333 lines
9.9 KiB
C++
333 lines
9.9 KiB
C++
#include "object.hpp"
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#include "level.hpp"
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#include "constants.hpp"
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#include "collision.hpp"
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#include <cmath>
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const unsigned int Object::PROP_MASS = 1;
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const unsigned int Object::PROP_CHARGE = 2;
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const unsigned int Object::PROP_RESTITUTION = 3;
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const unsigned int Object::PROP_STATIC_FRICTION = 4;
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const unsigned int Object::PROP_DYNAMIC_FRICTION = 5;
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const unsigned int Object::PROP_LAYER = 6;
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Object::Object() :
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acceleration(0, 0), velocity(0, 0), position(0, 0),
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selected(false), inv_mass(-1.f),
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// valeurs par défaut pour les propriétés
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// de tous les objets du jeu
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mass(1.f), charge(0.f),
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restitution(0.4f),
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static_friction(0.4f),
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dynamic_friction(0.2f),
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layer(0) {}
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Object::~Object() {}
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void Object::load(std::ifstream& file, ObjectPtr object) {
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// lecture de la position de l'objet
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float pos_x, pos_y;
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file.read(reinterpret_cast<char*>(&pos_x), sizeof(pos_x));
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file.read(reinterpret_cast<char*>(&pos_y), sizeof(pos_y));
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object->setPosition(sf::Vector2f(
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pos_x * Constants::GRID, pos_y * Constants::GRID
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));
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// lecture des propriétés facultatives
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char prop_type = -1;
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while (file.read(&prop_type, 1)) {
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switch (prop_type) {
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case Object::PROP_MASS:
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float mass;
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file.read(reinterpret_cast<char*>(&mass), sizeof(mass));
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object->setMass(mass);
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break;
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case Object::PROP_CHARGE:
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float charge;
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file.read(reinterpret_cast<char*>(&charge), sizeof(charge));
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object->setCharge(charge);
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break;
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case Object::PROP_RESTITUTION:
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float restitution;
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file.read(reinterpret_cast<char*>(&restitution), sizeof(restitution));
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object->setRestitution(restitution);
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break;
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case Object::PROP_STATIC_FRICTION:
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float static_friction;
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file.read(reinterpret_cast<char*>(&static_friction), sizeof(static_friction));
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object->setStaticFriction(static_friction);
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break;
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case Object::PROP_DYNAMIC_FRICTION:
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float dynamic_friction;
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file.read(reinterpret_cast<char*>(&dynamic_friction), sizeof(dynamic_friction));
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object->setDynamicFriction(dynamic_friction);
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break;
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case Object::PROP_LAYER:
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char layer;
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file.read(&layer, 1);
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object->setLayer((int) layer - 127);
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break;
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default:
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// propriété de type inconnu : on recule
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// d'un octet et on sort
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file.seekg(-1, file.cur);
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return;
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}
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}
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}
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sf::Vector2f Object::getForces(const Level& level) const {
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sf::Vector2f forces(0, 0);
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const std::vector<ObjectPtr>& objects = level.getObjects();
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// force de gravité
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forces += getMass() * level.getGravity();
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// force d'attraction entre objets chargés
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if (getCharge() != 0) {
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for (unsigned int j = 0; j < objects.size(); j++) {
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ObjectPtr attractive = objects[j];
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if (attractive.get() == this || attractive->getCharge() == 0) {
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continue;
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}
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// vecteur allant de l'objet attracteur vers l'objet actuel
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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 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 (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(distance_squared);
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attraction *= Constants::ATTRACTION * (
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(getCharge() * attractive->getCharge()) /
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distance_squared
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);
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forces += attraction;
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}
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}
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return forces;
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}
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void Object::updateVelocity(const Level& level) {
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acceleration = getForces(level) * getMassInvert();
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velocity += acceleration * Constants::PHYSICS_TIME.asSeconds();
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}
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void Object::updatePosition() {
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position += velocity * Constants::PHYSICS_TIME.asSeconds();
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}
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bool Object::detectCollision(const Object& obj, CollisionData& data) const {
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// si les objets ne sont pas sur la même couche,
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// ils ne peuvent pas entrer en collision
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if (getLayer() != obj.getLayer()) {
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return false;
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}
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// si les deux boîtes englobantes des deux objets ne
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// s'intersectent pas, il ne risque pas d'y avoir de collision
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if (!getAABB()->intersects(*obj.getAABB())) {
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return false;
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}
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return getCollisionData(data);
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}
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void Object::solveCollision(Level& level, Object& obj, const sf::Vector2f& normal) {
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// si les deux objets sont de masse infinie, réinitialisation
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// des vitesses en tant que collision
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if (getMassInvert() == 0 && obj.getMassInvert() == 0) {
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setVelocity(sf::Vector2f(0, 0));
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obj.setVelocity(sf::Vector2f(0, 0));
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return;
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}
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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 (dot_normal > 0) {
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return;
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}
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// en ce point, on est bertins qu'une collision a eu lieu.
