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processing4/java/examples/Topics/Motion/CircleCollision/Ball.pde
2013-03-15 22:56:44 -04:00

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class Ball {
PVector position;
PVector velocity;
float r, m;
Ball(float x, float y, float r_) {
position = new PVector(x, y);
velocity = PVector.random2D();
velocity.mult(3);
r = r_;
m = r*.1;
}
void update() {
position.add(velocity);
}
void checkBoundaryCollision() {
if (position.x > width-r) {
position.x = width-r;
velocity.x *= -1;
}
else if (position.x < r) {
position.x = r;
velocity.x *= -1;
}
else if (position.y > height-r) {
position.y = height-r;
velocity.y *= -1;
}
else if (position.y < r) {
position.y = r;
velocity.y *= -1;
}
}
void checkCollision(Ball other) {
// get distances between the balls components
PVector bVect = PVector.sub(other.position, position);
// calculate magnitude of the vector separating the balls
float bVectMag = bVect.mag();
if (bVectMag < r + other.r) {
// get angle of bVect
float theta = bVect.heading();
// 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*/
PVector[] bTemp = {
new PVector(), new PVector()
};
/* this ball's position is relative to the other
so you can use the vector between them (bVect) as the
reference point in the rotation expressions.
bTemp[0].position.x and bTemp[0].position.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 * velocity.x + sine * velocity.y;
vTemp[0].y = cosine * velocity.y - sine * velocity.x;
vTemp[1].x = cosine * other.velocity.x + sine * other.velocity.y;
vTemp[1].y = cosine * other.velocity.y - sine * other.velocity.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 = ((m - other.m) * vTemp[0].x + 2 * other.m * vTemp[1].x) / (m + other.m);
vFinal[0].y = vTemp[0].y;
// final rotated velocity for b[0]
vFinal[1].x = ((other.m - m) * vTemp[1].x + 2 * m * vTemp[0].x) / (m + other.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
PVector[] bFinal = {
new PVector(), new PVector()
};
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
other.position.x = position.x + bFinal[1].x;
other.position.y = position.y + bFinal[1].y;
position.add(bFinal[0]);
// update velocities
velocity.x = cosine * vFinal[0].x - sine * vFinal[0].y;
velocity.y = cosine * vFinal[0].y + sine * vFinal[0].x;
other.velocity.x = cosine * vFinal[1].x - sine * vFinal[1].y;
other.velocity.y = cosine * vFinal[1].y + sine * vFinal[1].x;
}
}
void display() {
noStroke();
fill(204);
ellipse(position.x, position.y, r*2, r*2);
}
}