Ajout des frottements
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@ -14,13 +14,15 @@ private:
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sf::Vector2f velocity;
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sf::Vector2f position;
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sf::VertexArray accelerationLine;
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sf::VertexArray velocityLine;
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sf::VertexArray acceleration_line;
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sf::VertexArray velocity_line;
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float mass;
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float inv_mass;
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float charge;
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float restitution;
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float static_friction;
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float dynamic_friction;
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int layer;
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protected:
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@ -125,6 +127,26 @@ public:
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*/
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void setRestitution(float set_restitution);
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/**
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* Récupère le coefficient de frottement dynamique de l'objet
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*/
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float getStaticFriction();
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/**
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* Modifie le coefficient de frottement dynamique de l'objet
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*/
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void setStaticFriction(float set_static_friction);
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/**
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* Récupère le coefficient de frottement dynamique de l'objet
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*/
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float getDynamicFriction();
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/**
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* Modifie le coefficient de frottement dynamique de l'objet
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*/
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void setDynamicFriction(float set_dynamic_friction);
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/**
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* Récupère la couche d'affichage de l'objet
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*/
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107
src/object.cpp
107
src/object.cpp
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@ -3,12 +3,14 @@
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Object::Object(float x, float y) :
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acceleration(0, 0), velocity(0, 0), position(x, y),
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accelerationLine(sf::Lines, 2),
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velocityLine(sf::Lines, 2),
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acceleration_line(sf::Lines, 2),
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velocity_line(sf::Lines, 2),
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mass(Constants::DEFAULT_MASS),
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inv_mass(1.f / Constants::DEFAULT_MASS),
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charge(Constants::DEFAULT_CHARGE),
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restitution(Constants::DEFAULT_RESTITUTION),
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static_friction(0.4f),
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dynamic_friction(0.2f),
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layer(Constants::DEFAULT_LAYER) {}
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sf::Vector2f Object::getForces(EngineState& state) {
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@ -30,20 +32,20 @@ sf::Vector2f Object::getForces(EngineState& state) {
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sf::Vector2f attraction(getPosition() - attractive->getPosition());
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// la norme de ce vecteur est la distance entre les objets
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float distanceSquared = attraction.x * attraction.x +
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float distance_squared = attraction.x * attraction.x +
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attraction.y * attraction.y;
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// éviter la division par zéro
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if (distanceSquared == 0) {
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if (distance_squared == 0) {
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continue;
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}
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// normalisation du vecteur direction qui porte
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// la force d'attraction, puis application de la norme
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attraction /= std::sqrt(distanceSquared);
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attraction /= std::sqrt(distance_squared);
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attraction *= Constants::ATTRACTION * (
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(getCharge() * attractive->getCharge()) /
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distanceSquared
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distance_squared
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);
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forces += attraction;
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@ -55,35 +57,27 @@ sf::Vector2f Object::getForces(EngineState& state) {
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void Object::draw(sf::RenderWindow& window) {
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if (Constants::DEBUG_MODE) {
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velocityLine[0].position = position;
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velocityLine[0].color = sf::Color::Green;
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velocityLine[1].position = position + velocity * 1.f;
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velocityLine[1].color = sf::Color::Green;
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velocity_line[0].position = position;
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velocity_line[0].color = sf::Color::Green;
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velocity_line[1].position = position + velocity * 1.f;
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velocity_line[1].color = sf::Color::Green;
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accelerationLine[0].position = position;
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accelerationLine[0].color = sf::Color::Red;
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accelerationLine[1].position = position + acceleration * 1.f;
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accelerationLine[1].color = sf::Color::Red;
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acceleration_line[0].position = position;
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acceleration_line[0].color = sf::Color::Red;
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acceleration_line[1].position = position + acceleration * 1.f;
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acceleration_line[1].color = sf::Color::Red;
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window.draw(velocityLine);
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window.draw(accelerationLine);
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window.draw(velocity_line);
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window.draw(acceleration_line);
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}
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}
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void Object::update(EngineState& state) {
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// on représente les objets de masse infinie avec une
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// masse nulle. Ces objets ne sont pas déplaçables
