added island stuff to get non circular obstacles - collision is buggy right now (issue with normals ?) [WIP]

This commit is contained in:
Sylvain PILLOT 2023-05-29 21:35:20 +02:00
parent b423ffeddf
commit e0f83a323e
3 changed files with 182 additions and 133 deletions

View File

@ -72,6 +72,7 @@ void SetupScene( int which_table ) {
if (which_table==0) Setup_Table_0();
else if (which_table==1) Setup_Table_1();
else if (which_table==2) Setup_Table_2();
else Setup_Table_0();
}
@ -118,6 +119,38 @@ void HandleBallObstacleCollision( Ball *ball, Obstacle obstacle )
MyPinball.score++;
}
void HandleBallIslandCollision( Ball *ball, std::vector<Vector2D> island, libnum::num32 rad )
{
int mod = island.size();
for(int i=0; i<mod; i++ )
{
Vector2D closest = ClosestPointOnSegment( ball->pos, island[i], island[(i+1)%mod] );
Vector2D dir;
dir.SubtractVectors( ball->pos, closest );
libnum::num32 d = dir.Length();
if ( d==libnum::num32(0) || d > (ball->radius + rad) ) return;
dir.Normalise();
libnum::num32 corr = ball->radius + rad - d;
ball->pos.Add(dir, corr);
/* Update velocity */
Vector2D radius = closest.Clone();
radius.Add( dir, rad );
radius.Subtract( island[i], libnum::num32(1) );
libnum::num32 v = ball->vel.Dot( dir );
libnum::num32 newV = ABS(v) * ball->restitution;
ball->vel.Add( dir, newV - v );
}
}
void HandleBallFlipperCollision( Ball *ball, Flipper flipper )
{
Vector2D closest = ClosestPointOnSegment( ball->pos, flipper.pos, flipper.getTip() );
@ -253,6 +286,11 @@ static void update(float dt)
for( int j=0; j<MyPinball.obstacles.size(); j++ ) HandleBallObstacleCollision( &MyPinball.balls[i], MyPinball.obstacles[j] );
for( int j=0; j<MyPinball.islands.size(); j++ )
{
HandleBallIslandCollision( &MyPinball.balls[i], MyPinball.islands[j], libnum::num(0.01) );
}
for( int j=0; j<MyPinball.flippers.size(); j++ ) HandleBallFlipperCollision( &MyPinball.balls[i], MyPinball.flippers[j] );
HandleBallBorderCollision( &MyPinball.balls[i], MyPinball.borders );
@ -268,6 +306,13 @@ static void render(void) {
for( int i=0; i<MyPinball.obstacles.size(); i++ ) azrp_filledcircle( CX(MyPinball.obstacles[i].pos), CY(MyPinball.obstacles[i].pos), (int) (MyPinball.obstacles[i].radius*cScale), MyPinball.obstacles[i].color );
for( int i=0; i<MyPinball.islands.size(); i++ )
{
int temp = MyPinball.islands[i].size();
for( int j=0; j<MyPinball.islands[i].size(); j++ ) azrp_line( CX(MyPinball.islands[i][j]), CY(MyPinball.islands[i][j]), CX(MyPinball.islands[i][(j+1)%temp]), CY(MyPinball.islands[i][(j+1)%temp]), C_WHITE );
}
for( int i=0; i<MyPinball.balls.size(); i++ ) azrp_filledcircle( CX(MyPinball.balls[i].pos), CY(MyPinball.balls[i].pos), (int) (MyPinball.balls[i].radius*cScale), MyPinball.balls[i].color );
for( int i=0; i<MyPinball.flippers.size(); i++ )
@ -361,6 +406,12 @@ static void get_inputs(float dt) {
MyKeyboard.IsKeyHoldPressed(MYKEY_F3)) {
SetupScene(1);
}
if(MyKeyboard.IsKeyPressed(MYKEY_SHIFT) &&
MyKeyboard.IsKeyHoldPressed(MYKEY_F4)) {
SetupScene(2);
}
#if (DEBUG_MODE)
if (MyKeyboard.IsKeyPressed(MYKEY_OPTN) &&
@ -496,7 +547,9 @@ int main(void) {
/* elapsedTime expressed in microseconds when coming from the libprof high accuracy time measurement */
elapsedTime = ((float)(time_update + time_render)) / 1000000.0f;
//elapsedTime = ((float)(time_update + time_render)) / 1000000.0f;
elapsedTime = ((float) 1.0f/60.0f);
} while (exitToOS == false);

View File

@ -120,6 +120,7 @@ struct Scene
std::vector<Vector2D> borders;
std::vector<Ball> balls;
std::vector<Obstacle> obstacles;
std::vector< std::vector<Vector2D> > islands;
std::vector<Flipper> flippers;
};

