w); RZ(z=tail(w)); c=AN(z); x=BAV(z); v=BAV(w); p=vap(self); switch(1<c?0:p->bf){ case V0001: *x=memchr(v,C0,m)?0:1; R z; case V0111: *x=memchr(v,C1,m)?1:0; R z; case V1110: u=memchr(v,C0,m); d=u?u-v:m; *x=d%2!=d<m-1; R z; case V1000: u=memchr(v,C1,m); d=u?u-v:m; *x=d%2==d<m-1; R z; case V0010: u=memchr(v,C0,m); *x=(u?u-v:m)%2?1:0; R z; case V1011: u=memchr(v,C1,m); *x=(u?u-v:m)%2?0:1; R z; case V0100: *x= *(v+m-1)&&!memchr(v,C1,m-1)?1:0; R z; case V1101: *x=!*(v+m-1)&&!memchr(v,C0,m-1)?0:1; R z; case V0110: b=0; DO(m, b=b!=*v++); *x=b; R z; case V1001: b=1; DO(m, b=b==*v++); *x=b; R z; } switch(p->id){I*x,*xx; case CPLUS: RZ(z=cvt(INT,z)); x=AV(z); if(1==c){d=0; DO(m, if(*v++)d++); *x=d;} else{xx=x+=c; v+=c*(m-1); DO(m-1, DO(c, --x; *x=*--v+*x); x=xx);}
Collision::Collision(PObject* obj1, PObject* obj2) { trueCollision = false; objects = new PObject*[2]; objects[0] = obj1; objects[1] = obj2; /* * the following was written before the Vect2D class was written * (and that's why it's so messy) */ Vect2D norm; Point p1,p2; const Point* obj1vertices = objects[0]->getVertices(); const Point* obj2vertices = objects[1]->getVertices(); int numPoints=0; float sumx=0; float sumy=0; float parametric; float parametric2; float denominator; float vec1x; float vec1y; float vec1deltax;//between this point and the next one in the shape (going counterclockwise) float vec1deltay; float vec2x; float vec2y; float vec2deltax; float vec2deltay; float deltax, deltay; //between the two points on different shapes /* * x1+k*t = x2+c*k * y1+b*t = y2+d*k */ for (int i = 0; i < objects[0]->getNumVertices(); i++) { vec1x = obj1vertices[i].x;//x1 vec1y = obj1vertices[i].y;//y1 vec1deltax = obj1vertices[(i + 1) % objects[0]->getNumVertices()].x - vec1x;//a vec1deltay = obj1vertices[(i + 1) % objects[0]->getNumVertices()].y - vec1y;//b for (int j = 0; j < objects[1]->getNumVertices(); j++) { vec2x = obj2vertices[j].x;//x2 vec2y = obj2vertices[j].y;//y2 vec2deltax = obj2vertices[(j + 1) % objects[1]->getNumVertices()].x - vec2x;//c vec2deltay = obj2vertices[(j + 1) % objects[1]->getNumVertices()].y - vec2y;//d denominator = (vec1deltax * vec2deltay) - (vec2deltax * vec1deltay);//ad-bc if (denominator != 0) { deltax = vec1x-vec2x;//x1-x2 deltay = vec1y-vec2y;//y1-y2 parametric = ((vec2deltax * (deltay)) - vec2deltay * (deltax)) / (denominator);//t parametric2 = ((vec1deltax * (deltay)) - vec1deltay * (deltax)) / (denominator);//k if (parametric <= 1 && parametric >= 0 && parametric2 <= 1 && parametric2 >= 0) { numPoints++; sumx += vec1x + (parametric * vec1deltax);//x = x1+a*t sumy += vec1y + (parametric * vec1deltay);//y = y1+b*t //uses the normal vector of the first collision if (!trueCollision){ /* old way of finding //figure out which one collided on the corner if (abs(parametric2-.5) < abs(parametric-.5)){ //vector1's point of collision was closer to the corner norm.set(vec2deltay,-vec2deltax); } else { norm.set(vec2deltax,-vec2deltay); }*/ //VERY crude approximation for normal vector at collision point norm.set(objects[1]->get_centerx()-objects[0]->get_centerx(), objects[1]->get_centery()-objects[0]->get_centery()); norm.normalize(); } trueCollision = true; } } } } if (trueCollision) { intersection.x = sumx/numPoints; intersection.y = sumy/numPoints; //calculate impulse here float e = objects[0]->get_elasticity()*objects[1]->get_elasticity(); Vect2D r1(intersection.x-objects[0]->get_centerx(), intersection.y-objects[0]->get_centery()); Vect2D r2(intersection.x-objects[1]->get_centerx(), intersection.y-objects[1]->get_centery()); //vap = vcenter + w x r1 where w is angular velocity vector that points into screen //vap = velocity of point of collision on each object Vect2D vap(objects[0]->get_vx()-objects[0]->get_dtheta()*r1.y, objects[0]->get_vy()+objects[0]->get_dtheta()*r1.x); Vect2D vbp(objects[1]->get_vx()-objects[1]->get_dtheta()*r2.y, objects[1]->get_vy()+objects[1]->get_dtheta()*r2.x); Vect2D& vabp = vap-vbp; float ran = r1.cross(norm); float rbn = r2.cross(norm); //source: http://www.myphysicslab.com/collision.html float j= (-(1+e)*vabp.dot(norm))/(1/objects[0]->get_mass() + 1/objects[1]->get_mass() + ran*ran/objects[0]->get_momentInertia() + rbn*rbn/objects[1]->get_momentInertia()); impulse.set(norm); impulse.scale(j); } }