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#include "physics.h"
#include "rules.h"
#include "interface.h"
#include "global.h"
#include <GL/gl.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <ntqsize.h>
#include <stdio.h>
#include <kdebug.h>
const double COLLISION_DRAG = 0.95;
const double BUMPER_DRAG = 0.8;
KuePhysics::KuePhysics() : _running(false), _field_width(0.0), _field_height(0.0)
{
_billiards.setAutoDelete(true);
_pockets.setAutoDelete(true);
}
KuePhysics::~KuePhysics()
{
}
void KuePhysics::timerEvent ( TQTimerEvent * )
{
// Have all the balls stopped?
if (!run(TIME_CHUNK))
{
// Tell the rules manager
emit(motionStopped());
return;
}
// We need a redisplay
KueGlobal::glWidget()->updateGL();
}
void KuePhysics::seperate(KueBilliard *a, KueBilliard *b)
{
double distance = a->distance(*b);
double delta = (a->radius() + b->radius() - distance) / 2.0;
double angle = a->angle(*b);
double delta_x = cos(angle) * delta;
double delta_y = sin(angle) * delta;
a->setPositionX(a->positionX() - delta_x);
a->setPositionY(a->positionY() - delta_y);
b->setPositionX(b->positionX() + delta_x);
b->setPositionY(b->positionY() + delta_y);
}
bool KuePhysics::allStop()
{
for (unsigned int i = 0;i < _billiards.size();i++)
if (_billiards[i])
if (!_billiards[i]->isStopped())
return false;
return true;
}
void KuePhysics::doPocketing()
{
for (unsigned int b = 0;b < _billiards.size();b++)
{
if (!_billiards[b])
continue;
for (unsigned int p = 0;p < _pockets.size();p++)
{
if (!_pockets[p])
continue;
if (_billiards[b]->distance(*_pockets[p]) <= _pockets[p]->radius())
{
emit(billiardSunk(b, p));
_billiards.remove(b);
break;
}
}
}
}
void KuePhysics::insertBilliard(unsigned int index, const KueBilliard &b)
{
// Do we need to grow the vector?
if (index >= _billiards.size())
_billiards.resize(index + 1);
// Insert the new billiard
_billiards.insert(index, new KueBilliard(b));
}
void KuePhysics::insertPocket(unsigned int index, const KuePocket &p)
{
// Grow the vector as needed
if (index >= _pockets.size())
_pockets.resize(index + 1);
// Insert the new pocket
_pockets.insert(index, new KuePocket(p));
}
bool KuePhysics::run(int milliseconds)
{
// The collison code accepts values in seconds, not milliseconds
double seconds = milliseconds / 1000.0;
for (int i = _billiards.size() - 1;i >= 0;i--) {
if (!_billiards[i])
continue;
// Move the billiards forwards along their velocity vectors
_billiards[i]->step(seconds);
// Save the x, and radius y values so we don't waste a bunch of
// function calls
double x = _billiards[i]->positionX();
double y = _billiards[i]->positionY();
double radius = _billiards[i]->radius();
// Check if the billiard intersects with any edge, and if it does
// reflect it along the side it hit, and then move the billiard
// back on the playing field.
// Pretty terse code, but it really needs to be fast
if ((x + radius) > _field_width)
{
_billiards[i]->reflect(0.0);
_billiards[i]->velocity() *= BUMPER_DRAG;
_billiards[i]->setPositionX(_field_width - radius);
}
else if (x < radius)
{
_billiards[i]->reflect(0.0);
_billiards[i]->velocity() *= BUMPER_DRAG;
_billiards[i]->setPositionX(radius);
}
if ((y + radius) > _field_height)
{
_billiards[i]->reflect(M_PI / 2.0);
_billiards[i]->velocity() *= BUMPER_DRAG;
_billiards[i]->setPositionY(_field_height - radius);
}
else if (y < radius)
{
_billiards[i]->reflect(M_PI / 2.0);
_billiards[i]->velocity() *= BUMPER_DRAG;
_billiards[i]->setPositionY(radius);
}
for (unsigned int j = i + 1;j <= _billiards.size() - 1;j++) {
// If this isn't a billiard anymore, skip it
if (!_billiards[j])
continue;
// Are these billiards intersecting (colliding)?
if (_billiards[i]->intersects(*_billiards[j]))
{
// Update their velocity vectors
_billiards[i]->collide(*_billiards[j]);
// Physically seperate the two balls so we don't
// call the collision code again
seperate(_billiards[i], _billiards[j]);
// Factor in collision drag
_billiards[i]->velocity() *= COLLISION_DRAG;
_billiards[j]->velocity() *= COLLISION_DRAG;
// Tell the rules engine that we hit a ball
emit(billiardHit(i, j));
}
}
}
doPocketing();
// Return true if we aren't done yet
return (!allStop());
}
#include "physics.moc"
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