예제 #1
0
toxi::geom::Vec3D toxi::geom::Vec2D::bisect( Vec2D b )
{
	Vec2D diff = this->sub(b);
	Vec2D sum = this->add(b);
	float dot = diff.dot(sum);
	return Vec3D(diff.x, diff.y, -dot / 2)
}
	void getBodies(Body &body, double error, vector<Body> &forceBodies) {

		if (_mass == 0 && _body == NULL)
			return;
		double s = _box.getSize();
		double d = (_centerOfMass - body.getPos()).getMagnitude();

		double SbyD = s/d;
	//	cout << "S/D: " << SbyD << endl;
		if (_state == INTERNAL) {
			if (SbyD < error) {
				Body overallBody(_mass, 0, 0, _centerOfMass.getX(), _centerOfMass.getY());
				forceBodies.push_back(overallBody);
				return;
			} else {
				if (_NW != NULL)
					_NW->getBodies(body, error, forceBodies);
				if (_NE != NULL)
					_NE->getBodies(body, error, forceBodies);
				if (_SW != NULL)
					_SW->getBodies(body, error, forceBodies);
				if (_SE != NULL)
					_SE->getBodies(body, error, forceBodies);
			}
		} else {
			if (_body != NULL) {
				forceBodies.push_back(*_body);
			}
		}
	}
void addVertices(vector<float>& vertices, vector<float>& colors,
                 Vec2D<float> point, Vec2D<float> v1, QColor color,
                 float z = 0.0) {
  Vec2D<float> normal = v1;
  swap(normal.x, normal.y);
  normal.x *= -1;
  normal.normalize();

  Vec2D<float> p1 = point + normal * LINE_WIDTH;
  Vec2D<float> p2 = point - normal * LINE_WIDTH;

  for (int i = 0; i < 2; i++) {
    colors.push_back(color.redF());
    colors.push_back(color.greenF());
    colors.push_back(color.blueF());
    colors.push_back( (color.greenF() + color.redF()) *0.3f  );
  }

  vertices.push_back(p1.x);
  vertices.push_back(p1.y);
  vertices.push_back(z);

  vertices.push_back(p2.x);
  vertices.push_back(p2.y);
  vertices.push_back(z);
}
예제 #4
0
toxi::geom::Polygon2D * toxi::geom::Polygon2D::smooth( const float & amount, const float & baseWeight )
{
	Vec2D centroid = getCentroid();
	int num = vertices.size();
	std::vector<Vec2D> filtered;
	for (int i = 0, j = num - 1, k = 1; i < num; i++) {
		Vec2D a = vertices.at(i);
		Vec2D dir = vertices.at(j).sub( a ).addSelf( vertices.at(k).sub( a ))
			.addSelf(a.sub( centroid).scaleSelf(baseWeight));
		filtered.push_back(a.add(dir.scaleSelf(amount)));
		j++;
		if (j == num) {
			j = 0;
		}
		k++;
		if (k == num) {
			k = 0;
		}
	}
	vertices.clear();

	for( auto it = filtered.begin(); it != filtered.end(); ++it ) 
	{
		vertices.push_back( *it );
	}

	return this;
}
예제 #5
0
 void InitAll(){
	 _startPoint.Init();
	 _endPoint.Init();
	 _defaultSize = defaultDefaultSize;
	 _defaultColor.Set(255,255,255);
	 _waitFrm = -1;
	 _lineSpace = 5;
	 Init();
 }
예제 #6
0
toxi::geom::Polygon2D * toxi::geom::Polygon2D::center( Vec2D & origin )
{
	Vec2D centroid = getCentroid();
	Vec2D delta = ( !origin.isZeroVector() ) ? origin.sub( centroid ) : centroid.invert();
	for( Vec2D v : vertices )
	{
		v.addSelf( delta );
	}
	return this;
}
예제 #7
0
static SimpleString StringFrom(const Vec2D & v)
{
    SimpleString s = SimpleString();
    s += SimpleString("(");
    s += StringFrom(v.get_x());
    s += SimpleString(",");
    s += StringFrom(v.get_y());
    s += SimpleString(")");

