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ClassicSimulator.cpp
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ClassicSimulator.cpp
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/* Quantum Minigolf, a computer game illustrating quantum mechanics
Copyright (C) 2007 Friedemann Reinhard <[email protected]>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "ClassicSimulator.h"
ClassicSimulator::ClassicSimulator (int width, int height,
Renderer * renderer, int holex, int holey,
int holer)
{
this->width = width;
this->height = height;
this->renderer = renderer;
this->holex = holex;
this->holey = holey;
this->holer = holer;
}
ClassicSimulator::~ClassicSimulator (void)
{
}
void
ClassicSimulator::setPosition (float x, float y)
{
pos[0] = x;
pos[1] = y;
}
void
ClassicSimulator::setVelocity (float vx, float vy)
{
vel[0] = vx, vel[1] = vy;
}
//propagate - propagation of the classical ball during dt milliseconds
//
// it propagates the ball in mini-steps, each moving forward oonly one pixel
// according to the following scheme
//
// 1. move the ball one pixel ("trial move")
// 2. check for a wall collision (either with the hole or the
// "hard" part of the potential)
// In case of a collision, undo the trial move and change the velocity
// 3. Modify the velocity according to the soft potential
// 4. apply friction
// 5. goto 1
int
ClassicSimulator::propagate (Uint32 dt)
{
float speed = sqrt (vel[0] * vel[0] + vel[1] * vel[1]);
// determine, how much 1-pixel will be neccessary during dt
int steps = (int) (speed * dt);
float t, tic = 1 / speed; // tic: time increment during a 1-pixel step
// normalized components of the velocity
float nvx = vel[0] / speed;
float nvy = vel[1] / speed;
float slow = .001, shrink;
Uint32 *sdat = (Uint32 *) (soft->pixels);
Uint32 *hdat = (Uint32 *) (hard->pixels);
bool hit = false; // have we hit a wall ?
int x, y, xx, yy, xl, xu, yl, yu;
float wx, wy, wn; // direction of the wall normal and wall vector length at a collision
unsigned char pot = 0, mops;
unsigned char lpot, rpot, upot, dpot; //potentials left /right / up /down the current position
// used to compute potential gradient;
bool inhole;
// do steps iterations, each tic long, moving each time one pixel
// tic may change during the propagation due to a changing speed !
for (t = 0; t < dt; t += tic)
{
//check whether we are in the hole
inhole = (holer * holer >
(pos[0] - holex) * (pos[0] - holex) +
(pos[1] - holey) * (pos[1] - holey));
// move the ball forward one pixel, check for collision
pos[0] += nvx;
pos[1] += nvy;
x = (int) (pos[0]);
y = (int) (pos[1]);
if (pos[0] < 5)
pos[0] = 5;
if (pos[0] > width - 5)
pos[0] = width - 5;
if (pos[1] < 5)
pos[1] = 5;
if (pos[1] > height - 5)
pos[1] = height - 5;
// check whether we have left the hole, if so, simulate a wall
// collision to reflect from the hole wall
if (inhole && (holer * holer <
(pos[0] - holex) * (pos[0] - holex) +
(pos[1] - holey) * (pos[1] - holey)))
{
hit = true;
wx = pos[0] - holex;
wy = pos[1] - holey;
wn = sqrt (wx * wx + wy * wy);
wx /= wn;
wy /= wn;
}
// check whether we have collided with a potential wall
SDL_GetRGB (hdat[y * width + x], hard->format, &pot, &mops, &mops);
if (pot == 255)
{ // collision detected, determine the wall normal
// by taking the potential-weighted position average
// in the 8x8 square around as
hit = true;
wx = 0;
wy = 0;
xl = x - 3;
if (xl < 0)
xl = 0;
xu = x + 4;
if (xu > width)
xu = width;
yl = y - 3;
if (xl < 0)
yl = 0;
yu = y + 4;
if (yu > height)
yu = height;
for (xx = xl; xx < xu; xx++)
{
for (yy = yl; yy < yu; yy++)
{
SDL_GetRGB (hdat[yy * width + xx], hard->format,
&pot, &mops, &mops);
wx += pot * (x - xx);
wy += pot * (y - yy);
}
}
wn = sqrt (wx * wx + wy * wy);
wx /= wn;
wy /= wn;
}
// we have been hit and know the wall normal
// => undo test move to get off from the wall
if (hit)
{
pos[0] -= nvx;
pos[1] -= nvy;
x = (int) (pos[0]);
y = (int) (pos[1]);
float sp = vel[0] * wx + vel[1] * wy;
float cvx = vel[0] - sp * wx;
float cvy = vel[1] - sp * wy;
vel[0] = -wx * sp + cvx;
vel[1] = -wy * sp + cvy;
nvx = vel[0] / speed;
nvy = vel[1] / speed;
hit = false;
}
//change velocity according to potential gradient
if (y > 0 && y < height - 1 && x > 0 && x < width - 1)
{
SDL_GetRGB (sdat[y * width + x - 1], soft->format, &lpot, &mops,
&mops);
SDL_GetRGB (sdat[y * width + x + 1], soft->format, &rpot, &mops,
&mops);
SDL_GetRGB (sdat[(y - 1) * width + x], soft->format, &upot, &mops,
&mops);
SDL_GetRGB (sdat[(y + 1) * width + x], soft->format, &dpot, &mops,
&mops);
vel[0] -= .002 / 1.2 * tic * (rpot - lpot);
vel[1] += .002 / 1.2 * tic * (upot - dpot);
}
//simulate friction and update tic length due to changed speed
speed = sqrt (vel[0] * vel[0] + vel[1] * vel[1]);
shrink = 1 - tic * slow / speed;
if (shrink <= 0)
shrink = 0;
speed *= shrink;
vel[0] *= shrink;
vel[1] *= shrink;
if (speed == 0)
tic = 1e4;
else
tic = 1 / speed;
}
if (speed == 0)
return 1;
else
return 0;
}