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衝突判定
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class Ball | |
constructor: -> | |
@radius = 0 | |
@x = 0 | |
@y = 0 | |
@vx = 0 | |
@vy = 0 | |
@mass = 1 | |
@bounce = 0.9 | |
class Main | |
constructor: -> | |
@_balls = [] | |
// ------------------------- | |
// エントリーポイント | |
// ------------------------- | |
start: => | |
// ステージサイズ | |
sw = 1000 | |
sh = 1000 | |
i = 0 | |
num = 100 | |
while i < num | |
ball = new Ball() | |
@_balls.push(ball) | |
// 位置とかランダムに | |
ball.x = Math.random() * sw | |
ball.y = Math.random() * sh | |
ball.vx = Math.random() * 10 - 5 | |
ball.vy = Math.random() * 10 - 5 | |
ball.radius = 5 + Math.random() * 5 | |
ball.mass = ball.radius | |
i++ | |
// ------------------------- | |
// 更新 | |
// ------------------------- | |
update: => | |
for val,i in @_balls | |
val.x += val.vx | |
val.y += val.vy | |
@checkWall(val) | |
i = 0 | |
num = @_ball.length | |
while i < num - 1 | |
ballA = @_ball[i] | |
l = i + 1 | |
while l < num | |
ballB = @_ball[l] | |
@checkBall(ballA, ballB) | |
l++ | |
i++ | |
// ------------------------- | |
// 壁チェック | |
// ------------------------- | |
checkWall: (ball) => | |
// ステージサイズ | |
sw = 1000 | |
sh = 1000 | |
if ball.x > sw * 0.5 | |
ball.x = sw * 0.5 | |
ball.vx *= ball.bounce | |
else if ball.x < -sw * 0.5 | |
ball.x = -sw * 0.5 | |
ball.vx *= ball.bounce | |
if ball.y > sh * 0.5 | |
ball.y = sh * 0.5 | |
ball.vy *= ball.bounce | |
else if ball.y < -sh * 0.5 | |
ball.y = -sh * 0.5 | |
ball.vy *= ball.bounce | |
// ------------------------- | |
// Ball同士チェック | |
// ------------------------- | |
checkBall: (ball0, ball1) => | |
dx = ball1.x - ball0.x | |
dy = ball1.y - ball0.y | |
dist = Math.sqrt(dx * dx + dy * dy) | |
if dist < ball0.radius + ball1.radius | |
angle = Math.atan2(dy, dx) | |
sin = Math.sin(angle) | |
cos = Math.cos(angle) | |
pos0 = {x:0, y:0} | |
pos1 = @rotate(dx, dy, sin, cos, true) | |
vel0 = @rotate(ball0.vx, ball0.vy, sin, cos, true) | |
vel1 = @rotate(ball1.vx, ball1.vy, sin, cos, true) | |
vxTotal = vel0.x - vel1.x | |
vel0.x = ((ball0.mass - ball1.mass) * vel0.x + 2 * ball1.mass * vel1.x) / (ball0.mass + ball1.mass) | |
vel1.x = vxTotal + vel0.x | |
absV = Math.abs(vel0.x) + Math.abs(vel1.x) | |
overlap = (ball0.radius + ball1.radius) - Math.abs(pos0.x - pos1.x) | |
pos0.x += vel0.x / absV * overlap | |
pos1.x += vel1.x / absV * overlap | |
pos0F = @rotate(pos0.x, pos0.y, sin, cos, false) | |
pos1F = @rotate(pos1.x, pos1.y, sin, cos, false) | |
ball1.x = ball0.x + pos1F.x | |
ball1.y = ball0.y + pos1F.y | |
ball0.x = ball0.x + pos0F.x | |
ball0.y = ball0.y + pos0F.y | |
vel0F = @rotate(vel0.x, vel0.y, sin, cos, false) | |
vel1F = @rotate(vel1.x, vel1.y, sin, cos, false) | |
ball0.vx = vel0F.x | |
ball0.vy = vel0F.y | |
ball1.vx = vel1F.x | |
ball1.vy = vel1F.y | |
# ----------------------------------- | |
# 座標回転 | |
# ----------------------------------- | |
rotate: (x, y, sin, cos, reverse) => | |
result = {x:0, y:0} | |
if reverse | |
result.x = x * cos + y * sin | |
result.y = y * cos - x * sin | |
else | |
result.x = x * cos - y * sin | |
result.y = y * cos + x * sin | |
return result | |
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