    return s;
}
	void updateCenterOfMass(Body body) {
		if (_mass == 0) {
			_mass = body.getMass();
			_centerOfMass = body.getPos();
		} else {
			double new_mass = _mass + body.getMass();
			double new_cen_x = ((_mass*_centerOfMass.getX()) + (body.getMass() * body.getXPos()))/new_mass;
			double new_cen_y = ((_mass*_centerOfMass.getY()) + (body.getMass() * body.getYPos()))/new_mass;
			_centerOfMass = Vec2D(new_cen_x, new_cen_y);
			_mass = new_mass;
		}
	}
예제 #9
0
toxi::geom::Polygon2D::Polygon2D( const Vec2D & baseA, const Vec2D & baseB, const int & res )
{
	double theta = -(toxi::math::MathUtils::PI - (toxi::math::MathUtils::PI * (res - 2) / res));
	Vec2D dir = baseB.sub( baseA);
	Vec2D prev = baseB;
	add( baseA );
	add( baseB );
	for (int i = 1; i < res - 1; i++) {
		Vec2D p = prev.add(dir.getRotated(theta * i));
		add(p);
		prev = p;
	}
}
예제 #10
0
파일: Weapon.cpp 프로젝트: uvbs/GameProject
	void SimpleGen::generate( Weapon* weapon )
	{
		Object* owner = weapon->owner;
		Object* destObj = weapon->destObj;

		Vec2D dif = destObj->getPos() - owner->getPos();
		float s= sqrtf(dif.length2());
		Vec2D speed = ( weapon->bulletSpeed / s ) * dif;

		Object* bullet = weapon->createBullet();
		bullet->setVelocity( speed );
		spawnObject(bullet);
	}
	Force calculateForceFromBody(Body otherBody) {
		Vec2D distance = calculateDistanceFromBody(otherBody);
		Vec2D unit_distance = distance.getUnitVector();
		if (distance.getMagnitude() != 0) {
			double forceMagnitude= (GRAVITYCONST * otherBody.getMass() * getMass()) / (pow(distance.getMagnitude(), 2));

			double forceMagnitude_x = forceMagnitude * unit_distance.getX();
			double forceMagnitude_y = forceMagnitude * unit_distance.getY();
			return Force(forceMagnitude_x, forceMagnitude_y);
		} else {
			return Force(0,0);
		}
	}
	bool outOfRange(Body body) {
		if (body.getXPos() < _position.getX() - _box.getSize() / 2) {
			return true;
		}
		if (body.getXPos() > _position.getX() + _box.getSize() / 2) {
			return true;
		}
		if (body.getYPos() < _position.getY() - _box.getSize() / 2) {
			return true;
		}		
		if (body.getYPos() > _position.getY() + _box.getSize() / 2) {
			return true;
		}
	}
void SchQ_Particle_System :: apply_hooks_law(Spring &s){
    Vec2D<double> pos0  = s.a->get_position(), pos1  = s.b->get_position(),
                  vel0  = s.a->get_velocity(), vel1  = s.b->get_velocity();
    double        dx    = pos0.x-pos1.x,       dy    = pos0.y-pos1.y,
                  dvdx  = vel0.x-vel1.x,       dvdy  = vel0.y-vel1.y,
                  dist  = pos0.distance(pos1), rdist  = dist != 0 ? 1.0/dist : 0;
    
    Vec2D<double> force  (-(s.stiffness*(dist-s.rest_length) +
                            s.dampening*(dvdx) * dx*rdist) * dx*rdist ,
                          -(s.stiffness*(dist-s.rest_length) +
                            s.dampening*(dvdy) * dy*rdist) * dy*rdist);
    
    s.a->add_force(force);
    s.b->add_force(force.multiply(-1));
}
예제 #14
0
파일: Weapon.cpp 프로젝트: uvbs/GameProject
	DirArrayGen::DirArrayGen( Vec2D const& d )
	{
		difPos = Vec2D(0,0);
		dir = ( 1.0f / sqrtf( d.length2() ) ) * d;
		num = 1;
		offset = 2;
	}
예제 #15
0
toxi::geom::Vec2D toxi::geom::Polygon2D::getClosestPointTo( Vec2D & p )
{
	float minD = FLT_MAX;
	Vec2D q = Vec2D();
	for (Line2D l : getEdges()) 
	{
		Vec2D c = l.closestPointTo(p);
		float d = static_cast< float > ( c.distanceToSquared( p ) );
		if (d < minD) 
		{
			q = c;
			minD = d;
		}
	}
	return q;
}
예제 #16
0
파일: segment.cpp 프로젝트: bzar/2dshooter
Vec2D Segment::intersectionPoint(Segment const& other) const
{
  Vec2D selfDelta = delta();
  Vec2D otherDelta = other.delta();

