/*
- * dyncnn is a deep-learning algorithm for the prediction of
- * interacting object dynamics
- *
- * Copyright (c) 2016 Idiap Research Institute, http://www.idiap.ch/
- * Written by Francois Fleuret <francois.fleuret@idiap.ch>
- *
- * This file is part of dyncnn.
- *
- * dyncnn is free software: you can redistribute it and/or modify it
- * under the terms of the GNU General Public License version 3 as
- * published by the Free Software Foundation.
- *
- * dyncnn is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with dyncnn. If not, see <http://www.gnu.org/licenses/>.
- *
- */
+
+ flatland is a simple 2d physical simulator
+
+ Copyright (c) 2016 Idiap Research Institute, http://www.idiap.ch/
+ Written by Francois Fleuret <francois.fleuret@idiap.ch>
+
+ This file is part of flatland
+
+ flatland is free software: you can redistribute it and/or modify it
+ under the terms of the GNU General Public License version 3 as
+ published by the Free Software Foundation.
+
+ flatland is distributed in the hope that it will be useful, but
+ WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with flatland. If not, see <http://www.gnu.org/licenses/>.
+
+*/
#include <string.h>
}
}
+bool Universe::collide_with_borders(Polygon *p, scalar_t padding) {
+ return p->collide_with_borders(padding, padding,_width - padding, _height - padding);
+
+}
+
bool Universe::collide(Polygon *p) {
for(int n = 0; n < _nb_polygons; n++)
if(_polygons[n] && _polygons[n]->collide(p)) return true;
}
}
-bool Universe::update(scalar_t dt) {
+bool Universe::update(scalar_t dt, scalar_t padding) {
bool result = false;
apply_collision_forces(dt);
for(int n = 0; n < _nb_polygons; n++) if(_polygons[n]) {
- _polygons[n]->apply_border_forces(dt, _width, _height);
+ _polygons[n]->apply_border_forces(dt,
+ padding, padding,
+ _width - padding, _height - padding);
result |= _polygons[n]->update(dt);
}
return result;
}
}
+void Universe::apply_gravity(scalar_t dt, scalar_t fx, scalar_t fy) {
+ for(int n = 0; n < _nb_polygons; n++)
+ if(_polygons[n])
+ _polygons[n]->apply_force(dt,
+ _polygons[n]->_center_x, _polygons[n]->_center_y,
+ fx, fy);
+}
+
void Universe::apply_collision_forces(scalar_t dt) {
const int nb_axis = 2;
int nb_collision[_nb_polygons * _nb_polygons];