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main.cpp
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#include <SFML/Graphics.hpp>
#include "TGUI/TGUI.hpp"
#include "Physics.h"
#include "constants.h"
#include <iostream>
void initObjects(Physics& physics, sf::Window& window, int caseN);
int main(){
int caseN = 9;
bool isPaused = false, placingCircle = false, leftMouseReleased = false, firstFrame = false, startedPressing = false;
sf::Vector2f circlePos;
float circleRadius = 30;
sf::RenderWindow window(sf::VideoMode(1000, 800), "SFML Collision");
tgui::Gui gui{window};
//window.setFramerateLimit(2);
Physics physics(window);
initObjects(physics, window, caseN);
tgui::Slider::Ptr slider = tgui::Slider::create(10, 100);
slider->setPosition(sf::Vector2f(30, 210));
slider->setSize(150, 20);
slider->setValue(30);
gui.add(slider);
tgui::Button::Ptr button = tgui::Button::create();
button->setPosition(10, 50);
button->setSize(150, 50);
button->setText("Add");
button->connect("MouseReleased", [&](tgui::Widget::Ptr widget, const std::string& signalName){
auto but = widget->cast<tgui::Button>();
placingCircle = !placingCircle;
if(placingCircle)
{
but->setText("Cancel");
}
else{
but->setText("Add");
}
firstFrame = true;
});
gui.add(button);
tgui::Button::Ptr button2 = tgui::Button::create();
button2->setPosition(10, 110);
button2->setSize(150, 50);
button2->setText("Pause");
button2->connect("pressed", [&](tgui::Widget::Ptr widget, const std::string& signalName)
{
auto but = widget->cast<tgui::Button>();
isPaused = !isPaused;
if(isPaused)
{
but->setText("Resume");
}
else{
but->setText("Pause");
}
});
gui.add(button2);
sf::Clock timer;
float deltaTime;
bool lastMouseState = false, currState = false;
while(window.isOpen()){
deltaTime = timer.restart().asSeconds();
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
if (event.type == sf::Event::MouseButtonReleased){
if(event.mouseButton.button == sf::Mouse::Button::Left){
leftMouseReleased = true;
}
}
gui.handleEvent(event);
}
window.clear();
if(!isPaused)
{
physics.update(deltaTime);
}
physics.draw(deltaTime);
//std::cout << op::isMouseOnAnyWidget(gui, window) << std::endl;
if(placingCircle){
circleRadius = slider->getValue();
sf::CircleShape circle;
circle.setPosition(circlePos);
circle.setRadius(op::toSf( circleRadius) );
circle.setOrigin(circle.getRadius(), circle.getRadius());
circle.setFillColor(sf::Color(0, 0, 255, 120));
window.draw(circle);
currState = sf::Mouse::isButtonPressed(sf::Mouse::Left);
if(lastMouseState == false && currState == true && op::isMouseInWindow(window) && !op::isMouseOnAnyWidget(gui, window)){
startedPressing = true;
}
if(leftMouseReleased && !op::isMouseOnAnyWidget(gui, window)){
//std::cout << "mouse released when placing circle on pos " << op::toArma(circlePos) << std::endl;
Circle_internal ci;
ci.setRadius(circleRadius);
ci.setPos(op::toArma( circlePos ) );
ci.setVel(op::toArma(op::getMousePos(window)) - op::toArma( circlePos ) );
physics.addObject(ci);
startedPressing = false;
}
else{
if(!startedPressing){
circlePos = op::getMousePos(window);
}
else{
op::drawArrow(circlePos, op::getMousePos(window), window);
}
}
}
gui.draw();
window.display();
leftMouseReleased = false;
firstFrame = false;
lastMouseState = currState;
}
}
void initObjects(Physics& physics, sf::Window& window, int caseN){
switch(caseN){
case 0:// direct hit
physics.addObject(arma::fvec2{100, 100}, arma::fvec2{20, 10});
physics.addObject(arma::fvec2{160, 150}, arma::fvec2{0, 0});
break;
case 1: // single circle
physics.addObject(arma::fvec2{200, 50}, arma::fvec2{-50, -100});
break;
case 2:// direct hit
physics.addObject(arma::fvec2{200, 300}, arma::fvec2{-5, -100});
physics.addObject(arma::fvec2{160, 150}, arma::fvec2{0, 0});
break;
case 3:// test bounds
physics.addObject(arma::fvec2{100, 300}, arma::fvec2{-50, 100});
case 4: // test lines
physics.addObject(arma::fvec2{300, 200}, 0.1*arma::fvec2{400, -500});
break;
case 5: // two moving objects
physics.addObject(arma::fvec2{200, 300}, arma::fvec2{-5, -100});
physics.addObject(arma::fvec2{160, 150}, arma::fvec2{50, 20});
break;
case 6: // ultimate stress test (with big circles)
physics.addObject(arma::fvec2{250, 50}, arma::fvec2{-50, 150});
physics.addObject(arma::fvec2{30, 200}, arma::fvec2{50, 300});
physics.addObject(arma::fvec2{30, 200}, arma::fvec2{400, -500});
physics.addObject(arma::fvec2{300, 200}, arma::fvec2{10, -500});
physics.addObject(arma::fvec2{20, 320}, arma::fvec2{10, -10});
physics.addObject(arma::fvec2{50, 320}, arma::fvec2{0, 0});
physics.addObject(arma::fvec2{50, 320}, arma::fvec2{100, 0});
physics.addObject(arma::fvec2{50, 320}, arma::fvec2{-100, 0});
physics.addObject(arma::fvec2{50, 320}, arma::fvec2{-200, 0});
physics.addObject(arma::fvec2{50, 320}, arma::fvec2{-500, 0});
break;
case 7: // four simultaneous collisions
{
arma::fvec2 bounds = op::toArma(window.getSize());
arma::fvec2 middle_pos = bounds/2;
physics.addObject(arma::fvec2{middle_pos[0]-100, middle_pos[1]}, arma::fvec2{100, 0});
physics.addObject(arma::fvec2{middle_pos[0]+100, middle_pos[1]}, arma::fvec2{-100, 0});
physics.addObject(arma::fvec2{middle_pos[0], middle_pos[1]-100}, arma::fvec2{0, 100});
physics.addObject(arma::fvec2{middle_pos[0], middle_pos[1]+100}, arma::fvec2{0, -100});
physics.addObject(middle_pos, arma::fvec2{0, 0});
}
break;
case 8: // simultaneous bound collision
physics.addObject(arma::fvec2{100, 100}, arma::fvec2{-100, -100});
break;
case 9: // different radius
{
Circle_internal c1, c2;
c1.setRadius(60);
c1.setPos(arma::fvec2{100, 200});
c2.setPos(arma::fvec2{300, 100});
c1.setVel(arma::fvec2{100, 20});
c2.setVel(arma::fvec2{-10, 100});
physics.addObject(c1);
physics.addObject(c2);
}
break;
case 10: // many small circles
{
Circle_internal c;
c.setRadius(10);
for(int i = 0; i < 5; i ++){
for(int j = 0; j < 5; j++){
c.setPos(arma::fvec2{30 + i *30.f, 30+ j*30.f});
c.setVel(arma::fvec2{arma::randu<float>()*50, arma::randu<float>() * 50});
physics.addObject(c);
}
}
}
break;
}
}