your-own-drum/marble.lua

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Lua
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--Character controller. Renders point particle.
local love = love
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local oldBuffer = love.graphics.newCanvas()
local newBuffer = love.graphics.newCanvas()
local oldState, curState, newState
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local FRICTION = 0.05
local MAXSPEED = 4
local ddx, ddy = 0.0, 0.0
local function State( )
return { t = 0, x = 0, y = 0, dx = 0, dy = 0 }
end
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local function GetAcceleration( )
return ddx, ddy
end
local function Current() return curState end
local function Next() return newState end
local function Integrate( step )
newState.t = love.timer.getTime()
newState.dx = (1.0 - FRICTION) * curState.dx + FRICTION * ddx
newState.dy = (1.0 - FRICTION) * curState.dy + FRICTION * ddy
newState.x = curState.x + newState.dx * step * MAXSPEED
newState.y = curState.y + newState.dy * step * MAXSPEED
end
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local function OnImpact( impact )
--Adjust current trajectory according to collision.
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if not impact.dt then return end
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local x, y = impact.r * math.cos( impact.th ), impact.r * math.sin( impact.th )
local vx, vy = newState.dx, newState.dy --Velocity of particle going into collision.
local unx, uny = math.cos( impact.normal ), math.sin( impact.normal ) --Outward-facing normal of wave.
local uvx, uvy --Unit vector velocity of particle.
local speed = math.sqrt( vx * vx + vy * vy )
if speed < 0.01 then
--If the marble is motionless, there is no angular velocity wrt 0,
--so the wave is headed directly inward.
--We handle the collision as if the marble is headed directly outward.
uvx, uvy = unx, uny
vx, vy = uvx, uvy
else
uvx, uvy = vx / speed , vy / speed
end
--Get signed angle between normal and incoming velocity (both unit vectors)
local dot = unx * uvy - uny * uvx
--Fudge factor: apply an impulse inward so that you don't stick or slide on the wave.
local inward = ( dot > 0 ) and dot or -dot
inward = inward * inward * inward
--Calculate the rotation matrix:
--counterclockwise rotation by 2 * pi - 2 * arccos( n dot v )
local c, s = 1 - 2 * dot * dot, - 2 * dot * math.sqrt( 1 - dot * dot )
--Apply:
local vxout, vyout =
inward * (- math.cos(impact.th) ) - (1.0 - inward) * ( vx * c - vy * s ),
inward * (- math.sin(impact.th) ) - (1.0 - inward) * ( x * s + vy * c )
curState.x, curState.y = x, y
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curState.dx, curState.dy = vxout, vyout
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debugRenderImpact = { xi = x, yi = y, xf = x - vx, yf = y - vy,
xn = 0.2 * unx + x, yn = 0.2 * uny + y,
vxout = x + vxout, vyout = y + vyout}
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return Integrate( math.max( impact.dt , 1 / 120 ) ) --Hmm! Maybe this should be a fixed step instead for stability's sake.
end
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local function Update()
--Roll the log.
for k, v in pairs( oldState ) do
oldState[k] = curState[k]
curState[k] = newState[k]
end
end
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local function OnKey()
ddx = (love.keyboard.isScancodeDown( "d" ) and 1.0 or 0.0) - (love.keyboard.isScancodeDown( "a" ) and 1.0 or 0.0)
ddy = (love.keyboard.isScancodeDown( "w" ) and 1.0 or 0.0) - (love.keyboard.isScancodeDown( "s" ) and 1.0 or 0.0)
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local n = math.sqrt( ddx * ddx + ddy * ddy )
if n < 0.001 then return end
ddx, ddy = ddx / n, ddy / n
end
local function Draw()
--Extrapolate forward for slightly smoother rendering.
local dt = love.timer.getTime() - curState.t
Integrate( dt + 1 / 60.0 )
local xp, yp = transform:transformPoint( oldState.x, oldState.y )
local xc, yc = transform:transformPoint( curState.x, curState.y )
local xn, yn = transform:transformPoint( newState.x, newState.y )
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love.graphics.setCanvas( newBuffer )
love.graphics.setColor( 1.0, 1.0, 1.0 , 0.99 ) -- White.
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love.graphics.draw( oldBuffer ) --Time-dependent fade: overlay canvas over itself.
--Render latest segment in trail.
love.graphics.setColor( 245 / 255, 169 / 255, 184 / 255, 1.0 ) --Trans pink.
--love.graphics.line( xi, yi, xf, yf )
--Segment stuff:
love.graphics.setLineJoin( "bevel" )
love.graphics.setLineStyle( "smooth" )
love.graphics.setLineWidth( 8.0 )
love.graphics.line( xp, yp, xc, yc, xn, yn)
love.graphics.circle( "fill", xn, yn, 4.0 )
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love.graphics.setCanvas( oldBuffer )
love.graphics.clear( 1.0, 1.0, 1.0, 0.0 )
--Render circle directly to screen.
love.graphics.setCanvas()
love.graphics.draw( newBuffer )
love.graphics.setColor( 1, 1, 1, 1.0 ) --White.
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love.graphics.setLineWidth( 1.0 )
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--love.graphics.circle( "line", xn, yn, 4 )
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oldBuffer, newBuffer = newBuffer, oldBuffer
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end
local function Impact( impact )
end
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--Window resize.
local function Resize()
newBuffer = love.graphics.newCanvas()
--TODO: render oldBuffer to new newBuffer, but scaled down.
oldBuffer = love.graphics.newCanvas()
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end
local function Reset()
oldState, curState, newState = State(), State(), State()
Resize()
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end
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Reset()
return {
Integrate = Integrate,
OnImpact = OnImpact,
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Update = Update,
OnKey = OnKey,
Draw = Draw,
Impact = Impact,
Reset = Reset,
Resize = Resize,
Current = Current,
Next = Next,
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GetAcceleration = GetAcceleration,
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}