Alvaro Cassinelli
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skinGames_forktest
just a test
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classPointMass.h@2:34157ebbf56b, 2012-03-31 (annotated)
- Committer:
- mbedalvaro
- Date:
- Sat Mar 31 12:50:32 2012 +0000
- Revision:
- 2:34157ebbf56b
- Parent:
- 1:a4050fee11f7
- Child:
- 4:f9d364f10335
- Debugged some subtle problem that made the motion of the rigidLoops strange (when damping factor was too small, the blobs would start moving faster and faster sometimes, and oscillate - the reason being the VERLET integration and the fact that the up...
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
mbedalvaro | 0:345b3bc7a0ea | 1 | /* |
mbedalvaro | 0:345b3bc7a0ea | 2 | * pointMass.h |
mbedalvaro | 0:345b3bc7a0ea | 3 | * laserBlob |
mbedalvaro | 0:345b3bc7a0ea | 4 | * |
mbedalvaro | 0:345b3bc7a0ea | 5 | * Created by CASSINELLI ALVARO on 5/19/11. |
mbedalvaro | 0:345b3bc7a0ea | 6 | * Copyright 2011 TOKYO UNIVERSITY. All rights reserved. |
mbedalvaro | 0:345b3bc7a0ea | 7 | * |
mbedalvaro | 0:345b3bc7a0ea | 8 | */ |
mbedalvaro | 0:345b3bc7a0ea | 9 | |
mbedalvaro | 0:345b3bc7a0ea | 10 | #ifndef POINTMASS_H |
mbedalvaro | 0:345b3bc7a0ea | 11 | #define POINTMASS_H |
mbedalvaro | 0:345b3bc7a0ea | 12 | |
mbedalvaro | 0:345b3bc7a0ea | 13 | #include "myVectorClass.h" |
mbedalvaro | 0:345b3bc7a0ea | 14 | |
mbedalvaro | 2:34157ebbf56b | 15 | #define VERLET_METHOD // comment this to have EULER method |
mbedalvaro | 0:345b3bc7a0ea | 16 | |
mbedalvaro | 0:345b3bc7a0ea | 17 | class pointMass |
mbedalvaro | 0:345b3bc7a0ea | 18 | { |
mbedalvaro | 0:345b3bc7a0ea | 19 | public: |
mbedalvaro | 0:345b3bc7a0ea | 20 | |
mbedalvaro | 0:345b3bc7a0ea | 21 | // ==================================== METHODS ==================================== |
mbedalvaro | 0:345b3bc7a0ea | 22 | pointMass(); |
mbedalvaro | 0:345b3bc7a0ea | 23 | virtual ~pointMass(){}; |
mbedalvaro | 0:345b3bc7a0ea | 24 | |
mbedalvaro | 0:345b3bc7a0ea | 25 | // Adding forces to total force: |
mbedalvaro | 0:345b3bc7a0ea | 26 | void resetForce(); |
mbedalvaro | 0:345b3bc7a0ea | 27 | void addForce(float x, float y); |
mbedalvaro | 0:345b3bc7a0ea | 28 | void addForce(vector2D force); |
mbedalvaro | 0:345b3bc7a0ea | 29 | void addDampingForce(); |
mbedalvaro | 0:345b3bc7a0ea | 30 | void addInvSquareForce(float x, float y, float radiusMax, float radiusMin, float scale); |
mbedalvaro | 0:345b3bc7a0ea | 31 | void addInterInvSquareForce(pointMass &p, float radiusMin, float radiusMax, float scale); |
mbedalvaro | 0:345b3bc7a0ea | 32 | |
mbedalvaro | 0:345b3bc7a0ea | 33 | // (a blob object could be defined by a "cord" of chained particles, plus a center) |
mbedalvaro | 0:345b3bc7a0ea | 34 | void addSpringForce(float x, float y, float radius, float scale); |
mbedalvaro | 0:345b3bc7a0ea | 35 | void addInterSpringForce(pointMass &p, float radius, float scale); |
mbedalvaro | 0:345b3bc7a0ea | 36 | //void addClockwiseForce(particle &p, float radius, float scale); |
mbedalvaro | 0:345b3bc7a0ea | 37 | //void addCounterClockwiseForce(particle &p, float radius, float scale); |
mbedalvaro | 0:345b3bc7a0ea | 38 | |
mbedalvaro | 0:345b3bc7a0ea | 39 | //void addDampingForce(); // this work in the case of the euler integration; in case of Verlet, we need to do pseudo-damping while calculating |
mbedalvaro | 0:345b3bc7a0ea | 40 | // the acceleration... |
mbedalvaro | 0:345b3bc7a0ea | 41 | |
mbedalvaro | 0:345b3bc7a0ea | 42 | // Set parameters: |
mbedalvaro | 0:345b3bc7a0ea | 43 | void setInitialCondition(float px, float py, float vx, float vy); |
mbedalvaro | 0:345b3bc7a0ea | 44 | void setIntegrationStep(float _dt); |
mbedalvaro | 0:345b3bc7a0ea | 45 | |