  if(selfDelta.cross(otherDelta) != 0)
  {
    float t = other.a.subtract(a).cross(otherDelta) / selfDelta.cross(otherDelta);
    float u = other.a.subtract(a).cross(selfDelta) / selfDelta.cross(otherDelta);
    if(t >= 0 && t <= 1 && u >= 0 && u <= 1)
    {
      return a.add(selfDelta.scale(t));
    }
  }

  return Vec2D(0, 0);
}
예제 #17
0
파일: segment.cpp 프로젝트: bzar/2dshooter
bool Segment::intersects(Segment const& other) const
{
  Vec2D selfDelta = delta();
  Vec2D otherDelta = other.delta();

  if(selfDelta.cross(otherDelta) != 0)
  {
    float t = other.a.subtract(a).cross(otherDelta) / selfDelta.cross(otherDelta);
    float u = other.a.subtract(a).cross(selfDelta) / selfDelta.cross(otherDelta);
    if(t >= 0 && t <= 1 && u >= 0 && u <= 1)
    {
      return true;
    }
  }

  return false;
}
	int getQuadrantOfBody(Body body) {
		double x = body.getXPos();
		double y = body.getYPos();
		if (x < _position.getX()) {
			if (y > _position.getY()) {
				return 1;
			} else {
				return 3;
			}
		} else {
			if (y > _position.getY()) {
				return 2;
			} else {
				return 4;
			}
		}
	}
Image BrushStrokerCustomBrush::drawDabImage(const TabletInputData &data, QRect *rect)
{
    Q_ASSERT(data.pressure > 0);

    Vec2D radiusVec;
    radiusVec.rx() = radiusBase() * data.pressure;
    radiusVec.ry() = radiusVec.x() * (1.0 - _setting.flattening);

    _lastMinorRadius = radiusVec.y();

    //qDebug() << "radius" << radiusVec.x << radiusVec.y;

    QPainterPath ellipse;
    ellipse.addEllipse(data.pos, radiusVec.x(), radiusVec.y());

    QRect dabRect;

    if (_setting.rotation)
    {
        QTransform rotation;
        rotation.rotate(_setting.rotation);
        ellipse = rotation.map(ellipse);

        dabRect = ellipse.boundingRect().toAlignedRect();
    }
    else
    {
        dabRect = QRectF(QPointF(data.pos - radiusVec), QSizeF(2.0 * radiusVec)).toAlignedRect();
    }

    Image dabImage(dabRect.size());
    dabImage.clear();

    Painter dabPainter(&dabImage);

    dabPainter.translateShape(-dabRect.topLeft());

    if (_setting.tableWidth == 1 && _setting.tableHeight == 1)
    {
        // no gradient
        dabPainter.setPixel(pixel());
    }
    else
    {
        ArgbGradient gradient;
        gradient.addStop(0, pixel());
        gradient.addStop(_setting.tableWidth, pixel() * _setting.tableHeight);
        gradient.addStop(1, Pixel(0));

        dabPainter.setBrush(Malachite::Brush::fromRadialGradient(gradient, data.pos, radiusVec));
    }

    dabPainter.drawPath(ellipse);

    dabPainter.end();

    *rect = dabRect;
    return dabImage;
}
예제 #20
0
void toxi::geom::Polygon2D::offsetCorner( const float & x1, const float & y1, const float & x2, const float & y2, const float & x3, const float & y3, const float & distance, Vec2D * out )
{
	float c1 = x2, d1 = y2, c2 = x2, d2 = y2;
	float dx1, dy1, dist1, dx2, dy2, dist2, insetX, insetY;

	dx1 = x2 - x1;
	dy1 = y2 - y1;
	dist1 = (float) toxi::math::MathUtils::sqrt(dx1 * dx1 + dy1 * dy1);
	dx2 = x3 - x2;
	dy2 = y3 - y2;
	dist2 = (float) toxi::math::MathUtils::sqrt(dx2 * dx2 + dy2 * dy2);

	if (dist1 < toxi::math::MathUtils::EPS || dist2 < toxi::math::MathUtils::EPS) {
		return;
	}
	dist1 = distance / dist1;
	dist2 = distance / dist2;

	insetX = dy1 * dist1;
	insetY = -dx1 * dist1;
	float _x1 = x1 +insetX;
	c1 += insetX;
	float _y1 = y1 + insetY;
	d1 += insetY;
	insetX = dy2 * dist2;
	insetY = -dx2 * dist2;
	float _x3 = x3 + insetX;
	c2 += insetX;
	float _y3 = y3 + insetY;
	d2 += insetY;

