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Examples for Processing (BETA) version 148+. If you have a previous version, use the examples included with your software. If you see any errors or have comments, please let us know.
Circle Collision with Swapping Velocities by Ira Greenberg.
Based on Keith Peter's Solution in Foundation Actionscript Animation: Making Things Move! http://www.friendsofed.com/book.html?isbn=1590597915
Ball[] balls = {
new Ball(100, 400, 10),
new Ball(700, 400, 40)
};
Vect2D[] vels = {
new Vect2D(2.15, -1.35),
new Vect2D(-1.65, .42)
};
void setup(){
size(200, 200);
smooth();
noStroke();
}
void draw(){
background(51);
fill(204);
for (int i=0; i< 2; i++){
balls[i].x += vels[i].vx;
balls[i].y += vels[i].vy;
ellipse(balls[i].x, balls[i].y, balls[i].r*2, balls[i].r*2);
checkBoundaryCollision(balls[i], vels[i]);
}
checkObjectCollision(balls, vels);
}
void checkObjectCollision(Ball[] b, Vect2D[] v){
// get distances between the balls components
Vect2D bVect = new Vect2D();
bVect.vx = b[1].x - b[0].x;
bVect.vy = b[1].y - b[0].y;
// calculate magnitude of the vector separating the balls
float bVectMag = sqrt(bVect.vx * bVect.vx + bVect.vy * bVect.vy);
if (bVectMag < b[0].r + b[1].r){
// get angle of bVect
float theta = atan2(bVect.vy, bVect.vx);
// 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*/
Ball[] bTemp = {
new Ball(), new Ball() };
/* b[1]'s position is relative to b[0]'s
so you can use the vector between them (bVect) as the
reference point in the rotation expressions.
bTemp[0].x and bTemp[0].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.vx + sine * bVect.vy;
bTemp[1].y = cosine * bVect.vy - sine * bVect.vx;
// rotate Temporary velocities
Vect2D[] vTemp = {
new Vect2D(), new Vect2D() };
vTemp[0].vx = cosine * v[0].vx + sine * v[0].vy;
vTemp[0].vy = cosine * v[0].vy - sine * v[0].vx;
vTemp[1].vx = cosine * v[1].vx + sine * v[1].vy;
vTemp[1].vy = cosine * v[1].vy - sine * v[1].vx;
/* Now that velocities are rotated, you can use 1D
conservation of momentum equations to calculate
the final velocity along the x-axis. */
Vect2D[] vFinal = {
new Vect2D(), new Vect2D() };
// final rotated velocity for b[0]
vFinal[0].vx = ((b[0].m - b[1].m) * vTemp[0].vx + 2 * b[1].m *
vTemp[1].vx) / (b[0].m + b[1].m);
vFinal[0].vy = vTemp[0].vy;
// final rotated velocity for b[0]
vFinal[1].vx = ((b[1].m - b[0].m) * vTemp[1].vx + 2 * b[0].m *
vTemp[0].vx) / (b[0].m + b[1].m);
vFinal[1].vy = vTemp[1].vy;
// hack to avoid clumping
bTemp[0].x += vFinal[0].vx;
bTemp[1].x += vFinal[1].vx;
/* Rotate ball positions and velocities back
Reverse signs in trig expressions to rotate
in the opposite direction */
// rotate balls
Ball[] bFinal = {
new Ball(), new Ball() };
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
b[1].x = b[0].x + bFinal[1].x;
b[1].y = b[0].y + bFinal[1].y;
b[0].x = b[0].x + bFinal[0].x;
b[0].y = b[0].y + bFinal[0].y;
// update velocities
v[0].vx = cosine * vFinal[0].vx - sine * vFinal[0].vy;
v[0].vy = cosine * vFinal[0].vy + sine * vFinal[0].vx;
v[1].vx = cosine * vFinal[1].vx - sine * vFinal[1].vy;
v[1].vy = cosine * vFinal[1].vy + sine * vFinal[1].vx;
}
}
class Ball{
float x, y, r, m;
// default constructor
Ball() {
}
Ball(float x, float y, float r) {
this.x = x;
this.y = y;
this.r = r;
m = r*.1;
}
}
class Vect2D{
float vx, vy;
// default constructor
Vect2D() {
}
Vect2D(float vx, float vy) {
this.vx = vx;
this.vy = vy;
}
}
// checkBoundaryCollision() function:
void checkBoundaryCollision(Ball ball, Vect2D vel){
if (ball.x > width-ball.r){
ball.x = width-ball.r;
vel.vx *= -1;
}
else if (ball.x < ball.r){
ball.x = ball.r;
vel.vx *= -1;
}
else if (ball.y > height-ball.r){
ball.y = height-ball.r;
vel.vy *= -1;
}
else if (ball.y < ball.r){
ball.y = ball.r;
vel.vy *= -1;
}
}