mbedalvaro | 0:345b3bc7a0ea | 46 | void setPos(float px, float py); // assuming the speed is unchanged (must do some tweaking in case of Verlet integration) |
mbedalvaro | 0:345b3bc7a0ea | 47 | |
mbedalvaro | 0:345b3bc7a0ea | 48 | // dynamic update: |
mbedalvaro | 0:345b3bc7a0ea | 49 | void update(); |
mbedalvaro | 0:345b3bc7a0ea | 50 | |
mbedalvaro | 0:345b3bc7a0ea | 51 | // kinematic constraints (could be based on a force too...) |
mbedalvaro | 0:345b3bc7a0ea | 52 | void setWallLimits(float mminx, float mminy, float mmaxx, float mmaxy); |
mbedalvaro | 0:345b3bc7a0ea | 53 | void bounceOffWalls(); |
mbedalvaro | 0:345b3bc7a0ea | 54 | |
mbedalvaro | 0:345b3bc7a0ea | 55 | vector2D getSpeed(); // get an estimation of the speed (also update speed variable - this variable is not needed in case of VERLET) |
mbedalvaro | 0:345b3bc7a0ea | 56 | void setSpeed(const vector2D& vel); |
mbedalvaro | 0:345b3bc7a0ea | 57 | void setSpeed(float vx, float vy); |
mbedalvaro | 0:345b3bc7a0ea | 58 | |
mbedalvaro | 0:345b3bc7a0ea | 59 | // ==================================== VARIABLES ==================================== |
mbedalvaro | 0:345b3bc7a0ea | 60 | |
mbedalvaro | 0:345b3bc7a0ea | 61 | int identifier; // this may be needed in particular in case we don't use vector<> (case of poor C Arduino compiler) |
mbedalvaro | 0:345b3bc7a0ea | 62 | |
mbedalvaro | 0:345b3bc7a0ea | 63 | // kinematic variables: |
mbedalvaro | 0:345b3bc7a0ea | 64 | vector2D pos, posOld; // I will use verlet integration (perhaps we could have a switch to choose the integration method?) |
mbedalvaro | 0:345b3bc7a0ea | 65 | //vector2D speed; // speed at time t (this is not explicitly calculated in case of verlet method, HENCE PRIVATE) |
mbedalvaro | 0:345b3bc7a0ea | 66 | vector2D acc; // Acceleration at time t (equal to the total force divided by the mass). No real need to have it here, but convenient to check. |
mbedalvaro | 0:345b3bc7a0ea | 67 | vector2D totalForce; // this is just for convenience and speeding up calculation when adding forces, before computing acc. |
mbedalvaro | 0:345b3bc7a0ea | 68 | |
mbedalvaro | 0:345b3bc7a0ea | 69 | // integration step: |
mbedalvaro | 0:345b3bc7a0ea | 70 | float dt; |
mbedalvaro | 0:345b3bc7a0ea | 71 | |
mbedalvaro | 0:345b3bc7a0ea | 72 | // physical parameters: |
mbedalvaro | 0:345b3bc7a0ea | 73 | float dampMotion; |
mbedalvaro | 0:345b3bc7a0ea | 74 | float dampBorder; |
mbedalvaro | 0:345b3bc7a0ea | 75 | vector2D maxWall, minWall; |
mbedalvaro | 0:345b3bc7a0ea | 76 | float mass; |
mbedalvaro | 0:345b3bc7a0ea | 77 | bool bFixed; // these could act as control points that could be loaded (letters...). In fact, we could use mass to set this (like mass=-1) |
mbedalvaro | 0:345b3bc7a0ea | 78 | |
mbedalvaro | 0:345b3bc7a0ea | 79 | // other things: |
mbedalvaro | 0:345b3bc7a0ea | 80 | vector2D innerCollitionDirection; // this is smarter than a boolean, because I can detect which side was touched |
mbedalvaro | 0:345b3bc7a0ea | 81 | bool bWallCollision; // this is generic (detect any collision with a side) |
mbedalvaro | 0:345b3bc7a0ea | 82 | |
mbedalvaro | 2:34157ebbf56b | 83 | |
mbedalvaro | 2:34157ebbf56b | 84 | |
mbedalvaro | 0:345b3bc7a0ea | 85 | protected: |
mbedalvaro | 0:345b3bc7a0ea | 86 | |
mbedalvaro | 0:345b3bc7a0ea | 87 | private: |
mbedalvaro | 2:34157ebbf56b | 88 | vector2D speed; // speed at time t (this is not explicitly calculated in case of verlet method, HENCE MAY BE PRIVATE) |
mbedalvaro | 0:345b3bc7a0ea | 89 | |
mbedalvaro | 0:345b3bc7a0ea | 90 | }; |
mbedalvaro | 0:345b3bc7a0ea | 91 | |
mbedalvaro | 0:345b3bc7a0ea | 92 | |
mbedalvaro | 0:345b3bc7a0ea | 93 | |
mbedalvaro | 0:345b3bc7a0ea | 94 | #endif //POINTMASS_H |