View File

@ -5,6 +5,7 @@
#include "utilities.h"
#include "vector2D.h"
#include <num/num.h>
#include <vector>
extern Scene MyPinball;
extern libnum::num32 flipperHeight;
@ -21,8 +22,7 @@ void Setup_Table_0(void) {
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-3.0)));
MyPinball.pause = true;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
@ -50,6 +50,8 @@ void Setup_Table_0(void) {
MyPinball.obstacles.push_back( Obstacle(0.12, Vector2D(libnum::num32(0.7), libnum::num32(1.0)), 2.0, RGB565_OCEANBLUE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.2), libnum::num32(1.2)), 2.0, RGB565_OCEANBLUE));
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
MyPinball.islands.clear();
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
@ -65,11 +67,11 @@ void Setup_Table_0(void) {
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
Vector2D flip_pos3(libnum::num32(offset), libnum::num32(1.50));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos3, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW));
// Vector2D flip_pos3(libnum::num32(offset), libnum::num32(1.50));
// MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos3, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW));
Vector2D flip_pos4(libnum::num32(1.0)-offset, libnum::num32(1.25));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos4, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
// Vector2D flip_pos4(libnum::num32(1.0)-offset, libnum::num32(1.25));
// MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos4, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
}
@ -82,34 +84,138 @@ void Setup_Table_1(void) {
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-3.0)));
MyPinball.pause = true;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.0) - offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.0) - offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D(offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D(offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(offset)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(offset)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.92), libnum::num32(0.5));
Vector2D ball_pos1(libnum::num32(0.60), libnum::num32(0.5));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.08), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(0.2), libnum::num32(3.5));
Vector2D ball_pos2(libnum::num32(0.40), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(-0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_LEMONYELLOW ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.12, Vector2D(libnum::num32(0.7), libnum::num32(1.0)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.2), libnum::num32(1.2)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED));
MyPinball.obstacles.push_back( Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5, RGB565_GREEN));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5, RGB565_GREEN));
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
MyPinball.islands.clear();
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
libnum::num32 flip_length = libnum::num32(0.2);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
}
void Setup_Table_2(void) {
libnum::num32 offset = libnum::num32(0.02);
flipperHeight = libnum::num32(1.7);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-1.0)));
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.98), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.96), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.90), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.81), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.70), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.57), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.43), libnum::num32(1.68)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.30), libnum::num32(1.64)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.19), libnum::num32(1.56)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.10), libnum::num32(1.46)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.04), libnum::num32(1.34)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(1.20)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.02), libnum::num32(0.40)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.02)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.02)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.70), libnum::num32(0.5));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.30), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(-0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_LEMONYELLOW ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5, RGB565_RED));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5, RGB565_RED));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5, RGB565_RED));
MyPinball.obstacles.push_back( Obstacle(0.06, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5, RGB565_RED));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5, RGB565_LEMONYELLOW));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5, RGB565_GREEN));
MyPinball.obstacles.push_back( Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5, RGB565_GREEN));
for(int i=0; i<MyPinball.islands.size(); i++ ) MyPinball.islands[i].clear();
MyPinball.islands.clear();
std::vector<Vector2D> island1;
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.10)) );
island1.push_back( Vector2D(libnum::num32(0.40), libnum::num32(1.20)) );
island1.push_back( Vector2D(libnum::num32(0.50), libnum::num32(1.30)) );
island1.push_back( Vector2D(libnum::num32(0.60), libnum::num32(1.20)) );
MyPinball.islands.push_back( island1 );
std::vector<Vector2D> island2;
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.50)) );
island2.push_back( Vector2D(libnum::num32(0.40), libnum::num32(0.70)) );
island2.push_back( Vector2D(libnum::num32(0.50), libnum::num32(0.72)) );
island2.push_back( Vector2D(libnum::num32(0.60), libnum::num32(0.70)) );
MyPinball.islands.push_back( island2 );
MyPinball.flippers.clear();
@ -125,117 +231,6 @@ void Setup_Table_1(void) {
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
Vector2D flip_pos3(libnum::num32(offset), libnum::num32(1.50));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos3, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos4(libnum::num32(1.0)-offset, libnum::num32(1.25));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos4, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
}
/*void Setup_Table_1(void) {
flipperHeight = libnum::num32(2.0);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-0.80)));
MyPinball.pause = true;
MyPinball.borders.clear();
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.995), libnum::num32(0.4)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.995), libnum::num32(1.4)));
libnum::num arcRadius = libnum::num32(0.5);
libnum::num32 arcStartAngle = libnum::num32(0);
libnum::num32 arcEndAngle = libnum::num32(numPI);
libnum::num32 arcSegments = libnum::num32(11);
libnum::num32 arcAngleStep = (arcEndAngle - arcStartAngle) / arcSegments;
for (int i = 1; i <= (int)arcSegments; i++) {
libnum::num32 angle = arcStartAngle + libnum::num32(i) * arcAngleStep;
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.5) + arcRadius * COS(angle),
libnum::num32(1.375) + arcRadius * SIN(angle)));
}
MyPinball.borders.push_back(Vector2D(libnum::num32(0), libnum::num32(0.4)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.26), libnum::num32(0.05)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.74), libnum::num32(0.05)));
MyPinball.borders.clear();
libnum::num32 offset = libnum::num32(0.02);
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(1.0) - offset, libnum::num32(0.4)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(1.0) - offset, flipperHeight - offset));
MyPinball.borders.push_back(Vector2D(offset, flipperHeight - offset));
MyPinball.borders.push_back(Vector2D(offset, libnum::num32(0.4)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.26), libnum::num32(offset)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.74), libnum::num32(offset)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.92), libnum::num32(0.5));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back(
Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2));
Vector2D ball_pos2(libnum::num32(0.08), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back(
Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.10), libnum::num32(1.68)), 0.8));
MyPinball.obstacles.push_back(
Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(1.45)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.08, Vector2D(libnum::num32(0.74), libnum::num32(1.20)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.08, Vector2D(libnum::num32(0.26), libnum::num32(1.20)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.08, Vector2D(libnum::num32(0.50), libnum::num32(0.95)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.13), libnum::num32(0.80)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.87), libnum::num32(0.80)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.15), libnum::num32(0.60)), 1.5));
MyPinball.obstacles.push_back(
Obstacle(0.04, Vector2D(libnum::num32(0.85), libnum::num32(0.60)), 1.5));
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.035);
libnum::num32 flip_length = libnum::num32(0.175);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length,
-flip_restAngle, flip_maxRotation,
flip_angularVelocity, flip_restitution, LEFT));
MyPinball.flippers.push_back(Flipper(
flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT));
}*/
#endif