Optimizing circle-circle collision response - c++

With SFML, I made an algorithm that calculates the trajectoris of two balls after a collision; it works fine, but if I try with more than 30 balls, it freezes instantly or after 10-20 seconds.
I tried to avoid doing the same calculations multiple times, but it doesn't work.
Any suggestions?(I have an high-end PC, the problem is not there)
Phi is the collision angle, dis is distance;
void collisionResponse(Circle &a, Circle &b)
{
float mass1 = a.getMass();
float mass2 = b.getMass();
float disX = a.pos.x - b.pos.x;
float disY = a.pos.y - b.pos.y;
float phi = atan2(disY, disX);
float speed1 = a.getSpeed();
float speed2 = b.getSpeed();
float angle1 = a.getAngle();
float angle2 = b.getAngle();
float v1x = speed1*cos((angle1 - phi));
float v1y = speed1*sin((angle1 - phi));
float v2x = speed2*cos((angle2 - phi));
float v2y = speed2*sin((angle2 - phi));
float f1x = ((mass1 - mass2)*v1x + (mass2 + mass2)*v2x) / (mass1+mass2);
float f2x = ((mass1 + mass1)*v1x + (mass2 - mass1)*v2x) / (mass1+mass2);
float f1y = v1y;
float f2y = v2y;
float cosphi = cos(phi);
float sinphi = sin(phi);
float cosphiPI = cos(phi + PI / 2);
float sinphiPI = sin(phi + PI / 2);
a.speed.x = cosphi*f1x + cosphiPI*f1y;
a.speed.y = sinphi*f1x + sinphiPI*f1y;
b.speed.x = cosphi*f2x + cosphiPI*f2y;
b.speed.y = sinphi*f2x + sinphiPI*f2y;
while (sqr(a.pos.x - b.pos.x) + sqr(a.pos.y - b.pos.y) <= sqr(a.getRadius()+ b.getRadius()))
{
a.Move();
b.Move();
}
}

Related

How does Mathf.SmoothDamp() work? what is it algorithm?

I was wondering how SmoothDamp works in unity. I'm trying to re-create the function outside unity but the thing is I don't know how it works.
From Unity3d C# reference source code:
// Gradually changes a value towards a desired goal over time.
public static float SmoothDamp(float current, float target, ref float currentVelocity, float smoothTime, [uei.DefaultValue("Mathf.Infinity")] float maxSpeed, [uei.DefaultValue("Time.deltaTime")] float deltaTime)
{
// Based on Game Programming Gems 4 Chapter 1.10
smoothTime = Mathf.Max(0.0001F, smoothTime);
float omega = 2F / smoothTime;
float x = omega * deltaTime;
float exp = 1F / (1F + x + 0.48F * x * x + 0.235F * x * x * x);
float change = current - target;
float originalTo = target;
// Clamp maximum speed
float maxChange = maxSpeed * smoothTime;
change = Mathf.Clamp(change, -maxChange, maxChange);
target = current - change;
float temp = (currentVelocity + omega * change) * deltaTime;
currentVelocity = (currentVelocity - omega * temp) * exp;
float output = target + (change + temp) * exp;
// Prevent overshooting
if (originalTo - current > 0.0F == output > originalTo)
{
output = originalTo;
currentVelocity = (output - originalTo) / deltaTime;
}
return output;
}

How do I resolve a collision's position properly in 2D collision detection?

