collision without rotation
Last updated
Last updated
2D physics test
https://github.com/kyorohiro/hello_skyengine/tree/master/ph_2d_boun_no_rot
// following code is checked in 2016/01/13
part of tinyphysics2d;
class Primitive {
Vector3 xy = new Vector3.zero();
Vector3 dxy = new Vector3(0.0, 0.0, 0.0);
double mass = 1.0;
bool isFixing = false;
double elastic = 0.6;
double angle = 0.0;
double dangle = 0.0;
bool checkCollision(Primitive p) {
return false;
}
void move(double dx, double dy) {
if (isFixing == false) {
xy.x += dx;
xy.y += dy;
}
}
void next(double t) {}
void collision(Primitive p) {}
}
class CirclePrimitive extends Primitive {
double radius = 10.0;
void next(double t) {
move(dxy.x * t, dxy.y * t);
}
void move(double dx, double dy) {
if (isFixing == false) {
xy.x += dx;
xy.y += dy;
}
}
bool checkCollision(Primitive p) {
CirclePrimitive c = p;
double distance = calcXYDistance(p);
double boundary = this.radius + c.radius;
if (boundary > distance) {
return true;
} else {
return false;
}
}
double calcXYDistance(Primitive p) {
double dX = math.pow(p.xy.x - this.xy.x, 2);
double dY = math.pow(p.xy.y - this.xy.y, 2);
double distance = math.sqrt(dX + dY);
return distance;
}
Vector3 calcXYDistanceDirection(Primitive p) {
Vector3 vv = p.xy - this.xy;
return vv.normalize();
}
void collision(Primitive p) {
if (this.isFixing == true) {
this.dxy.x = 0.0;
this.dxy.y = 0.0;
}
if (p is CirclePrimitive) {
CirclePrimitive c = p;
double distance = calcXYDistance(p);
double boundary = this.radius + c.radius;
Vector3 distanceDirection = calcXYDistanceDirection(p);
Vector3 collisionDirection = calcXYDistanceDirection(p);
Vector3 relativeSpeed = p.dxy - this.dxy;
// e is 0-1
// J = -(v1p- v2p) * (e+1) / (1/m1 + 1/m2)
double bounce = 1.0;
double j1 = -1.0 * (1.0 + bounce) * (relativeSpeed.dot(collisionDirection));
double j2 = (1.0 / p.mass + 1.0 / this.mass);
double j = j1 / j2;
Vector3 p_dv = (collisionDirection * j) / p.mass;
Vector3 t_dv = (collisionDirection * -1.0 * j) / this.mass;
if (this.isFixing == false) {
this.dxy += t_dv;
}
if (p.isFixing == false) {
p.xy += distanceDirection * (boundary - distance + 0.1) / 1.0;
p.dxy += p_dv;
}
}
}
}
// following code is checked in 2015/10/31
class World {
Vector3 gravity = new Vector3(0.0, -9.8 / 500.0, 0.0);
List<Primitive> primitives = [];
next(double time) {
primitives.shuffle();
for (Primitive a in primitives) {
for (Primitive b in primitives) {
if (a != b && a.checkCollision(b)) {
a.collision(b);
}
}
if (a.isFixing == false) {
a.dxy.x += gravity.x;
a.dxy.y += gravity.y;
}
a.next(time);
}
}
}