#include "balls.h" static int clamp(int v, int lo, int hi); static int min(int a, int b); static int max(int a, int b); int iscollision(Point p1, uint r1, Point p2, uint r2) { int dx, dy; dx = p1.x - p2.x; dy = p1.y - p2.y; return (dx*dx + dy*dy) <= (r1+r2)*(r1+r2); } void collideball(Ball *b1, const Ball *b2) { Point midpoint; Vec d, n; double magnitude; if (!iscollision(b1->p, b1->r, b2->p, b2->r)) return; midpoint = divpt(addpt(b1->p, b2->p), 2); d = Vpt(b2->p, b1->p); b1->p = ptaddv(midpoint, vmuls(unitnorm(d), b1->r)); printf("collision (%d,%d), (%d,%d)\n", b1->p.x, b1->p.y, b2->p.x, b2->p.y); printf("oldv: (%2.2f,%2.2f\n", b1->v.x, b1->v.y); n = unitnorm(Vpt(b2->p, b1->p)); magnitude = 2*(vdot(b1->v, n) - vdot(b2->v, n)) / (b1->m + b2->m); printf("n: (%2.2f,%2.2f), magnitude: %2.2f\n", n.x, n.y, magnitude); b1->v = vsub(b1->v, vmuls(n, magnitude * b1->m)); printf("newv: (%2.2f,%2.2f)\n", b1->v.x, b1->v.y); } void collidewall(Ball *b, Rectangle wall) { wall = insetrect(wall, b->r); if (b->p.x < wall.min.x || b->p.x > wall.max.x) { b->p.x = clamp(b->p.x, wall.min.x, wall.max.x); printf("clamped to %d\n", b->p.x); b->v.x = -b->v.x; } if (b->p.y < wall.min.y || b->p.y > wall.max.y) { b->p.y = clamp(b->p.y, wall.min.y, wall.max.y); b->v.y = -b->v.y; } } static int clamp(int v, int lo, int hi) { return min(hi, max(v, lo)); } static int min(int a, int b) { return (a < b) ? a : b; } static int max(int a, int b) { return (a > b) ? a : b; }