Added First Collision Video - Balls #1
parent
d3111c6162
commit
e0210147de
@ -0,0 +1,288 @@ |
|||||||
|
/*
|
||||||
|
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; |
||||||
|
}; |
Loading…
Reference in new issue