程序是一个月前完成的,以前一直没正儿八经的来整理下这个程序,感受比较简单,不过即便简单的东西也要跟你们分享下。html
#pragma once #include <math.h> #include "hge.h" class CBall { public: CBall(); CBall(float _x,float _y,float _speedX ,float _speedY,float _radius ,DWORD _color,float _density = 1.0f); ~CBall(){}; public: bool IsCollision(CBall *ball,float dt); //碰撞检测 void CollisionWith(CBall *ball); //弹性正碰 void CollisionWith2(CBall *ball); //弹性斜碰 void SwapColor(CBall *ball); //好玩点,加个交换颜色 void MoveNext(float dt,float _width,float _height); //因为程序不大,方便起见全部就都public了 public: float x; //x轴坐标 float y; //y轴坐标 float speed_x; //x轴方向速度 float speed_y; //x轴方向速度 float radius; //球体半径 float density; //密度 float weight; //质量 DWORD color; //混合颜色 };
bool CBall::IsCollision(CBall *ball,float dt) { //计算的是下一刻的位置,以避免发生粘连 float disX = (this->x+this->speed_x*dt)-(ball->x+ball->speed_x*dt); float disY = (this->y+this->speed_y*dt)-(ball->y+ball->speed_y*dt); float dis = sqrt(disX*disX+disY*disY); //判断下一刻是否 发生碰撞 if(dis < this->radius+ball->radius) return true; return false; }
void CBall::CollisionWith2(CBall *ball) { //参考资料: //http://www.cnblogs.com/kenkofox/archive/2011/09/06/2168944.html //http://tina0152.blog.163.com/blog/static/119447958200910229109326/ //球心点 float x1 = this->x ; float y1 = this->y ; float x2 = ball->x ; float y2 = ball->y ; //碰撞处切平面向量t,及其法向量s hgeVector s(x2-x1, y2-y1); s.Normalize();//标准化矢量 hgeVector t(x2-x1, y2-y1); t.Rotate(3.1415926f/2); t.Normalize(); //速度向量 hgeVector v1(this->speed_x,this->speed_y); hgeVector v2(ball->speed_x,ball->speed_y); //先算v1(v1x, v1y)在s和t轴的投影值,分别设为v1s和v1t //再算v2(v2x, v2y)在s和t轴的投影值,分别设为v2s和v2t: float v1s = v1.Dot(&s); float v1t = v1.Dot(&t); float v2s = v2.Dot(&s); float v2t = v2.Dot(&t); //转换后于s向量上的弹性正碰撞。质量不等 //弹性正碰撞公式 //v1' = [ (m1-m2)*v1 + 2*m2*v2 ] / (m1+m2) //v2' = [ (m2-m1)*v2 + 2*m1*v1 ] / (m1+m2) float m1 = this->weight; float m2 = ball->weight; float temp_v1s = ((m1-m2)*v1s + 2*m2*v2s )/ (m1+m2); v2s = ((m2-m1)*v2s + 2*m1*v1s )/ (m1+m2); v1s = temp_v1s; //首先求出v1t和v2t在t轴的向量v1t'和v2t'(将数值变为向量) //再求出v1s'和v2s'在s轴的向量v1s'和v2s'(将数值变为向量) hgeVector v1tVector = t*v1t; hgeVector v1sVector = s*v1s; hgeVector v2tVector = t*v2t; hgeVector v2sVector = s*v2s; //新速度矢量 hgeVector v1_new = v1tVector+v1sVector; hgeVector v2_new = v2tVector+v2sVector; //划分红x,y方向份量速度 this->speed_x = v1_new.x; this->speed_y = v1_new.y; ball->speed_x = v2_new.x; ball->speed_y = v2_new.y; }
void CBall::MoveNext(float dt,float _width,float _height) { float moveX = speed_x*dt; float moveY = speed_y*dt; //x方向边界 if (x+moveX<radius||x+moveX>_width-radius) speed_x = -speed_x; //Y方向边界 if(y+moveY<radius||y+moveY>_height-radius) speed_y = -speed_y; x+=speed_x*dt; y+=speed_y*dt; }