The official distribution of olcConsoleGameEngine, a tool used in javidx9's YouTube videos and projects
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videos/OneLoneCoder_Balls1.cpp

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/*
OneLoneCoder.com - Programming Balls! #1 Circle Vs Circle Collisions
"..it's just balls bangin' together init..." - @Javidx9
Disclaimer
~~~~~~~~~~
I don't care what you use this for. It's intended to be educational, and perhaps
to the oddly minded - a little bit of fun. Please hack this, change it and use it
in any way you see fit. BUT, you acknowledge that I am not responsible for anything
bad that happens as a result of your actions. However, if good stuff happens, I
would appreciate a shout out, or at least give the blog some publicity for me.
Cheers!
Background
~~~~~~~~~~
Collision detection engines can get quite complicated. This program shows the interactions
between circular objects of different sizes and masses. Use Left mouse button to select
and drag a ball to examin static collisions, and use Right mouse button to apply velocity
to the balls as if using a pool/snooker/billiards cue.
Author
~~~~~~
Twitter: @javidx9
Blog: www.onelonecoder.com
Video:
~~~~~~
Part #1 https://youtu.be/LPzyNOHY3A4
Last Updated: 21/01/2017
*/
#include <iostream>
#include <string>
using namespace std;
#include "olcConsoleGameEngine.h"
struct sBall
{
float px, py;
float vx, vy;
float ax, ay;
float radius;
float mass;
int id;
};
class CirclePhysics : public olcConsoleGameEngine
{
public:
CirclePhysics()
{
m_sAppName = L"Circle Physics";
}
private:
vector<pair<float, float>> modelCircle;
vector<sBall> vecBalls;
sBall *pSelectedBall = nullptr;
// Adds a ball to the vector
void AddBall(float x, float y, float r = 5.0f)
{
sBall b;
b.px = x; b.py = y;
b.vx = 0; b.vy = 0;
b.ax = 0; b.ay = 0;
b.radius = r;
b.mass = r * 10.0f;
b.id = vecBalls.size();
vecBalls.emplace_back(b);
}
public:
bool OnUserCreate()
{
// Define Circle Model
modelCircle.push_back({ 0.0f, 0.0f });
int nPoints = 20;
for (int i = 0; i < nPoints; i++)
modelCircle.push_back({ cosf(i / (float)(nPoints - 1) * 2.0f * 3.14159f) , sinf(i / (float)(nPoints - 1) * 2.0f * 3.14159f) });
float fDefaultRad = 8.0f;
//AddBall(ScreenWidth() * 0.25f, ScreenHeight() * 0.5f, fDefaultRad);
//AddBall(ScreenWidth() * 0.75f, ScreenHeight() * 0.5f, fDefaultRad);
// Add 10 Random Balls
for (int i = 0; i <10; i++)
AddBall(rand() % ScreenWidth(), rand() % ScreenHeight(), rand() % 16 + 2);
return true;
}
bool OnUserUpdate(float fElapsedTime)
{
auto DoCirclesOverlap = [](float x1, float y1, float r1, float x2, float y2, float r2)
{
return fabs((x1 - x2)*(x1 - x2) + (y1 - y2)*(y1 - y2)) <= (r1 + r2)*(r1 + r2);
};
auto IsPointInCircle = [](float x1, float y1, float r1, float px, float py)
{
return fabs((x1 - px)*(x1 - px) + (y1 - py)*(y1 - py)) < (r1 * r1);
};
if (m_mouse[0].bPressed || m_mouse[1].bPressed)
{
pSelectedBall = nullptr;
for (auto &ball : vecBalls)
{
if (IsPointInCircle(ball.px, ball.py, ball.radius, m_mousePosX, m_mousePosY))
{
pSelectedBall = &ball;
break;
}
}
}
if (m_mouse[0].bHeld)
{
if (pSelectedBall != nullptr)
{
pSelectedBall->px = m_mousePosX;
pSelectedBall->py = m_mousePosY;
}
}
if (m_mouse[0].bReleased)
{
pSelectedBall = nullptr;
}
if (m_mouse[1].bReleased)
{
if (pSelectedBall != nullptr)
{
// Apply velocity
pSelectedBall->vx = 5.0f * ((pSelectedBall->px) - (float)m_mousePosX);
pSelectedBall->vy = 5.0f * ((pSelectedBall->py) - (float)m_mousePosY);
}
pSelectedBall = nullptr;
}
vector<pair<sBall*, sBall*>> vecCollidingPairs;
