topical media & game development
animation-ch12-OrbitDraw.ax
animation-ch12-OrbitDraw.ax
[swf]
[flash]
flex
package {
import flash.display.Sprite;
import flash.display.StageScaleMode;
import flash.display.StageAlign;
import flash.events.Event;
import flash.geom.Point;
public class @ax-animation-ch12-OrbitDraw extends Sprite
{
private var particles:Array;
private var numParticles:uint = 2;
public function @ax-animation-ch12-OrbitDraw()
{
init();
}
private function init():void
{
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.align = StageAlign.TOP_LEFT;
particles = new Array();
var sun:animation_ch12_Ball = new animation_ch12_Ball(100, 0xffff00);
sun.x = stage.stageWidth / 2;
sun.y = stage.stageHeight / 2;
sun.mass = 10000;
addChild(sun);
particles.push(sun);
var planet:animation_ch12_Ball = new animation_ch12_Ball(10, 0x00ff00);
planet.x = stage.stageWidth / 2 + 200;
planet.y = stage.stageHeight / 2;
planet.vy = 7;
planet.mass = 1;
addChild(planet);
particles.push(planet);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
graphics.lineStyle(1, 0, .5);
graphics.moveTo(planet.x, planet.y);
}
private function onEnterFrame(event:Event):void
{
for(var i:uint = 0; i < numParticles; i++)
{
var particle:animation_ch12_Ball = particles[i];
particle.x += particle.vx;
particle.y += particle.vy;
}
for(i=0; i < numParticles - 1; i++)
{
var partA:animation_ch12_Ball = particles[i];
for(var j:uint = i + 1; j < numParticles; j++)
{
var partB:animation_ch12_Ball = particles[j];
checkCollision(partA, partB);
gravitate(partA, partB);
}
}
graphics.lineTo(particles[1].x, particles[1].y);
}
private function gravitate(partA:animation_ch12_Ball, partB:animation_ch12_Ball):void
{
var dx:Number = partB.x - partA.x;
var dy:Number = partB.y - partA.y;
var distSQ:Number = dx*dx + dy*dy;
var dist:Number = Math.sqrt(distSQ);
var force:Number = partA.mass * partB.mass / distSQ;
var ax:Number = force * dx / dist;
var ay:Number = force * dy / dist;
partA.vx += ax / partA.mass;
partA.vy += ay / partA.mass;
partB.vx -= ax / partB.mass;
partB.vy -= ay / partB.mass;
}
private function checkCollision(ball0:animation_ch12_Ball, ball1:animation_ch12_Ball):void
{
var dx:Number = ball1.x - ball0.x;
var dy:Number = ball1.y - ball0.y;
var dist:Number = Math.sqrt(dx*dx + dy*dy);
if(dist < ball0.radius + ball1.radius)
{
// calculate angle, sine and cosine
var angle:Number = Math.atan2(dy, dx);
var sin:Number = Math.sin(angle);
var cos:Number = Math.cos(angle);
// rotate ball0's position
var pos0:Point = new Point(0, 0);
// rotate ball1's position
var pos1:Point = rotate(dx, dy, sin, cos, true);
// rotate ball0's velocity
var vel0:Point = rotate(ball0.vx,
ball0.vy,
sin,
cos,
true);
// rotate ball1's velocity
var vel1:Point = rotate(ball1.vx,
ball1.vy,
sin,
cos,
true);
// collision reaction
var vxTotal:Number = vel0.x - vel1.x;
vel0.x = ((ball0.mass - ball1.mass) * vel0.x +
2 * ball1.mass * vel1.x) /
(ball0.mass + ball1.mass);
vel1.x = vxTotal + vel0.x;
// update position
var absV:Number = Math.abs(vel0.x) + Math.abs(vel1.x);
var overlap:Number = (ball0.radius + ball1.radius)
- Math.abs(pos0.x - pos1.x);
pos0.x += vel0.x / absV * overlap;
pos1.x += vel1.x / absV * overlap;
// rotate positions back
var pos0F:Object = rotate(pos0.x,
pos0.y,
sin,
cos,
false);
var pos1F:Object = rotate(pos1.x,
pos1.y,
sin,
cos,
false);
// adjust positions to actual screen positions
ball1.x = ball0.x + pos1F.x;
ball1.y = ball0.y + pos1F.y;
ball0.x = ball0.x + pos0F.x;
ball0.y = ball0.y + pos0F.y;
// rotate velocities back
var vel0F:Object = rotate(vel0.x,
vel0.y,
sin,
cos,
false);
var vel1F:Object = rotate(vel1.x,
vel1.y,
sin,
cos,
false);
ball0.vx = vel0F.x;
ball0.vy = vel0F.y;
ball1.vx = vel1F.x;
ball1.vy = vel1F.y;
}
}
private function rotate(x:Number,
y:Number,
sin:Number,
cos:Number,
reverse:Boolean):Point
{
var result:Point = new Point();
if(reverse)
{
result.x = x * cos + y * sin;
result.y = y * cos - x * sin;
}
else
{
result.x = x * cos - y * sin;
result.y = y * cos + x * sin;
}
return result;
}
}
}
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.