// Read in lines from line.in and add them into collision world for simulation. void LineDemo_createLines(LineDemo* lineDemo) { unsigned int lineId = 0; unsigned int numOfLines; window_dimension px1; window_dimension py1; window_dimension px2; window_dimension py2; window_dimension vx; window_dimension vy; int isGray; FILE *fin; fin = fopen(LineDemo_input_file_path, "r"); assert(fin != NULL); fscanf(fin, "%d\n", &numOfLines); lineDemo->collisionWorld = CollisionWorld_new(numOfLines); while (EOF != fscanf(fin, "(%lf, %lf), (%lf, %lf), %lf, %lf, %d\n", &px1, &py1, &px2, &py2, &vx, &vy, &isGray)) { Line *line = malloc(sizeof(Line)); // convert window coordinates to box coordinates windowToBox(&line->p1.x, &line->p1.y, px1, py1); windowToBox(&line->p2.x, &line->p2.y, px2, py2); // convert window velocity to box velocity velocityWindowToBox(&line->velocity.x, &line->velocity.y, vx, vy); // store color line->color = (Color) isGray; // store line ID line->id = lineId; lineId++; // precompute some information about the line line->relative_vector = Vec_makeFromLine(*line); line->top_left = (Vec) {.x = MIN(line->p1.x, line->p2.x), .y = MIN(line->p1.y, line->p2.y)}; line->bottom_right = (Vec) {.x = MAX(line->p1.x, line->p2.x), .y = MAX(line->p1.y, line->p2.y)}; // transfer ownership of line to collisionWorld CollisionWorld_addLine(lineDemo->collisionWorld, line); } fclose(fin); } void LineDemo_setNumFrames(LineDemo* lineDemo, const unsigned int numFrames) { lineDemo->numFrames = numFrames; } void LineDemo_initLine(LineDemo* lineDemo) { LineDemo_createLines(lineDemo); } Line* LineDemo_getLine(LineDemo* lineDemo, const unsigned int index) { return CollisionWorld_getLine(lineDemo->collisionWorld, index); } unsigned int LineDemo_getNumOfLines(LineDemo* lineDemo) { return CollisionWorld_getNumOfLines(lineDemo->collisionWorld); } unsigned int LineDemo_getNumLineWallCollisions(LineDemo* lineDemo) { return CollisionWorld_getNumLineWallCollisions(lineDemo->collisionWorld); } unsigned int LineDemo_getNumLineLineCollisions(LineDemo* lineDemo) { return CollisionWorld_getNumLineLineCollisions(lineDemo->collisionWorld); } // The main simulation loop bool LineDemo_update(LineDemo* lineDemo) { lineDemo->count++; CollisionWorld_updateLines(lineDemo->collisionWorld); if (lineDemo->count > lineDemo->numFrames) { return false; } return true; }
unsigned int LineDemo_getNumLineLineCollisions(LineDemo* lineDemo) { return CollisionWorld_getNumLineLineCollisions(lineDemo->collisionWorld); }