2015-11-24 10:09:50 +01:00

43 lines
1.6 KiB
Java

/*
* JSweet - http://www.jsweet.org
* Copyright (C) 2015 CINCHEO SAS <renaud.pawlak@cincheo.fr>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package source.blocksgame.util;
import jsweet.lang.Math;
public class Collisions {
// see http://williamecraver.wix.com/elastic-equations
public static void sphericCollision(MobileElement refMobile, MobileElement targetMobile) {
double th1 = refMobile.speedVector.angle();
double th2 = targetMobile.speedVector.angle();
double v1 = refMobile.speedVector.length();
double v2 = targetMobile.speedVector.length();
double m1 = refMobile.weight;
double m2 = targetMobile.weight;
Vector r_per = targetMobile.getPosition().to(refMobile.getPosition());
double phi = r_per.angle();
double a2 = (v2 * Math.cos(th2 - phi) * (m2 - m1) + 2 * m1 * v1 * Math.cos(th1 - phi)) / (m1 + m2);
double b2 = v2 * Math.sin(th2 - phi);
targetMobile.speedVector.x = a2 * Math.cos(phi) + b2 * Math.cos(phi + Math.PI / 2);
targetMobile.speedVector.y = a2 * Math.sin(phi) + b2 * Math.sin(phi + Math.PI / 2);
}
}