// Update Ball Positions
for (auto &ball : vecBalls)
{
// Add Drag to emulate rolling friction
ball.ax = -ball.vx * 0.8f;
ball.ay = -ball.vy * 0.8f;
// Update ball physics
ball.vx += ball.ax * fElapsedTime;
ball.vy += ball.ay * fElapsedTime;
ball.px += ball.vx * fElapsedTime;
ball.py += ball.vy * fElapsedTime;
// Wrap the balls around screen
if (ball.px < 0) ball.px += (float)ScreenWidth();
if (ball.px >= ScreenWidth()) ball.px -= (float)ScreenWidth();
if (ball.py < 0) ball.py += (float)ScreenHeight();
if (ball.py >= ScreenHeight()) ball.py -= (float)ScreenHeight();
// Clamp velocity near zero
if (fabs(ball.vx*ball.vx + ball.vy*ball.vy) < 0.01f)
{
ball.vx = 0;
ball.vy = 0;
}
}
// Static collisions, i.e. overlap
for (auto &ball : vecBalls)
{
for (auto &target : vecBalls)
{
if (ball.id != target.id)
{
if (DoCirclesOverlap(ball.px, ball.py, ball.radius, target.px, target.py, target.radius))
{
// Collision has occured
vecCollidingPairs.push_back({ &ball, &target });
// Distance between ball centers
float fDistance = sqrtf((ball.px - target.px)*(ball.px - target.px) + (ball.py - target.py)*(ball.py - target.py));
// Calculate displacement required
float fOverlap = 0.5f * (fDistance - ball.radius - target.radius);
// Displace Current Ball away from collision
ball.px -= fOverlap * (ball.px - target.px) / fDistance;
ball.py -= fOverlap * (ball.py - target.py) / fDistance;
// Displace Target Ball away from collision
target.px += fOverlap * (ball.px - target.px) / fDistance;
target.py += fOverlap * (ball.py - target.py) / fDistance;
}
}
}
}
// Now work out dynamic collisions
for (auto c : vecCollidingPairs)
{
sBall *b1 = c.first;
sBall *b2 = c.second;
// Distance between balls
float fDistance = sqrtf((b1->px - b2->px)*(b1->px - b2->px) + (b1->py - b2->py)*(b1->py - b2->py));
// Normal
float nx = (b2->px - b1->px) / fDistance;
float ny = (b2->py - b1->py) / fDistance;
// Tangent
float tx = -ny;
float ty = nx;
// Dot Product Tangent
float dpTan1 = b1->vx * tx + b1->vy * ty;
float dpTan2 = b2->vx * tx + b2->vy * ty;
// Dot Product Normal
float dpNorm1 = b1->vx * nx + b1->vy * ny;
float dpNorm2 = b2->vx * nx + b2->vy * ny;
// Conservation of momentum in 1D
float m1 = (dpNorm1 * (b1->mass - b2->mass) + 2.0f * b2->mass * dpNorm2) / (b1->mass + b2->mass);
float m2 = (dpNorm2 * (b2->mass - b1->mass) + 2.0f * b1->mass * dpNorm1) / (b1->mass + b2->mass);
// Update ball velocities
b1->vx = tx * dpTan1 + nx * m1;
b1->vy = ty * dpTan1 + ny * m1;
b2->vx = tx * dpTan2 + nx * m2;
b2->vy = ty * dpTan2 + ny * m2;
// Wikipedia Version - Maths is smarter but same
//float kx = (b1->vx - b2->vx);
//float ky = (b1->vy - b2->vy);
//float p = 2.0 * (nx * kx + ny * ky) / (b1->mass + b2->mass);
//b1->vx = b1->vx - p * b2->mass * nx;
//b1->vy = b1->vy - p * b2->mass * ny;
//b2->vx = b2->vx + p * b1->mass * nx;
//b2->vy = b2->vy + p * b1->mass * ny;
}
// Clear Screen
Fill(0, 0, ScreenWidth(), ScreenHeight(), ' ');
// Draw Balls
for (auto ball : vecBalls)
DrawWireFrameModel(modelCircle, ball.px, ball.py, atan2f(ball.vy, ball.vx), ball.radius, FG_WHITE);
// Draw static collisions
for (auto c : vecCollidingPairs)
DrawLine(c.first->px, c.first->py, c.second->px, c.second->py, PIXEL_SOLID, FG_RED);
// Draw Cue
if (pSelectedBall != nullptr)
DrawLine(pSelectedBall->px, pSelectedBall->py, m_mousePosX, m_mousePosY, PIXEL_SOLID, FG_BLUE);
return true;
}
};
int main()
{
CirclePhysics game;
if (game.ConstructConsole(160, 120, 8, 8))
game.Start();
else
wcout << L"Could not construct console" << endl;
return 0;
};