#include "Ball.hpp" #include #include bool bouncing = true; double stop_bouncing; Ball::Ball(const Point& _center, double _min_height, double _v_x, double _v_z, double _p, double _q) : Center(_center), surface(_center, _min_height, _p, _q), radius(_p), init_h(_center.y), min_height(_min_height), bounce_number(0.0), crt_time(0), A(_center.y), B(0), U(sqrt(2 * G_CTE * _center.y)), T(sqrt(2.0 * _center.y / G_CTE)), v_x(_v_x), v_z(_v_z) { } void Ball::_compute_pos(double dt) { if (bouncing) { Center.y = fmax( min_height, A + B * crt_time - (G_CTE / 2) * crt_time * crt_time + min_height ); } else { double n_time = crt_time - stop_bouncing; Center.y = ((radius * (1.0 - exp(-n_time)) + radius)/2.) + (radius - ((radius * (1- exp(-n_time)) + radius)/2.)) * sin(5. * n_time); v_x *= 0.99; v_z *= 0.99; } Center.x += dt * v_x; Center.z += dt * v_z; surface.update_center_pos(Center); surface.check_horizontal_plan_collision(0.0); } void Ball::_compute_T_n() { double update = (2. * U / G_CTE); T += update; } void Ball::_compute_B_n() { B = G_CTE * T + U; } void Ball::_compute_A_n() { A = - G_CTE * T * T / 2 - (U * T); } void Ball::_compute_U_n() { U *= 0.8; } void Ball::_compute_v_x(Point normal) { double factor = normal.x / (4*(normal.x + normal.z)); v_x *= (0.5 + factor); } void Ball::_compute_v_z(Point normal) { double factor = normal.z / (4*(normal.x + normal.z)); v_z *= (0.5 + factor); } void Ball::update_pos(double dt) { crt_time += dt; if ((bouncing) && (crt_time >= T)) { double old_t = T; double max_t; Point normal = surface.getNormalVector(); bounce_number += 1; _compute_U_n(); _compute_A_n(); _compute_B_n(); _compute_T_n(); _compute_v_x(normal); _compute_v_z(normal); max_t = (T - old_t)/2.0 + old_t; if (((A + B * max_t - (G_CTE / 2) * max_t * max_t + min_height) < radius)) { stop_bouncing = crt_time; bouncing = false; } } _compute_pos(dt); } std::ostream& operator<< (std::ostream &out, Ball const& data) { Point center = data.getCenter(); out << "t:" << data.access_crt_time() << ":"; out << "T:" << data.accessT() << ":"; out << center.x << ':'; out << center.z << ':'; out << center.y << ':'; return out; }