topical media & game development
graphic-processing-site-examples-Topics-Motion-Reflection2-Reflection2.pde / pde
Non-orthogonal Collision with Multiple Ground Segments
by Ira Greenberg.
Based on Keith Peter's Solution in
Foundation Actionscript Animation: Making Things Move!
Orb orb;
PVector velocity;
float gravity = .05, damping = 0.8;
int segments = 40;
Ground[] ground = new Ground[segments];
float[] peakHeights = new float[segments+1];
void setup(){
size(640, 200);
smooth();
orb = new Orb(50, 50, 3);
velocity = new PVector(.5, 0);
// Calculate ground peak heights
for (int i=0; i<peakHeights.length; i++){
peakHeights[i] = random(height-40, height-30);
}
/* Float value required for segment width (segs)
calculations so the ground spans the entire
display window, regardless of segment number. */
float segs = segments;
for (int i=0; i<segments; i++){
ground[i] = new Ground(width/segs*i, peakHeights[i],
width/segs*(i+1), peakHeights[i+1]);
}
}
void draw(){
// Background
noStroke();
fill(0, 15);
rect(0, 0, width, height);
// Move orb
orb.x += velocity.x;
velocity.y += gravity;
orb.y += velocity.y;
// Draw ground
fill(127);
beginShape();
for (int i=0; i<segments; i++){
vertex(ground[i].x1, ground[i].y1);
vertex(ground[i].x2, ground[i].y2);
}
vertex(ground[segments-1].x2, height);
vertex(ground[0].x1, height);
endShape(CLOSE);
// Draw orb
noStroke();
fill(200);
ellipse(orb.x, orb.y, orb.r*2, orb.r*2);
// Collision detection
checkWallCollision();
for (int i=0; i<segments; i++){
checkGroundCollision(ground[i]);
}
}
void checkWallCollision(){
if (orb.x > width-orb.r){
orb.x = width-orb.r;
velocity.x *= -1;
velocity.x *= damping;
}
else if (orb.x < orb.r){
orb.x = orb.r;
velocity.x *= -1;
velocity.x *= damping;
}
}
void checkGroundCollision(Ground groundSegment) {
// Get difference between orb and ground
float deltaX = orb.x - groundSegment.x;
float deltaY = orb.y - groundSegment.y;
// Precalculate trig values
float cosine = cos(groundSegment.rot);
float sine = sin(groundSegment.rot);
/* Rotate ground and velocity to allow
orthogonal collision calculations */
float groundXTemp = cosine * deltaX + sine * deltaY;
float groundYTemp = cosine * deltaY - sine * deltaX;
float velocityXTemp = cosine * velocity.x + sine * velocity.y;
float velocityYTemp = cosine * velocity.y - sine * velocity.x;
/* Ground collision - check for surface
collision and also that orb is within
left/rights bounds of ground segment */
if (groundYTemp > -orb.r &&
orb.x > groundSegment.x1 &&
orb.x < groundSegment.x2 ){
// keep orb from going into ground
groundYTemp = -orb.r;
// bounce and slow down orb
velocityYTemp *= -1.0;
velocityYTemp *= damping;
}
// Reset ground, velocity and orb
deltaX = cosine * groundXTemp - sine * groundYTemp;
deltaY = cosine * groundYTemp + sine * groundXTemp;
velocity.x = cosine * velocityXTemp - sine * velocityYTemp;
velocity.y = cosine * velocityYTemp + sine * velocityXTemp;
orb.x = groundSegment.x + deltaX;
orb.y = groundSegment.y + deltaY;
}
(C) Æliens
20/2/2008
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