#include "balls.h" static double clamp(double v, double lo, double hi); static double min(double a, double b); static double max(double a, double b); int isCollision(Point p1, double r1, Point p2, double r2) { double dx, dy; dx = p1.x - p2.x; dy = p1.y - p2.y; return (dx*dx + dy*dy) <= (r1+r2)*(r1+r2); } 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); 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; } } void collideBall(Ball *b1, Ball *b2) { Point midpt; Vector n, distv; double mrat, coef; if (!isCollision(b1->p, b1->r, b2->p, b2->r)) return; /* set position of collision */ midpt = ptDivS(addPt(b1->p, b2->p), 2); n = unitNorm(VecPt(b1->p, b2->p)); b1->p = ptSubVec(midpt, vecMulS(n, b1->r)); b2->p = ptAddVec(midpt, vecMulS(n, b2->r)); /* reaction velocity */ mrat = 2.0 * b2->m / (b1->m + b2->m); distv = VecPt(b2->p, b1->p); coef = vecDot(subVec(b1->v, b2->v), distv) / (vecLen(distv)*vecLen(distv)); b1->v = subVec(b1->v, vecMulS(distv, mrat*coef)); mrat = 2.0 * b1->m / (b1->m + b2->m); distv = VecPt(b1->p, b2->p); coef = vecDot(subVec(b2->v, b1->v), distv) / (vecLen(distv)*vecLen(distv)); b2->v = subVec(b2->v, vecMulS(distv, mrat*coef)); } static double clamp(double v, double lo, double hi) { return min(hi, max(v, lo)); } static double min(double a, double b) { return (a < b) ? a : b; } static double max(double a, double b) { return (a > b) ? a : b; }