	if (c1 == c2 && d1 == d2) {
		out->set(c1, d1);
		return;
	}

	Line2D l1 = toxi::geom::Line2D( Vec2D(_x1, _y1), Vec2D(c1, d1));
	Line2D l2 = toxi::geom::Line2D( Vec2D(c2, d2), Vec2D(_x3, _y3));
	LineIntersection isec = l1.intersectLine( l2);
	Vec2D ipos = isec.getPos();
	if (ipos.isZeroVector()) {
		out->set(ipos);
	}
}
예제 #21
0
파일: util.cpp 프로젝트: Cloudef/spacerocks
bool circleLineIntersect(Vec2D const& p, float const r, Vec2D const& l1, Vec2D const& l2, float const lr)
{
  Vec2D ld = l2 - l1;
  Vec2D ln = ld.normal();
  Vec2D l1p = p - l1;
  Vec2D l2p = p - l2;
  if(ln.cross(l1p) * ln.cross(l2p) < 0)
  {
    return l1p.projectioni(ln).lengthSquared() <= (r + lr) * (r + lr);
  }
  else if(l1p.lengthSquared() < l2p.lengthSquared())
  {
    return l1p.lengthSquared() <= (r + lr) * (r + lr);
  }
  else
  {
    return l2p.lengthSquared() <= (r + lr) * (r + lr);
  }
}
예제 #22
0
float toxi::geom::Vec2D::angleBetween( Vec2D v, bool forceNormalize )
{
	double theta;
	if (forceNormalize) {
		theta = getNormalized().dot(v.getNormalized());
	} else {
		theta = dot(v);
	}
	return (float) std::acos(toxi::math::MathUtils::clipNormalized(theta));
}
예제 #23
0
toxi::geom::Vec2D toxi::geom::Polygon2D::getRandomPoint()
{
	std::vector< Line2D > edges = getEdges();
	int numEdges = edges.size();
	Line2D ea = edges.at( static_cast< int > ( toxi::math::MathUtils::random( numEdges ) ) );
	Line2D * eb = nullptr;
	// and another one, making sure it's different
	while (eb == nullptr || *eb == ea) 
	{
		eb = &edges.at( static_cast< int > ( toxi::math::MathUtils::random( numEdges ) ) );
	}
	// pick a random point on edge A
	Vec2D p = ea.getA().interpolateTo(ea.getB(), toxi::math::MathUtils::random( 1.0 ) );
	// then randomly interpolate to another random point on edge B
	Vec2D ret = p.interpolateToSelf(
		eb->getA().interpolateTo(eb->getB(), toxi::math::MathUtils::random( 1.0 ) ),
		static_cast< float > ( toxi::math::MathUtils::random( 1.0 ) ) );
	delete eb;
	return ret;
}
예제 #24
0
void Init(){
	 _str.clear();
	 _strCounter=0;
	 _nowSize=_defaultSize;
	 _nowFrm=0;
	 _lineMaxSize=_nowSize;
	 _nowColor=_defaultColor;
	 _nowPoint.Init();
	_strVect.clear();

	 _doneFlg = false;
}
예제 #25
0
int toxi::geom::Vec2D::compareTo( Vec2D v )
{
	if (x == v.x && y == v.y) {
		return 0;
	}
	float a = magSquared();
	float b = v.magSquared();
	if (a < b) {
		return -1;
	}
	return +1;
}
예제 #26
0
파일: Debris.cpp 프로젝트: ppeschke/sf2
Debris::Debris(Ship* s, Player* p, Vec2D location, Vec2D direction, bool collides, bool draw) : ParticleEffect(0, p, none, location, direction, NULL, collides, draw)
{
	this->mesh = this;
	shipFinalDir = s->dir;
	Vec2D rotationpoint;
	Vec2D midpoint;
	Mesh* m = (Mesh*)(s->mesh);
	Mesh* meshpart = NULL;
	for(unsigned int i = 0; i < m->polyNum; ++i)
	{
		for(unsigned int p = 0; p < m->polys[i].length - 1; ++p)
		{
			meshpart = new Mesh();
			meshpart->polyNum = 1;
			meshpart->mountNum = 0;
			meshpart->polys = new sf2::Polygon[1];
			meshpart->polys[0].length = 2;
			meshpart->polys[0].vertices = new sf2::CUSTOMVERTEX[2];
			meshpart->polys[0].vertices[0] = m->polys[i].vertices[p];
			meshpart->polys[0].vertices[1] = m->polys[i].vertices[p+1];
			midpoint = Vec2D(meshpart->polys[0].vertices[1].X + meshpart->polys[0].vertices[0].X, meshpart->polys[0].vertices[1].Y + meshpart->polys[0].vertices[0].Y)/2.0f;
			meshpart->radius = Distance(Vec2D(meshpart->polys[0].vertices[0].X, meshpart->polys[0].vertices[0].Y), Vec2D(meshpart->polys[0].vertices[1].X, meshpart->polys[0].vertices[1].Y)) / 2.0f;
			Vec2D addedVel = 3.0f/midpoint;	//difference between midpoint and ship's midpoint
			addedVel.scale(meshpart->radius);	//scale by size of part

