Source code of Windows XP (NT5)
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/*************************************************
* mysprite.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 "mysprite.h"
#include "mciobj.h"
#include "splstno.h"
#include "spritlst.h"
#include "animdoc.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);
}