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if (mass == 0) {
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acceleration.x = acceleration.y = 0;
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velocity.x = velocity.y = 0;
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return;
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}
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// intégration de la vitesse dans la position
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position += velocity * Constants::PHYSICS_TIME;
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// intégration des forces appliquées sur l'objet dans la vitesse
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acceleration = getForces(state) / mass;
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acceleration = getForces(state) * getMassInvert();
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velocity += acceleration * Constants::PHYSICS_TIME;
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}
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@ -113,22 +107,49 @@ void Object::collide(Object& obj) {
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return;
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}
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sf::Vector2f codir = obj.getVelocity() - getVelocity();
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float dotnormal = codir.x * normal.x + codir.y * normal.y;
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sf::Vector2f rel_velo = obj.getVelocity() - getVelocity();
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float dot_normal = rel_velo.x * normal.x + rel_velo.y * normal.y;
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// si les directions sont divergentes, pas besoin
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// de résoudre la collision
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if (dotnormal >= 0) {
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if (dot_normal >= 0) {
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return;
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}
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// calcule et applique l'impulsion de résolution de la collision
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float restitution = std::min(getRestitution(), obj.getRestitution());
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float impulse = (-(1 + restitution) * dotnormal) /
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float collision_impulse = (-(1 + restitution) * dot_normal) /
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(getMassInvert() + obj.getMassInvert());
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setVelocity(getVelocity() - getMassInvert() * impulse * normal);
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obj.setVelocity(obj.getVelocity() + obj.getMassInvert() * impulse * normal);
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setVelocity(getVelocity() - getMassInvert() * collision_impulse * normal);
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obj.setVelocity(obj.getVelocity() + obj.getMassInvert() * collision_impulse * normal);
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// application des forces de frottement entre les deux objets
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// on calcule le vecteur tangent qui porte la force de frottement.
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// les coefficients de friction utilisés sont les moyennes de ceux des deux objets
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rel_velo = obj.getVelocity() - getVelocity();
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dot_normal = rel_velo.x * normal.x + rel_velo.y * normal.y;
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sf::Vector2f tangent = rel_velo - dot_normal * normal;
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float tangent_length = std::sqrt(tangent.x * tangent.x + tangent.y * tangent.y);
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tangent /= tangent_length;
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float magnitude = -(rel_velo.x * tangent.x + rel_velo.y * tangent.y) /
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(getMassInvert() + obj.getMassInvert());
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float static_friction = (getStaticFriction() + obj.getStaticFriction()) / 2.f;
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float dynamic_friction = (getDynamicFriction() + obj.getDynamicFriction()) / 2.f;
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float friction_impulse;
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// utilisation de la loi de Coulomb sur les frottements dynamiques/statiques
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// cf https://fr.wikipedia.org/wiki/Loi_de_Coulomb_(m%C3%A9canique)
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if (std::abs(magnitude) < collision_impulse * static_friction) {
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friction_impulse = magnitude;
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} else {
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friction_impulse = -collision_impulse * dynamic_friction;
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}
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setVelocity(getVelocity() - getMassInvert() * friction_impulse * tangent);
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obj.setVelocity(obj.getVelocity() + obj.getMassInvert() * friction_impulse * tangent);
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// correction de la position des objets. En raison de l'imprécision
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// des flottants sur la machine, les objets peuvent accumuler une
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@ -137,11 +158,11 @@ void Object::collide(Object& obj) {
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return;
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}
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sf::Vector2f positionCorrection = depth / (getMassInvert() +
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obj.getMassInvert()) * Constants::CORRECTION_PERCENTAGE * normal;
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float position_correction = depth / (getMassInvert() + obj.getMassInvert()) *
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Constants::CORRECTION_PERCENTAGE;
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setPosition(getPosition() - getMassInvert() * positionCorrection);
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obj.setPosition(obj.getPosition() + obj.getMassInvert() * positionCorrection);
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setPosition(getPosition() - getMassInvert() * position_correction * normal);
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obj.setPosition(obj.getPosition() + obj.getMassInvert() * position_correction * normal);
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}
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sf::Vector2f Object::getAcceleration() {
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@ -203,6 +224,22 @@ void Object::setRestitution(float set_restitution) {
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restitution = set_restitution;
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}
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float Object::getStaticFriction() {
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return static_friction;
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}
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void Object::setStaticFriction(float set_static_friction) {
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static_friction = set_static_friction;
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}
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float Object::getDynamicFriction() {
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return dynamic_friction;
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}
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void Object::setDynamicFriction(float set_dynamic_friction) {
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dynamic_friction = set_dynamic_friction;
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}
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unsigned int Object::getLayer() {
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return layer;
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}
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