le palle si scontrano

This commit is contained in:
uan
2025-12-24 14:24:07 +01:00
parent 5792addc4b
commit e4c77ed5e2
4 changed files with 115 additions and 60 deletions

BIN
main

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57
main.c
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@@ -4,7 +4,6 @@
#include <stdio.h>
#include "objects.h"
struct global {
const int scwidth, scheight;
int fps;
@@ -15,12 +14,6 @@ struct global {
struct global gl = {1600, 900, 144, {}, 0, 15};
float min(float a, float b)
{return a>b?b:a;}
float max(float a, float b)
{return a>b?a:b;}
void addobj(object *obj)
{
gl.objs[gl.obj_count++] = obj;
@@ -35,43 +28,6 @@ void drawobjs()
}
}
Vector3 gravitation_force(object *obj1, object *obj2)
{
const double GRAVITY_FACTOR = 1;
Vector3 force;
double dist, mass, total_g;
mass = obj1->mass * obj2->mass;
force = Vector3Subtract(obj2->pos, obj1->pos);
dist = Vector3Length(force);
force = Vector3Normalize(force);
dist = max(dist, obj1->r+obj2->r);
total_g = GRAVITY_FACTOR * mass / (dist * dist);
force = Vector3Scale(force, total_g);
return force;
}
void integrate_g(object *obj1, object *obj2, Vector3 force)
{
Vector3 acc;
double f, a;
f = Vector3Length(force);
//acc = Vector3Scale(Vector3Subtract(obj1->pos, obj2->pos), f);
acc = force;
a = f / obj1->mass;
acc = Vector3Scale(Vector3Normalize(acc), a*GetFrameTime());
obj1->vel = Vector3Add(obj1->vel, acc);
a = f / obj2->mass;
acc = Vector3Scale(Vector3Normalize(acc), a*GetFrameTime());
obj2->vel = Vector3Add(obj2->vel, acc);
}
void updateobjs()
{
for (int i = 0; i < gl.obj_count; i++)
@@ -93,6 +49,10 @@ void updateobjs()
//{
// Vector3SubtractValue(obj->pos, min_dist_delta);
//}
if (Vector3Distance(obj->pos, obj2->pos) < obj->r+obj2->r+0.01f)
{
resolve_collision(obj, obj2);
}
}
float ratio_speed_to_terminal = Vector3Length(obj->vel)/gl.terminal_v;
if (Vector3Length(obj->vel) > gl.terminal_v)
@@ -118,10 +78,9 @@ int main(void) {
InitWindow(gl.scwidth, gl.scheight, "raylib engine");
SetTargetFPS(gl.fps);
addobj(newobj((Vector3){0, 20, 0}, 3, RED, 1, 50000));
addobj(newobj((Vector3){4, 20, 0}, 1, BLUE, 1, 1000));
addobj(newobj((Vector3){-6, 18, 0}, 2, GREEN, 1, 2000));
gl.objs[1]->vel = (Vector3){0, 0, 2};
addobj(newobj((Vector3){0, 20, 0}, 1, RED, 1, 1000));
addobj(newobj((Vector3){8, 20, 0}, 2, BLUE, 1, 2000));
gl.objs[1]->vel = (Vector3){0, 0, 0};
Camera3D camera = {{0, 20, -30}, {0, 0, 0}, {0, 1, 0}, 45, CAMERA_PERSPECTIVE};
DisableCursor();
@@ -133,7 +92,7 @@ int main(void) {
{
ClearBackground(BLACK);
BeginMode3D(camera);
DrawPlane((Vector3){0, 0, 0}, (Vector2){100, 100}, GRAY);
DrawPlane((Vector3){0, 0, 0}, (Vector2){500, 500}, RAYWHITE);
updateobjs();
drawobjs();
EndMode3D();

