static const scalar_t dl = 20.0;
static const scalar_t repulsion_constant = 0.2;
-static const scalar_t dissipation = 0.5;
+static const scalar_t speed_max = 1e2;
Polygon::Polygon(scalar_t mass,
scalar_t red, scalar_t green, scalar_t blue,
}
bool Polygon::update(scalar_t dt) {
+ scalar_t speed = sqrt(_dcenter_x * _dcenter_x + _dcenter_y * _dcenter_y);
+ scalar_t speed_target = speed_max - exp(-speed / speed_max) * speed_max;
+
+ _dcenter_x = speed_target * _dcenter_x / speed;
+ _dcenter_y = speed_target * _dcenter_y / speed;
+
if(!_nailed) {
_center_x += _dcenter_x * dt;
_center_y += _dcenter_y * dt;
_theta += _dtheta * dt;
}
- scalar_t d = exp(log(dissipation) * dt);
- _dcenter_x *= d;
- _dcenter_y *= d;
- _dtheta *= d;
-
scalar_t vx = cos(_theta), vy = sin(_theta);
for(int n = 0; n < _nb_vertices; n++) {
scalar_t x = _x[v] * (1 - s) + _x[vp] * s;
scalar_t y = _y[v] * (1 - s) + _y[vp] * s;
scalar_t vx = 0, vy = 0;
- if(x < xmin) vx = xmin - x;
+ if(x < xmin) vx = x - xmin;
else if(x > xmax) vx = x - xmax;
- if(y < ymin) vy = ymin - y;
+ if(y < ymin) vy = y - ymin;
else if(y > ymax) vy = y - ymax;
- apply_force(dt, x, y, - dl * vx * repulsion_constant, - dl * vy * repulsion_constant);
+ if(vx != 0 || vy != 0) {
+ // cerr << "apply_border_forces vx = " << vx << " vy = " << vy << endl;
+ apply_force(dt, x, y,
+ - dl * vx * repulsion_constant, - dl * vy * repulsion_constant);
+ }
}
}
}