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// activation réciproque des deux objets
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activated(level, obj);
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obj.activated(level, *this);
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// on utilise le plus petit coefficient de friction entre les
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// deux objets comme le coefficient de la collision
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float restitution = std::min(getRestitution(), obj.getRestitution());
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// calcule et applique l'impulsion de résolution de la collision
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float collision_impulse = -(1.f + restitution) * std::min(dot_normal + .8f, 0.f) /
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(getMassInvert() + obj.getMassInvert());
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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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// la tangente est nulle : pas de frottement à générer
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// on évite ainsi une division par zéro
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if (tangent_length == 0) {
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return;
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}
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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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}
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void Object::positionalCorrection(Object& obj, const sf::Vector2f& normal, float depth) {
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float position_correction = std::max(depth - Constants::CORRECTION_SLOP, 0.0f) /
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(getMassInvert() + obj.getMassInvert()) *
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Constants::CORRECTION_PERCENTAGE;
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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() const {
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return acceleration;
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}
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sf::Vector2f Object::getVelocity() const {
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return velocity;
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}
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void Object::setVelocity(sf::Vector2f set_velocity) {
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velocity = set_velocity;
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}
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sf::Vector2f Object::getPosition() const {
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return position;
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}
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void Object::setPosition(sf::Vector2f set_position) {
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position = set_position;
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}
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bool Object::isSelected() const {
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return selected;
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}
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void Object::setSelected(bool set_selected) {
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selected = set_selected;
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}
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float Object::getMass() const {
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return mass;
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}
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float Object::getMassInvert() const {
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if (inv_mass >= 0) {
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return inv_mass;
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}
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if (mass == 0) {
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inv_mass = 0;
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return inv_mass;
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}
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inv_mass = 1 / mass;
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return inv_mass;
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}
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void Object::setMass(float set_mass) {
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mass = set_mass;
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inv_mass = -1.f;
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}
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float Object::getCharge() const {
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return charge;
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}
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void Object::setCharge(float set_charge) {
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charge = set_charge;
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}
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float Object::getRestitution() const {
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return restitution;
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}
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void Object::setRestitution(float set_restitution) {
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restitution = set_restitution;
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}
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float Object::getStaticFriction() const {
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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() const {
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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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int Object::getLayer() const {
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return layer;
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}
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void Object::setLayer(int set_layer) {
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layer = set_layer;
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}
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bool ObjectCompare::operator()(ObjectPtr const &t1, ObjectPtr const &t2) const {
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sf::Vector2f t1_pos = t1->getPosition();
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sf::Vector2f t2_pos = t2->getPosition();
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return t1_pos.x - t1_pos.y + t1->getLayer() >
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t2_pos.x - t2_pos.y + t2->getLayer();
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}
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