			//rotationpoint
			Vec2D start(m->polys[i].vertices[p]);
			Vec2D end = Vec2D(m->polys[i].vertices[p+1]);
			rotationpoint = start - end;
			rotationpoint.scale(randomFloat(0.0f, 1.0f));
			rotationpoint += end;

			float limit = 3.14159f * 2 / meshpart->radius;

			float rotationspeed = randomFloat(-limit, limit);
			LoadToVRAM(meshpart);
			parts.insert(parts.end(), new DebrisPart(meshpart, randomFloat(1.0f, 5.0f), s->loc, s->vel + addedVel, rotationpoint, midpoint, rotationspeed));
		}
	}
}
예제 #27
0
WheelsControl::WheelOutput DriveEquation::computeWheel(const WheelConfig &wconfig, const Motion &motion) const {
	Vec2D relvel = motion.vel.rotate(motion.curdir);

	Vec2D wheelout = relvel + (wconfig.framepos*motion.angvel).rotate(-M_PI/2);
	float mag = wheelout.magnitude();

	WheelsControl::WheelOutput out;
	if (mag < config.minspeed) {
		out.angle = 0;
		out.effort = 0;
		out.enabled = false;
		return out;
	}

	out.angle = (wheelout.angle()+config.wheelangleoffset).getRad();
	out.effort = wconfig.effortscale*mag;
	if (out.effort > 0)
		out.effort += wconfig.effortoffset;
	else
		out.effort -= wconfig.effortoffset;
	return out;
}
	void print() {
		cout << "Entering Print" << endl;
		if (_state == INTERNAL) {
			cout << "Internal" << endl;
					if (_body == NULL) {
			cout << "NO Body here" << endl;
			cout << "Mass of internal node " << _mass << endl;
			cout << "Center of Mass " << _centerOfMass.getX() << " " << _centerOfMass.getY() << endl;
		} else {
			cout << _body->getMass() << endl;
		}
		}
		else {
			cout << "External" << endl;
					if (_body == NULL) {
			cout << "NO Body here" << endl;
		} else {
			cout << _body->getMass() << endl;
		}
		}

		if (_NW != NULL) {
			cout << "Printing NW" << endl;
			_NW->print();
		}
		if (_NE != NULL) {
			cout << "Printing NE" << endl;
			_NE->print();
		}
		if (_SW != NULL) {
			cout << "Printing SW" << endl;
			_SW->print();
		}
		if (_SE != NULL) {
			cout << "Printing SE" << endl;
			_SE->print();
		}
		cout << "Leaving Print" << endl;
	}
예제 #29
0
float Vec2D::rotationTo(Vec2D const& other) const
{
  float myAngle = angle();
  float otherAngle = other.angle();
  if(myAngle > otherAngle)
  {
    return myAngle - (otherAngle + 1.0);
  }
  else
  {
    return myAngle - otherAngle;
  }
}
예제 #30
0
toxi::geom::Polygon2D * toxi::geom::Polygon2D::reduceVertices( const float & mel )
{
	float minEdgeLength = mel * mel;
	std::vector<Vec2D> reduced;
	Vec2D prev = vertices.at(0);
	reduced.push_back(prev);
	int num = vertices.size() - 1;
	for (int i = 1; i < num; i++) 
	{
		Vec2D v = vertices.at(i);
		if (prev.distanceToSquared( v ) >= minEdgeLength) 
		{
			reduced.push_back(v);
			prev = v;
		}
	}
	if (vertices.at(0).distanceToSquared( vertices.at(num)) >= minEdgeLength) 
	{
		reduced.push_back(vertices.at(num));
	}
	vertices = reduced;
	return this;
}