Reputation: 322
What I have:
A lot of bubbles. But to make it more simple, let's say I have two. When they meet each other they collide and change the direction.
var xVelocityBubble1 = Math.random();
var yVelocityBubble1 = Math.random();
var xVelocityBubble2 = Math.random();
var yVelocityBubble2 = Math.random();
moveBubbles = function() {
xbubble1 += xVelocityBubble1;
ybubble1 += yVelocityBubble1;
xbubble2 -= xVelocityBubble2;
xbubble2 -= yVelocityBubble2;
if (Math.sqrt(Math.pow(xbubble1 - xbubble2, 2) + Math.pow(ybubble1 - ybubble2, 2)) < radius * 2) {
xVelocityBubble1 *= -1;
yVelocityBubble1 *= -1;
xVelocityBubble2 *= -1;
yVelocityBubble2 *= -1;
}
}
What I want:
I do not want the circles to simply change the direction, because that looks strange and boring. So I want to calculate the angle where the circle meet, and from that I need to calculate how much momentum they exchange and how that affects each circle.
My problem:
I really do not know how to calculate the angle and the momentum! Any hints?
Upvotes: 1
Views: 391
Reputation: 131
This code shows collision of asteroids:
for (var i = 0; i < asteroidsLength; i++) {
var tmpAsteroid = asteroids[i];
for (var j = i + 1; j < asteroidsLength; j++) {
var tmpAsteroidB = asteroids[j];
var dX = tmpAsteroidB.x - tmpAsteroid.x;
var dY = tmpAsteroidB.y - tmpAsteroid.y;
var distance = Math.sqrt((dX * dX) + (dY * dY));
if (distance < tmpAsteroid.radius + tmpAsteroidB.radius) {
var angle = Math.atan2(dY, dX);
var sine = Math.sin(angle);
var cosine = Math.cos(angle);
// Rotate asteroid position
var x = 0;
var y = 0;
// Rotate asteroidB position
var xB = dX * cosine + dY * sine;
var yB = dY * cosine - dX * sine;
// Rotate asteroid velocity
var vX = tmpAsteroid.vX * cosine + tmpAsteroid.vY * sine;
var vY = tmpAsteroid.vY * cosine - tmpAsteroid.vX * sine;
// Rotate asteroidB velocity
var vXb = tmpAsteroidB.vX * cosine + tmpAsteroidB.vY * sine;
var vYb = tmpAsteroidB.vY * cosine - tmpAsteroidB.vX * sine;
// Conserve momentum
var vTotal = vX - vXb;
vX = ((tmpAsteroid.mass - tmpAsteroidB.mass) * vX + 2 * tmpAsteroidB.mass * vXb) / (tmpAsteroid.mass + tmpAsteroidB.mass);
vXb = vTotal + vX;
// Move asteroids apart
xB = x + (tmpAsteroid.radius + tmpAsteroidB.radius);
// Rotate asteroid positions back
tmpAsteroid.x = tmpAsteroid.x + (x * cosine - y * sine);
tmpAsteroid.y = tmpAsteroid.y + (y * cosine + x * sine);
tmpAsteroidB.x = tmpAsteroid.x + (xB * cosine - yB * sine);
tmpAsteroidB.y = tmpAsteroid.y + (yB * cosine + xB * sine);
// Rotate asteroid velocities back
tmpAsteroid.vX = vX * cosine - vY * sine;
tmpAsteroid.vY = vY * cosine + vX * sine;
tmpAsteroidB.vX = vXb * cosine - vYb * sine;
tmpAsteroidB.vY = vYb * cosine + vXb * sine;
};
};
Upvotes: 0
Reputation: 4328
To get the angle between those two bubbles if they collide do as follows:
get the direction vector in which one of those bubbles were moving
direction = {x: Math.abs(xVelocityBubble1), y: Math.abs(yVelocityBubble1)};
Then normalize that vector (divide it's x and y components by it's length)
After doing that you'll have the cosine of the angle as the x component and the sine as the y, just use any of them in Math.acos
or Math.asin
and you'll have the angle in which they collided.
Upvotes: 1