My current implementation looks like this:
if (shapesCollide) {
if (velocity.y > 0) entity.position.y = other.position.y - entity.size.y;
else entity.position.y = other.position.y + other.size.y;
velocity.y = 0;
if (velocity.x > 0) entity.position.x = other.position.x - entity.size.x;
else entity.position.x = other.position.x + other.size.x;
velocity.x = 0;
}
However, this leads to weird handling when movement is happening on both axes - for example, having entity moving downward to the left of object, and then moving it to collide with object, will correctly resolve the horizontal collision, but will break the vertical movement.
I previously simply went
if (shapesCollide) {
position = oldPosition;
velocity = { 0, 0 };
}
But this lead to another multi-axis issue: if I have my entity resting atop the object, it will be unable to move, as the gravity-induced movement will constantly cancel out both velocities. I also tried considering both axes separately, but this lead to issues whenever the collision only occurs when both velocities are taken into account.
What is the best solution to resolving collision on two axes?
I assume that the entities can be considered to be more or less round and that size is the radius of the entities?
We probably need a little vector math to resolve this. (I don't know the square-root function in c++, so be aware at sqrt.) Try replacing your code inside if(shapesCollide) with this and see how it works for you.
float rEntity = sqrt(entity.size.x * entity.size.x + entity.size.y * entity.size.y);
float rOther = sqrt(other.size.x * other.size.x + other.size.y * other.size.y);
float midX = (entity.position.x + other.position.x) / 2.0;
float midY = (entity.position.y + other.position.y) / 2.0;
float dx = entity.position.x - midX;
float dy = entity.position.y - midY;
float D = sqrt(dx * dx + dy * dy);
rEntity and rOther are the radii of the objects, and midX and midY are their center coordinates. dx and dy are the distances to the center from the entity.
Then do:
entity.position.x = midX + dx * rEntity / D;
entity.position.y = midY + dy * rEntity / D;
other.position.x = midX - dx * rOther / D;
other.position.y = midY - dy * rOther / D;
You should probably check that D is not 0, and if it is, just set dx = 1, dy = 0, D = 1 or something like that.
You should also still do:
velocity.x = 0;
velocity.y = 0;
if you want the entities to stop.
For more accurate modelling, you could also try the following:
float rEntity = sqrt(entity.size.x * entity.size.x + entity.size.y * entity.size.y);
float rOther = sqrt(other.size.x * other.size.x + other.size.y * other.size.y);
float midX = (entity.position.x * rOther + other.position.x * rEntity) / (rEntity + rOther);
float midY = (entity.position.y * rOther + other.position.y * rEntity) / (rEntity + rOther);
float dxEntity = entity.position.x - midX;
float dyEntity = entity.position.y - midY;
float dEntity = sqrt(dxEntity * dxEntity + dyEntity * dyEntity);
float dxOther = other.position.x - midX;
float dyOther = other.position.y - midY;
float dOther = sqrt(dxOther * dxOther + dyOther * dyOther);
entity.position.x = midX + dxEntity * rEntity / dEntity;
entity.position.y = midY + dyEntity * rEntity / dEntity;
other.position.x = midX + dxOther * rOther / dOther;
other.position.y = midY + dyOther * rOther / dOther;
which finds the midpoints when the radii are taken into account. But I won't guarantee that that works. Also, the signs on the last additions are important.
I hope this helps (and works). Let me know if something is unclear.

