_dtheta -= prod_vect(x - _center_x, y - _center_y, fx, fy) / (_mass * _moment_of_inertia) * dt;
}
-void Polygon::apply_border_forces(scalar_t dt, scalar_t xmax, scalar_t ymax) {
+void Polygon::apply_border_forces(scalar_t dt,
+ scalar_t xmin, scalar_t ymin,
+ scalar_t xmax, scalar_t ymax) {
for(int v = 0; v < _nb_vertices; v++) {
int vp = (v+1)%_nb_vertices;
for(int d = 0; d < _nb_dots[v]; d++) {
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 < 0) vx = x;
+ if(x < xmin) vx = xmin - x;
else if(x > xmax) vx = x - xmax;
- if(y < 0) vy = y;
+ if(y < ymin) vy = ymin - y;
else if(y > ymax) vy = y - ymax;
apply_force(dt, x, y, - dl * vx * repulsion_constant, - dl * vy * repulsion_constant);
}
distance[d] = FLT_MAX;
}
- // First, we tag the dots located inside the polygon p
+ // First, we tag the dots located inside the polygon p by looping
+ // through the _nb_vertices - 2 triangles from the decomposition
- for(int t = 0; t < p->_nb_vertices-2; t++) {
+ for(int t = 0; t < p->_nb_vertices - 2; t++) {
scalar_t min = 0, max = 1;
scalar_t xa = p->_x[p->_triangles[t].a], ya = p->_y[p->_triangles[t].a];
scalar_t xb = p->_x[p->_triangles[t].b], yb = p->_y[p->_triangles[t].b];