Rémi Oudin
188d43cb50
Bounces are slower, final position is the ball undeformed. Also, moves continuously when it keep staying on the ground.
46 lines
1.5 KiB
C++
46 lines
1.5 KiB
C++
/**
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* Header file defining a ball.
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* A ball is the kind of real object, with a physical model, and the implicit
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* surface.
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* The physical model is strongly inspired from
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* http://www.physics-online.info/book1/chapt1/sect1a/problem1a-12/Problem1A-12.htm,
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* apart for the x-axis drift.
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* For this one, the assumption done is that the speed is divided by two at
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* each bounce, which is a reasonable assumption since it is the same for the
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* vertical bounces.
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**/
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#pragma once
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#include <cstddef>
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#include "spheroid.hpp"
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#define G_CTE 9.81
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class Ball {
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private:
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Point Center;
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Spheroid surface;
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double radius;
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double init_h;
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double min_height;
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size_t bounce_number;
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double crt_time;
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double A, B, U, T; // Coefficients for the physical model.
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double v_x, v_z;
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void _compute_pos(double dt);
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void _compute_v_x(Point normal);
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void _compute_v_z(Point normal);
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void _compute_A_n();
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void _compute_B_n();
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void _compute_U_n();
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void _compute_T_n();
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public:
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Ball(const Point& _center, double _min_height, double _v_x,
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double _v_z, double p, double q);
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void update_pos(double dt);
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Point getCenter() const {return Center;}
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double accessT() const { return T;}
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double access_crt_time() const { return crt_time;}
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Spheroid* get_surface() { return &surface; }
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};
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std::ostream& operator << (std::ostream &out, Ball const& data);
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