Files
processing4/java/examples/Topics/Motion/Reflection2/applet/Reflection2.java
benfry eb64b2d4fc
2011-01-26 19:22:19 +00:00

184 lines
4.0 KiB
Java

import processing.core.*;
import processing.xml.*;
import java.applet.*;
import java.awt.*;
import java.awt.image.*;
import java.awt.event.*;
import java.io.*;
import java.net.*;
import java.text.*;
import java.util.*;
import java.util.zip.*;
import java.util.regex.*;
public class Reflection2 extends PApplet {
/**
* 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 = .05f, damping = 0.8f;
int segments = 40;
Ground[] ground = new Ground[segments];
float[] peakHeights = new float[segments+1];
public void setup(){
size(640, 200);
smooth();
orb = new Orb(50, 50, 3);
velocity = new PVector(.5f, 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]);
}
}
public 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]);
}
}
public 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;
}
}
public 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 *= -1.0f;
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;
}
class Ground {
float x1, y1, x2, y2;
float x, y, len, rot;
// Default constructor
Ground(){
}
// Constructor
Ground(float x1, float y1, float x2, float y2) {
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
x = (x1+x2)/2;
y = (y1+y2)/2;
len = dist(x1, y1, x2, y2);
rot = atan2((y2-y1), (x2-x1));
}
}
class Orb{
float x, y, r;
// Default constructor
Orb() {
}
Orb(float x, float y, float r) {
this.x = x;
this.y = y;
this.r = r;
}
}
static public void main(String args[]) {
PApplet.main(new String[] { "Reflection2" });
}
}