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https://github.com/Floriansylvain/SFMLplayground.git
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170 lines
5.3 KiB
C++
170 lines
5.3 KiB
C++
#include "Ball.hpp"
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#include <cmath>
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#include "Constants.hpp"
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Ball::Ball(const float radius, const sf::Vector2f &pos, const sf::Vector2f &vel,
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const sf::Color &color)
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: m_velocity(vel),
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m_lastPosition(pos),
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m_pixelVelocity(vel),
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m_radius(radius),
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m_baseColor(color) {
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m_shape.setRadius(radius);
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m_shape.setOrigin(sf::Vector2f(radius, radius));
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m_shape.setPosition(pos);
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m_shape.setFillColor(color);
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}
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void Ball::update(const float dt, const sf::Vector2f &windowSize) {
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if (m_atRest) return;
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m_velocity.y += Constants::GRAVITY * dt;
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m_shape.move(m_velocity * dt);
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const sf::Vector2f currentPosition = m_shape.getPosition();
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m_pixelVelocity = (currentPosition - m_lastPosition) / dt;
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m_lastPosition = currentPosition;
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updateColor();
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handleWallCollision(windowSize);
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}
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void Ball::updateColor() {
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const float currentSpeed =
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std::sqrt(m_velocity.x * m_velocity.x + m_velocity.y * m_velocity.y);
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static float lastSpeed = 0.0f;
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if (std::abs(currentSpeed - lastSpeed) < 10.0f) return;
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lastSpeed = currentSpeed;
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const float speed =
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std::sqrt(m_velocity.x * m_velocity.x + m_velocity.y * m_velocity.y);
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const float t = std::min(speed / 2000.0f, 1.0f);
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sf::Color targetColor;
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if (t < 0.33f) {
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// Red to orange
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const float scaledT = t * 3.0f;
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targetColor.r = static_cast<std::uint8_t>(255);
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targetColor.g = static_cast<std::uint8_t>(0 + scaledT * 165);
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targetColor.b = static_cast<std::uint8_t>(0);
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} else if (t < 0.66f) {
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// Orange to yellow
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const float scaledT = (t - 0.33f) * 3.0f;
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targetColor.r = static_cast<std::uint8_t>(255);
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targetColor.g = static_cast<std::uint8_t>(165 + scaledT * 90);
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targetColor.b = static_cast<std::uint8_t>(0);
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} else {
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// Yellow to white
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const float scaledT = (t - 0.66f) * 3.0f;
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targetColor.r = static_cast<std::uint8_t>(255);
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targetColor.g = static_cast<std::uint8_t>(255);
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targetColor.b = static_cast<std::uint8_t>(0 + scaledT * 255);
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}
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const sf::Color currentColor = m_shape.getFillColor();
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constexpr float TRANSITION_SPEED = 0.05f;
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sf::Color newColor;
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newColor.r = static_cast<std::uint8_t>(
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static_cast<float>(currentColor.r) +
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TRANSITION_SPEED * static_cast<float>(targetColor.r - currentColor.r));
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newColor.g = static_cast<std::uint8_t>(
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static_cast<float>(currentColor.g) +
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TRANSITION_SPEED * static_cast<float>(targetColor.g - currentColor.g));
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newColor.b = static_cast<std::uint8_t>(
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static_cast<float>(currentColor.b) +
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TRANSITION_SPEED * static_cast<float>(targetColor.b - currentColor.b));
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newColor.a = 255;
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m_shape.setFillColor(newColor);
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}
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void Ball::draw(sf::RenderWindow &window) { window.draw(m_shape); }
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void Ball::applyImpulse(const sf::Vector2f &impulse) {
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m_velocity += impulse;
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m_atRest = false;
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}
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sf::Vector2f Ball::getPosition() const { return m_shape.getPosition(); }
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sf::Vector2f Ball::getVelocity() const { return m_velocity; }
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bool Ball::isAtRest() const { return m_atRest; }
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void Ball::handleWallCollision(const sf::Vector2f &windowSize) {
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sf::Vector2f pos = m_shape.getPosition();
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auto handleAxis = [&](const int axis, const float min, const float max,
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float &velocity, const float radius,
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const float restitution) {
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float value = axis == 0 ? pos.x : pos.y;
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if (value - radius < min) {
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value = min + radius;
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velocity = -velocity * restitution;
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} else if (value + radius > max) {
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value = max - radius;
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velocity = -velocity * restitution;
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if (axis == 1 && std::abs(velocity) < 10.f) velocity = 0.f;
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}
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(axis == 0 ? pos.x : pos.y) = value;
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};
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handleAxis(0, 0.f, windowSize.x, m_velocity.x, m_radius,
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Constants::RESTITUTION);
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handleAxis(1, 0.f, windowSize.y, m_velocity.y, m_radius,
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Constants::RESTITUTION);
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if (pos.y + m_radius >= windowSize.y - 1.0f) {
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m_velocity.x *= Constants::FRICTION;
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if (std::abs(m_velocity.x) < 5.f) m_velocity.x = 0.f;
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if (std::abs(m_pixelVelocity.x) < Constants::REST_PIXEL_VELOCITY &&
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std::abs(m_pixelVelocity.y) < Constants::REST_PIXEL_VELOCITY) {
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m_velocity = {0.f, 0.f};
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m_atRest = true;
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}
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} else {
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m_atRest = false;
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}
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m_shape.setPosition(pos);
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}
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void Ball::resolveCollision(Ball &other) {
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std::lock_guard lockA(m_mutex);
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std::lock_guard lockB(other.m_mutex);
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const sf::Vector2f posA = getPosition();
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const sf::Vector2f posB = other.getPosition();
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const sf::Vector2f delta = posB - posA;
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const float dist = std::sqrt(delta.x * delta.x + delta.y * delta.y);
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const float minDist = m_radius + other.m_radius;
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if (dist >= minDist || dist < 1e-6f) return;
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const sf::Vector2f normal = delta / dist;
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const float overlap = minDist - dist;
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m_shape.move(-normal * (overlap / 2.f));
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other.m_shape.move(normal * (overlap / 2.f));
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const sf::Vector2f vA = m_velocity;
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const sf::Vector2f vB = other.m_velocity;
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const float vA_n = vA.x * normal.x + vA.y * normal.y;
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const float vB_n = vB.x * normal.x + vB.y * normal.y;
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const float vA_n_new = vB_n * Constants::RESTITUTION;
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const float vB_n_new = vA_n * Constants::RESTITUTION;
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m_velocity += (vA_n_new - vA_n) * normal;
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other.m_velocity += (vB_n_new - vB_n) * normal;
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m_atRest = false;
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other.m_atRest = false;
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}
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