예제 #1
0
 const SUCCESS StaticObject::checkCollision(PhysicalObject &object)
 {
     if(getCollider() == NULL || object.getCollider() == NULL)
     {
         return SUCCEEDED;
     }
     else
     {
         Radians angle;
         if(getCollider()->canCollide(object.getCollider()->getType()))
             if(getCollider()->collides(*object.getCollider(), &angle))
                 return collided(object, angle);   // this ensures that object collider is called by this collided function, likewise a derived class needs to make sure its own derived collided function is called
             else
                  return SUCCEEDED;
         else if(object.getCollider()->canCollide(getCollider()->getType()))
             if(object.getCollider()->collides(*getCollider(), &angle))
                  return collided(object, angle);
             else
                  return SUCCEEDED;
         else
              return FAILED;
     }
 }
예제 #2
0
    const SUCCESS PhysicalObject::collided(PhysicalObject &object, const Radians angle)
    {
        Vector initVec(getVelocity()-object.getVelocity());
        Mag_t<double> initVel(initVec.mag());
        Radians initTheta(initVec.theta());
        
		if(fabs(getX(initVel, initTheta-angle)) < REST_THRESHOLD)
        {
			setVelocity(getVelocity()+initVec/2.0);
			object.setVelocity(object.getVelocity()-initVec/2.0);
            antigravitate(object);
            object.antigravitate(*this);
			return SUCCEEDED;
		}
		
        // Frame of reference with the object at rest with this approaching it with an angle of 0
        Point<double> p2(Vector(Mag_t<double>(2.0*getMass()*getX(initVel, initTheta-angle)/(getMass()+object.getMass())), initTheta-angle));  // Gets the velocity of 2 based on elastic collision equation
        Point<double> p1((initVel*getMass()-p2.x()*object.getMass())/getMass(), -p2.y()*object.getMass()/getMass());   // Gets the velocity of 1 based off of elastic collision rulez
        
        if(fabs(p1.x()) < REST_THRESHOLD && fabs(p2.x()) < REST_THRESHOLD)
        {
            p1.x(0.0);
            p2.x(0.0);
        }
        
        Vector v1(p1);
        Vector v2(p2);
        
        v1.theta(-v1.theta()+initTheta);
        v2.theta(angle);
        
        v1 += object.getVelocity();
        v2 += object.getVelocity();
        
        Point<double> dif(object.getPosition()-*position);
        while(getCollider()->collides(*object.getCollider()))
            acceleration.set(*position-dif/pythagoras<double>(dif));
        
        setVelocity(v1);
        object.setVelocity(v2);
        
        return SUCCEEDED;
    }
예제 #3
0
 const SUCCESS StaticObject::collided(PhysicalObject &object, const Radians angle)
 {
     Vector v(object.getVelocity());
     v.theta() -= angle;
     Point<double> appliedMomentum(v);
     if(fabs(appliedMomentum.x()) < REST_THRESHOLD)
     {
         appliedMomentum.x(0);
     }
     appliedMomentum.x() *= -1;
     v = appliedMomentum;
     v.theta() += angle;
     object.setVelocity(v);
     
     Point<double> dif(getPosition()-object.getPosition());
     while(getCollider()->collides(*object.getCollider()))
         object.setPosition(object.getPosition()-dif/pythagoras<double>(dif));
     
     return SUCCEEDED;
 }