mpri-graphics-project/Ball.cpp
Rémi Oudin dc213cdeeb Fix bouncing when staying on the ground.
Now, there is still a min_p that is respected.
2018-02-13 16:42:24 +01:00

102 lines
2.5 KiB
C++

#include "Ball.hpp"
#include <iostream>
#include <cmath>
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;
double min_rad = radius - min_height;
Center.y = min_height + ((min_rad * (1.0 - exp(-n_time)) + min_rad )/2.) +
(min_rad - ((min_rad* (1- exp(-n_time)) + min_rad)/2.)) * sin(5. *
n_time);
}
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;
}