/************************************************* * myblock.cpp * * * * Copyright (C) 1995-1999 Microsoft Inc. * * * *************************************************/ // mysprite.cpp : implementation file // #include "stdafx.h" #include "dib.h" #include "spriteno.h" #include "sprite.h" #include "phsprite.h" #include "myblock.h" #include "splstno.h" #include "spritlst.h" #include "blockdoc.h" #include "math.h" #ifdef _DEBUG #undef THIS_FILE static char BASED_CODE THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CBlock IMPLEMENT_SERIAL(CBlock, CPhasedSprite, 0 /* schema number*/ ) CBlock::CBlock() { m_mass = 0; m_vx = 0; m_vy = 0; m_dx = 0; m_dy = 0; } CBlock::~CBlock() { } ///////////////////////////////////////////////////////////////////////////// // CBlock serialization void CBlock::Serialize(CArchive& ar) { CSprite::Serialize(ar); if (ar.IsStoring()) { // ar << (DWORD) m_...; } else { // DWORD dw; // ar >> dw; // ....(dw); } } ///////////////////////////////////////////////////////////////////////////// // CBlock commands void CBlock::SetMass(int iMass) { m_mass = iMass; } void CBlock::SetVelocity(int iVX, int iVY) { m_vx = iVX; m_vy = iVY; } // Update the position int CBlock::UpdatePosition(CBlockDoc *pDoc) { int d, x, y; x = m_x; y = m_y; CRect rcDoc; pDoc->GetSceneRect(&rcDoc); BOOL bChanged = FALSE; if (m_vx != 0) { m_dx += m_vx; d = m_dx / 100; if (d != 0) { x = m_x + d; m_dx = m_dx % 100; bChanged = TRUE; if (m_vx > 0) { if (x > rcDoc.right) x = -GetWidth(); } else { if (x < -GetWidth()) x = rcDoc.right; } } } if (m_vy != 0) { m_dy += m_vy; d = m_dy / 100; if (d != 0) { y = m_y + d; m_dy = m_dy % 100; bChanged = TRUE; if (m_vy > 0) { if (y > rcDoc.bottom) y = -GetHeight(); } else { if (y < -(GetHeight() <<1) ) y = rcDoc.bottom; } } } if (bChanged) { SetPosition(x, y); return 1; } return 0; } // test for sprite collision int CBlock::CollideTest(CBlock* pSprite) { // Do simple rectangle test first CRect rcThis, rcOther; GetRect(&rcThis); pSprite->GetRect(&rcOther); if (!rcThis.IntersectRect(&rcThis, &rcOther)) { // rectangles don't everlap return 0; } // The rectangles overlap // Compute the coordinates of the centers of the objects CRect rc1, rc2; GetRect(&rc1); pSprite->GetRect(&rc2); int x1 = rc1.left + (rc1.right - rc1.left) / 2; int y1 = rc1.top + (rc1.bottom - rc1.top) / 2; int x2 = rc2.left + (rc2.right - rc2.left) / 2; int y2 = rc2.top + (rc2.bottom - rc2.top) / 2; // compute the distance apart int dx = x1 - x2; int dy = y1 - y2; double d = sqrt(dx * dx + dy * dy); // see if they overlap if (d < (rc1.right - rc1.left) / 2 + (rc2.right - rc2.left) / 2) { return 1; } return 0; } // Collision handler int CBlock::OnCollide(CBlock* pSprite, CBlockDoc* pDoc) { // Do some physics if ((m_vx == 0) && (m_vy == 0) && (pSprite->GetX() == 0) && (pSprite->GetY() == 0)) { return 0; } // Compute the coordinates of the centers of the objects CRect rc1, rc2; GetRect(&rc1); pSprite->GetRect(&rc2); int x1 = rc1.left + (rc1.right - rc1.left) / 2; int y1 = rc1.top + (rc1.bottom - rc1.top) / 2; int x2 = rc2.left + (rc2.right - rc2.left) / 2; int y2 = rc2.top + (rc2.bottom - rc2.top) / 2; // compute the angle of the line joining the centers double a = atan2(y2 - y1, x2 - x1); double cos_a = cos(a); double sin_a = sin(a); // compute the velocities normal and perp // to the center line double vn1 = m_vx * cos_a + m_vy * sin_a; double vp1 = m_vy * cos_a - m_vx * sin_a; int vx2, vy2; pSprite->GetVelocity(&vx2, &vy2); double vn2 = vx2 * cos_a + vy2 * sin_a; double vp2 = vy2 * cos_a - vx2 * sin_a; // compute the momentum along the center line double m1 = m_mass; double m2 = pSprite->GetMass(); double k = m1 * vn1 + m2 * vn2; // compute the energy double e = 0.5 * m1 * vn1 * vn1 + 0.5 * m2 * vn2 * vn2; // there are two possible solutions to the equations. // compute both and choose double temp1 = sqrt(k*k - ((m1/m2)+1)*(-2*e*m1 + k*k)); double vn2p1 = (k + temp1) / (m1+m2); double vn2p2 = (k - temp1) / (m1+m2); // choose the soln. which is not the current state if (vn2p1 == vn2) { vn2 = vn2p2; } else { vn2 = vn2p1; } // compute the new vn1 value vn1 = (k - m2*vn2) / m1; // compute the new x and y velocities int vx1 = (int)(vn1 * cos_a - vp1 * sin_a); int vy1 = (int)(vn1 * sin_a + vp1 * cos_a); vx2 = (int)(vn2 * cos_a - vp2 * sin_a); vy2 = (int)(vn2 * sin_a + vp2 * cos_a); m_vx = vx1; m_vy = vy1; pSprite->SetVelocity(vx2, vy2); // move the sprites until they are no longer in collision if ((m_vx != 0) || (m_vy != 0) || (vx2 != 0) || (vy2 != 0)) { while(CollideTest(pSprite)) { UpdatePosition(pDoc); pSprite->UpdatePosition(pDoc); } } return 1; // say something changed } void CBlock::Stop() { SetVelocity(0,0); }