Animating along an elliptical path in OpenGL

I am trying to make a red circle follow the path of a semi-circle using the DDA algorithm in OpenGL. I almost have it, though the circle is slightly offset on its X-axis, which increases as the angle of the semi-circle increases.
Any assistance would be greatly appreciated! Here's my code:
scrPt movecircle (scrPt p1, scrPt p2)
{
scrPt circlePos;
float angle, x = p1.x, y = p1.y, vectorX, vectorY;
// Get tahe x distance between the two points
int dx = p2.x - p1.x, steps;
// Get the y distance between the two points
int dy = p2.y - p1.y;
// Get the length between the points
float length = sqrt(dx*dx + dy*dy);
if (fabs (dx) > fabs (dy))
steps = fabs (dx);
else
steps = fabs (dy);
// calculate the direction
float xIncrement = float (dx) / float (steps);
float yIncrement = float (dy) / float (steps);
if (nextPos == 0)
{
for(int i = 0; i < steps; i++)
{
glClear(GL_COLOR_BUFFER_BIT);
angle = PI * i / steps;
vectorX = x + (length / 2) * cos(angle + theta);
vectorY = y + dy / 2 + (length / 2) * sin(angle + theta);
circlePos.x = round(vectorX - length / 2);
circlePos.y = round(vectorY);
drawCircle (circlePos.x, circlePos.y);
drawArch();
glFlush();
usleep(3000);
}
}
else
{
for (int i = 0; i < steps; i++)
{
glClear(GL_COLOR_BUFFER_BIT);
drawCircle (round(x),round(y));
glFlush();
usleep(3000);
x += xIncrement;
y += yIncrement;
}
}
return circlePos;
}
There were a couple of errors in the for-loop that were causing the issue. I needed to change
this:
vectorX = x + (length / 2) * cos(angle + theta);
to this:
vectorX = x + (dx / 2) + (length / 2) * cos(angle + theta);
and this:
circlePos.x = round(vectorX - (length / 2));
to this:
circlePos.x = round(vectorX);

How does this lighting calculation work?

I have that piece of code that is responsible for lighting a pyramid.
float Geometric3D::calculateLight(int vert1, int vert2, int vert3) {
float ax = tabX[vert2] - tabX[vert1];
float ay = tabY[vert2] - tabY[vert1];
float az = tabZ[vert2] - tabZ[vert1];
float bx = tabX[vert3] - tabX[vert1];
float by = tabY[vert3] - tabY[vert1];
float bz = tabZ[vert3] - tabZ[vert1];
float Nx = (ay * bz) - (az * by);
float Ny = (az * bx) - (ax * bz);;
float Nz = (ax * by) - (ay * bx);;
float Lx = -300.0f;
float Ly = -300.0f;
float Lz = -1000.0f;
float lenN = sqrtf((Nx * Nx) + (Ny * Ny) + (Nz * Nz));
float lenL = sqrtf((Lx * Lx) + (Ly * Ly) + (Lz * Lz));
float res = ((Nx * Lx) + (Ny * Ly) + (Nz * Lz)) / (lenN * lenL);
if (res < 0.0f)
res = -res;
return res;
}
I cannot understand calculations at the end. Can someone explain me the maths that is behind them? I know that firstly program calculates two vectors of a plane to compute the normal of it (which goes for vector N). Vector L stand for lighting but what happens next? Why do we calculate length of normal and light then multiply it and divide by their sizes?

C++ Angles between a vector and a point

I got 2 points own=(x, y, z) and en=(x, y, z) which represents my own position in the world and some other player position. the other player also got pitch (from 90 degrees to -90) and yaw (0 to 360). I want to calculate the angles between the other player look and my own position.
In 2D, alpha is what I'm trying to calculate:
int main()
{
float own_x = 1, own_y = 1, own_z = 1;
float en_x = 10, en_y = 1, en_z = 10;
float pi = 3.14159265;
float pitch = 0.f * (pi / 180), yaw = 45.f * (pi / 180);
float x = sin(yaw) * cos(pitch);
float y = sin(pitch);
float z = cos(pitch) * cos(yaw);
float vec_length = sqrt(pow(en_x - own_x, 2) + pow(en_y - own_y, 2) + pow(en_y - own_y, 2));
x /= vec_length;
y /= vec_length;
z /= vec_length;
float cos_t = ((en_x - own_x)*x + (en_y - own_y)*y + (en_z - own_z)*z) / sqrt(pow(en_x - own_x, 2) + pow(en_y - own_y, 2) + pow(en_y - own_y, 2));
float arc = acos(cos_t) * (180 / pi);
return 0;
}
you divide twice with the length of en-own: You should remove
vec_length, and xyz /= vec_length.
your division at cos_t is buggy, you use _y twice in the
expression instead of _y and _z
Note: instead of pow(x, 2), use x*x, it is faster usually (compilers may not optimize pow(x, 2) to x*x).