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graphic-processing-site-examples-Topics-Motion-CircleCollision-CircleCollision.pde / pde



  
Circle Collision with Swapping Velocities by Ira Greenberg. Based on Keith Peter's Solution in Foundation Actionscript Animation: Making Things Move!

  
  
  Ball[] balls =  { 
    new Ball(100, 400, 20), 
    new Ball(700, 400, 80) 
  };
  
  PVector[] vels = { 
    new PVector(2.15, -1.35), 
    new PVector(-1.65, .42) 
  };
  
  void setup() {
    size(640, 360);
    smooth();
    noStroke();
  }
  
  void draw() {
    background(51);
    fill(204);
    for (int i=0; i< 2; i++){
      balls[i].x += vels[i].x;
      balls[i].y += vels[i].y;
      ellipse(balls[i].x, balls[i].y, balls[i].r*2, balls[i].r*2);
      checkBoundaryCollision(balls[i], vels[i]);
    }
    checkObjectCollision(balls, vels);
  }
  
  void checkObjectCollision(Ball[] b, PVector[] v){
  
    // get distances between the balls components
    PVector bVect = new PVector();
    bVect.x = b[1].x - b[0].x;
    bVect.y = b[1].y - b[0].y;
  
    // calculate magnitude of the vector separating the balls
    float bVectMag = sqrt(bVect.x * bVect.x + bVect.y * bVect.y);
    if (bVectMag < b[0].r + b[1].r){
      // get angle of bVect
      float theta  = atan2(bVect.y, bVect.x);
      // precalculate trig values
      float sine = sin(theta);
      float cosine = cos(theta);
  
      /* bTemp will hold rotated ball positions. You 
       just need to worry about bTemp[1] position*/
      Ball[] bTemp = {  
        new Ball(), new Ball()          };
        
      /* b[1]'s position is relative to b[0]'s
       so you can use the vector between them (bVect) as the 
       reference point in the rotation expressions.
       bTemp[0].x and bTemp[0].y will initialize
       automatically to 0.0, which is what you want
       since b[1] will rotate around b[0] */
      bTemp[1].x  = cosine * bVect.x + sine * bVect.y;
      bTemp[1].y  = cosine * bVect.y - sine * bVect.x;
  
      // rotate Temporary velocities
      PVector[] vTemp = { 
        new PVector(), new PVector()         };
      vTemp[0].x  = cosine * v[0].x + sine * v[0].y;
      vTemp[0].y  = cosine * v[0].y - sine * v[0].x;
      vTemp[1].x  = cosine * v[1].x + sine * v[1].y;
      vTemp[1].y  = cosine * v[1].y - sine * v[1].x;
  
      /* Now that velocities are rotated, you can use 1D
       conservation of momentum equations to calculate 
       the final velocity along the x-axis. */
      PVector[] vFinal = {  
        new PVector(), new PVector()          };
      // final rotated velocity for b[0]
      vFinal[0].x = ((b[0].m - b[1].m) * vTemp[0].x + 2 * b[1].m * 
        vTemp[1].x) / (b[0].m + b[1].m);
      vFinal[0].y = vTemp[0].y;
      // final rotated velocity for b[0]
      vFinal[1].x = ((b[1].m - b[0].m) * vTemp[1].x + 2 * b[0].m * 
        vTemp[0].x) / (b[0].m + b[1].m);
      vFinal[1].y = vTemp[1].y;
  
      // hack to avoid clumping
      bTemp[0].x += vFinal[0].x;
      bTemp[1].x += vFinal[1].x;
  
      /* Rotate ball positions and velocities back
       Reverse signs in trig expressions to rotate 
       in the opposite direction */
      // rotate balls
      Ball[] bFinal = { 
        new Ball(), new Ball()         };
      bFinal[0].x = cosine * bTemp[0].x - sine * bTemp[0].y;
      bFinal[0].y = cosine * bTemp[0].y + sine * bTemp[0].x;
      bFinal[1].x = cosine * bTemp[1].x - sine * bTemp[1].y;
      bFinal[1].y = cosine * bTemp[1].y + sine * bTemp[1].x;
  
      // update balls to screen position
      b[1].x = b[0].x + bFinal[1].x;
      b[1].y = b[0].y + bFinal[1].y;
      b[0].x = b[0].x + bFinal[0].x;
      b[0].y = b[0].y + bFinal[0].y;
  
      // update velocities
      v[0].x = cosine * vFinal[0].x - sine * vFinal[0].y;
      v[0].y = cosine * vFinal[0].y + sine * vFinal[0].x;
      v[1].x = cosine * vFinal[1].x - sine * vFinal[1].y;
      v[1].y = cosine * vFinal[1].y + sine * vFinal[1].x;
    }
  }
  
  void checkBoundaryCollision(Ball ball, PVector vel) {
    if (ball.x > width-ball.r) {
      ball.x = width-ball.r;
      vel.x *= -1;
    } 
    else if (ball.x < ball.r) {
      ball.x = ball.r;
      vel.x *= -1;
    } 
    else if (ball.y > height-ball.r) {
      ball.y = height-ball.r;
      vel.y *= -1;
    } 
    else if (ball.y < ball.r) {
      ball.y = ball.r;
      vel.y *= -1;
    }
  }
  
  


(C) Æliens 20/2/2008

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