brillo-examples-2.0.0: picture/Styrene/Collide.hs
-- | Physics for bead bouncing.
module Collide where
import Actor (Actor (..))
import Brillo.Data.Point (Point)
import Brillo.Data.Point.Arithmetic qualified as Pt
import Brillo.Data.Vector (
angleVV,
detV,
dotV,
mulSV,
normalizeV,
rotateV,
)
import Brillo.Geometry.Line (closestPointOnLine)
-- Config -----------------------------------------------------------------------------------------
-- How bouncy the beads are
-- at 0.2 and they look like melting plastic.
-- at 0.8 and they look like bouncy rubber balls.
-- at > 1 and they gain energy with each bounce and escape the box.
--
beadBeadLoss :: Float
beadBeadLoss = 0.95
beadWallLoss :: Float
beadWallLoss = 0.8
-- | Move a bead which is in contact with a wall.
collideBeadWall ::
-- | the bead
Actor ->
-- | the wall that bead is in contact with
Actor ->
-- | the new bead
Actor
collideBeadWall
bead@(Bead _ix _ _radius pBead _vIn)
(Wall _ pWall1 pWall2) =
let
-- Take the collision point as being the point on the wall which is
-- closest to the bead's center.
pCollision = closestPointOnLine pWall1 pWall2 pBead
in
-- then do a static, non energy transfering collision.
collideBeadPointStatic
bead
pCollision
beadWallLoss
collideBeadWall _ _ = error "collideBeadWall: not a bead and a wall"
-- | Move two beads which have bounced into each other.
collideBeadBeadElastic ::
Actor ->
Actor ->
(Actor, Actor)
collideBeadBeadElastic
(Bead ix1 mode1 r1 p1 v1)
(Bead ix2 mode2 r2 p2 v2) =
let mass1 = 1
mass2 = 1
-- the axis of collision (towards p2)
vCollision@(cX, cY) = normalizeV (p2 Pt.- p1)
vCollisionR = (cY, -cX)
-- the velocity component of each bead along the axis of collision
s1 = dotV v1 vCollision
s2 = dotV v2 vCollision
-- work out new velocities along the collision
s1' = (s1 * (mass1 - mass2) + 2 * mass2 * s2) / (mass1 + mass2)
s2' = (s2 * (mass2 - mass1) + 2 * mass1 * s1) / (mass1 + mass2)
-- the velocity components at right angles to the collision
-- there is no friction in the collision so these don't change
k1 = dotV v1 vCollisionR
k2 = dotV v2 vCollisionR
-- new bead velocities
v1' = mulSV s1' vCollision Pt.+ mulSV k1 vCollisionR
v2' = mulSV s2' vCollision Pt.+ mulSV k2 vCollisionR
v1_slow = mulSV beadBeadLoss v1'
v2_slow = mulSV beadBeadLoss v2'
-- work out the point of collision
u1 = r1 / (r1 + r2)
pCollision =
p1 Pt.+ mulSV u1 (p2 Pt.- p1)
-- place the beads just next to each other so they are no longer overlapping.
p1' = pCollision Pt.- (r1 + 0.001) `mulSV` vCollision
p2' = pCollision Pt.+ (r2 + 0.001) `mulSV` vCollision
bead1' = Bead ix1 mode1 r1 p1' v1_slow
bead2' = Bead ix2 mode2 r2 p2' v2_slow
in (bead1', bead2')
collideBeadBeadElastic _ _ = error "collideBeadBeadElastic: not two beads"
collideBeadBeadStatic ::
Actor ->
Actor ->
Actor
collideBeadBeadStatic
bead1@(Bead _ix1 _ radius1 pBead1 _)
(Bead _ix2 _ radius2 pBead2 _) =
let
-- Take the collision point as being between the center's of the two beads.
-- For beads which have the same radius the collision point is half way between
-- their centers and u == 0.5
u = radius1 / (radius1 + radius2)
pCollision = pBead1 Pt.+ mulSV u (pBead2 Pt.- pBead1)
bead1' =
collideBeadPointStatic
bead1
pCollision
beadBeadLoss
in
bead1'
collideBeadBeadStatic _ _ = error "collideBeadBeadStatic: not two beads"
-- | Move a bead which has collided with something.
collideBeadPointStatic ::
-- | the bead which collided with something
Actor ->
-- | the point of collision (should be near the bead's surface)
Point ->
-- | velocity scaling factor (how much to slow the bead down after the collision)
Float ->
Actor
collideBeadPointStatic
(Bead ix mode radius pBead vIn)
pCollision
velLoss =
let
-- take a normal vector from the wall to the bead.
-- this vector is at a right angle to the wall.
vNormal = normalizeV (pBead Pt.- pCollision)
-- the bead at pBead is overlapping with what it collided with, but we don't want that.
-- place the bead so it's surface is just next to the point of collision.
pBead_new = pCollision Pt.+ (radius + 0.01) `mulSV` vNormal
-- work out the angle of incidence for the bounce.
-- this is the angle between the surface normal and
-- the direction of travel for the bead.
aInc = angleVV vNormal (Pt.negate vIn)
-- aInc2 is the angle between the wall /surface/ and
-- the direction of travel.
aInc2 = (pi / 2) - aInc
-- take the determinant between the surface normal and the direction of travel.
-- This will tell us what direction the bead hit the wall.
-- The diagram shows the sign of the determinant for the four possiblities.
--
-- \ +ve -ve /
-- \ /
-- \/ \/
-- pWall1 ---------- pWall2 pWall1 ---------- pWall2
-- /\ /\
-- / \
-- / -ve +ve \
--
determinant = detV vIn vNormal
-- Use the determinant to rotate the bead's velocity vector for the bounce.
vOut
| determinant > 0 = rotateV (2 * aInc2) vIn
| otherwise = rotateV (negate (2 * aInc2)) vIn
-- Slow down the bead when it hits the wall
vSlow = velLoss `mulSV` vOut
bead1_new = Bead ix mode radius pBead_new vSlow
in
bead1_new
collideBeadPointStatic _ _ _ =
error "collideBeadPointStatic: not a bead and a point"