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Copy pathcollision.pde
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67 lines (65 loc) · 3.41 KB
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void collision(int startindex,boolean gravon){
float[] distance = new float[3];
float[] distancem= new float[3];
float absdistance;
float[] distanceunit= new float[3];
//float[] distanceunitabs;
float[] startvelo=velocity[startindex];
float r1 =coresize_var[startindex];
float[] velodiff = new float[3];
float dissub = 0;
float r2;
float m1 = coremass[startindex];
float m2;
float [] aminusc = new float[2];
float velodiffnorm;
// gravitaional constant (from Newton)
//float G = 6.674*pow(10,-11);
for (int i =(startindex+1);i<Ncores;i++){
// distance vector directs to ball startindex
distance = Mat.subtract(location[startindex],location[i]);
absdistance = max(Mat.norm2(distance),0.000001);
distanceunit = Mat.divide(distance,absdistance);
r2 = coresize_var[i];
m2 = coremass[i];
if (absdistance < (r1+r2)){
/*for (int j=0;j<3;j++){
location[startindex][j] += (coresize*2-distance[j]);
}*/
// the distance vector pointing to ball [i]
distancem = Mat.multiply(distance,-1);
//distanceunitabs = Mat.abs(distanceunit);
// simple collision:
//velocity[startindex] = Mat.multiply(Mat.multiply(distanceunit,damping),Mat.norm2(velocity[i])) ;
//velocity[i] = Mat.multiply(Mat.multiply(distanceunit,-damping),Mat.norm2(startvelo));
// elastic collision from: https://en.wikipedia.org/wiki/Elastic_collision
velodiff = Mat.subtract(startvelo,velocity[i]);
// funky error extrem velocities
//velocity[startindex] = Mat.subtract(startvelo, Mat.multiply(distance,2*m2/(m1+m2)*Mat.dotProduct(velodiff,distance)/absdistance));
//velocity[i] = Mat.subtract(velocity[i], Mat.multiply(distancem,2*m1/(m1+m2)*Mat.dotProduct(Mat.multiply(velodiff,-1),distancem)/absdistance));
// correct elastic collision:
velocity[startindex] = Mat.multiply(Mat.subtract(startvelo, Mat.multiply(distance,2*m2/(m1+m2)*Mat.dotProduct(velodiff,distance)/pow(absdistance,2))),damping);
velocity[i] = Mat.multiply(Mat.subtract(velocity[i], Mat.multiply(distancem,2*m1/(m1+m2)*Mat.dotProduct(Mat.multiply(velodiff,-1),distancem)/pow(absdistance,2))),damping);
location[i] = Mat.sum(location[i],Mat.multiply(distanceunit,(-1*((r2+r1)-absdistance))));
// simple realisation of the magnus effect.. (very poor)
//localgravity[startindex] = Mat.sum(localgravity[startindex], Mat.multiply(distanceunit,-500000));
//localgravity[i] = Mat.sum(localgravity[i], Mat.multiply(distanceunit,500000));
// trying better
// hm.. something is wrong
// normalize
velodiffnorm = Mat.norm2(velodiff);
if (velodiffnorm>0.001){
aminusc = Mat.divide(velodiff,velodiffnorm);
gravity[startindex] = Mat.sum(gravity[startindex], Mat.multiply(distanceunit,(-1+(Mat.dotProduct(distanceunit,aminusc)))*magnusfak));
gravity[i] = Mat.sum(gravity[i], Mat.multiply(distanceunit,(1-(Mat.dotProduct(distanceunit,aminusc)))*magnusfak));
}
}
if(gravon){
//make gravity of the balls on each other
dissub = 0;//-(r2+r1)/2;
gravity[startindex] = Mat.sum(gravity[startindex],Mat.multiply(distanceunit,-m2*pow(absdistance-dissub,-2)));
gravity[i] = Mat.sum(gravity[i],Mat.multiply(distanceunit,m1*pow(absdistance-dissub,-2)));
//println(gravity[i]);
}
}
}