101
objects.c Normal file
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@@ -0,0 +1,101 @@
#include "objects.h"
#include <math.h>
#include <raymath.h>
#define min(a, b) (a>b?b:a);
#define max(a, b) (a>b?a:b);
object *newobj(Vector3 pos, double r, Color c, double rest, double m)
{
object *obj = (object*)malloc(sizeof(object));
obj->r = r;
obj->pos = pos;
obj->color = c;
obj->vel = (Vector3){0, 0, 0};
obj->restitution = rest;
obj->mass = m;
return obj;
}
Vector3 gravitation_force(object *obj1, object *obj2)
{
const double GRAVITY_FACTOR = 1;
Vector3 force;
double dist, mass, total_g;
mass = obj1->mass * obj2->mass;
force = Vector3Subtract(obj2->pos, obj1->pos);
dist = Vector3Length(force);
force = Vector3Normalize(force);
dist = max(dist, obj1->r+obj2->r);
total_g = GRAVITY_FACTOR * mass / (dist * dist);
force = Vector3Scale(force, total_g);
return force;
}
void integrate_g(object *obj1, object *obj2, Vector3 force)
{
Vector3 acc;
double f, a;
f = Vector3Length(force);
//acc = Vector3Scale(Vector3Subtract(obj1->pos, obj2->pos), f);
acc = force;
a = f / obj1->mass;
acc = Vector3Scale(Vector3Normalize(acc), a*GetFrameTime());
obj1->vel = Vector3Add(obj1->vel, acc);
a = f / obj2->mass;
acc = Vector3Scale(Vector3Normalize(acc), a*GetFrameTime());
obj2->vel = Vector3Add(obj2->vel, acc);
}
void resolve_collision(object *obj1, object *obj2)
{
Vector3 normal = Vector3Subtract(obj1->pos, obj2->pos);
float distsq = Vector3LengthSqr(normal);
float sumrad = obj1->r+obj2->r;
float mindistsq = sumrad*sumrad;
if (distsq < mindistsq) {
float dist = sqrtf(distsq);
if (dist == 0) {
normal = Vector3RotateByAxisAngle(Vector3One(), (Vector3){0, 1, 1}, rand()*360);
dist = sumrad;
} else {
normal = Vector3Scale(normal, 1.0f / dist);
}
float overlap = sumrad - dist;
Vector3 separation = Vector3Scale(normal, overlap / 2.0f);
obj1->pos = Vector3Subtract(obj1->pos, separation);
obj2->pos = Vector3Add(obj2->pos, separation);
} else {
normal = Vector3Normalize(normal);
}
float vel1_normal = Vector3DotProduct(obj1->vel, normal);
float vel2_normal = Vector3DotProduct(obj2->vel, normal);
if (vel1_normal - vel2_normal > 0) return;
float totalmass = obj1->mass + obj2->mass;
float vel1_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * obj2->restitution * (vel1_normal - vel2_normal)) / totalmass;
float vel2_normal_final = (obj1->mass * vel1_normal + obj2->mass * vel2_normal - obj2->mass * obj1->restitution * (vel2_normal - vel1_normal)) / totalmass;
Vector3 vel1_tang = Vector3Subtract(obj1->vel, Vector3Scale(normal, vel1_normal));
Vector3 vel2_tang = Vector3Subtract(obj2->vel, Vector3Scale(normal, vel2_normal));
obj1->vel = Vector3Add(Vector3Scale(normal, vel1_normal_final), vel1_tang);
obj2->vel = Vector3Add(Vector3Scale(normal, vel2_normal_final), vel2_tang);
}

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@@ -1,5 +1,6 @@
#pragma once
#include <raylib.h>
#include <raymath.h>
#include <stdlib.h>
typedef struct {
@@ -11,14 +12,8 @@ typedef struct {
double mass;
} object;
object *newobj(Vector3 pos, double r, Color c, double rest, double m)
{
object *obj = (object*)malloc(sizeof(object));
obj->r = r;
obj->pos = pos;
obj->color = c;
obj->vel = (Vector3){0, 0, 0};
obj->restitution = rest;
obj->mass = m;
return obj;
}
object *newobj(Vector3 pos, double r, Color c, double rest, double m);
Vector3 gravitation_force(object *obj1, object *obj2);
void integrate_g(object *obj1, object *obj2, Vector3 force);
void resolve_collision(object *obj1, object *obj2);