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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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