Add mass to collision calculation
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@@ -6,6 +6,10 @@ ball = {
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rad = 1,
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rad = 1,
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col = 7,
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col = 7,
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mass = function()
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return rad
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end,
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draw = function(self)
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draw = function(self)
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circfill(self.pos.x, self.pos.y, self.rad, self.col)
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circfill(self.pos.x, self.pos.y, self.rad, self.col)
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end,
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end,
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@@ -46,8 +46,8 @@ function handle_collisions()
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s_xpoint = source.pos - source.vel * rewind
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s_xpoint = source.pos - source.vel * rewind
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t_xpoint = target.pos - target.vel * rewind
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t_xpoint = target.pos - target.vel * rewind
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until rewind > 1 or (s_xpoint - t_xpoint):mag() >= source.rad + target.rad
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until rewind > 1 or (s_xpoint - t_xpoint):mag() >= source.rad + target.rad
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local s_newvel = collision_vel(s_xpoint, source.vel, t_xpoint, target.vel)
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local s_newvel = collision_vel(s_xpoint, source.vel, t_xpoint, target.vel, source.mass(), target.mass())
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local t_newvel = collision_vel(t_xpoint, target.vel, s_xpoint, source.vel)
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local t_newvel = collision_vel(t_xpoint, target.vel, s_xpoint, source.vel, target.mass(), source.mass())
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source.pos = s_xpoint + source.vel * rewind
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source.pos = s_xpoint + source.vel * rewind
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target.pos = t_xpoint + target.vel * rewind
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target.pos = t_xpoint + target.vel * rewind
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source.vel = s_newvel
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source.vel = s_newvel
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@@ -56,8 +56,10 @@ function handle_collisions()
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end
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end
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end
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end
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function collision_vel(x1,v1,x2,v2)
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function collision_vel(x1,v1,x2,v2,m1,m2)
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m1 = m1 or 1
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m2 = m2 or 1
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local x_diff = x1 - x2
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local x_diff = x1 - x2
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local v_diff = v1 - v2
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local v_diff = v1 - v2
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return v1 - x_diff * v_diff:dot(x_diff) / x_diff:mag()^2
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return v1 - x_diff * (2 * m2 / (m1 + m2)) * v_diff:dot(x_diff) / x_diff:mag()^2
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end
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end
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@@ -63,6 +63,10 @@ ball = {
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rad = 1,
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rad = 1,
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col = 7,
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col = 7,
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mass = function()
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return rad
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end,
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draw = function(self)
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draw = function(self)
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circfill(self.pos.x, self.pos.y, self.rad, self.col)
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circfill(self.pos.x, self.pos.y, self.rad, self.col)
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end,
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end,
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@@ -161,8 +165,8 @@ function handle_collisions()
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s_xpoint = source.pos - source.vel * rewind
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s_xpoint = source.pos - source.vel * rewind
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t_xpoint = target.pos - target.vel * rewind
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t_xpoint = target.pos - target.vel * rewind
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until rewind > 1 or (s_xpoint - t_xpoint):mag() >= source.rad + target.rad
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until rewind > 1 or (s_xpoint - t_xpoint):mag() >= source.rad + target.rad
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local s_newvel = collision_vel(s_xpoint, source.vel, t_xpoint, target.vel)
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local s_newvel = collision_vel(s_xpoint, source.vel, t_xpoint, target.vel, source.mass(), target.mass())
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local t_newvel = collision_vel(t_xpoint, target.vel, s_xpoint, source.vel)
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local t_newvel = collision_vel(t_xpoint, target.vel, s_xpoint, source.vel, target.mass(), source.mass())
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source.pos = s_xpoint + source.vel * rewind
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source.pos = s_xpoint + source.vel * rewind
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target.pos = t_xpoint + target.vel * rewind
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target.pos = t_xpoint + target.vel * rewind
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source.vel = s_newvel
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source.vel = s_newvel
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@@ -171,10 +175,12 @@ function handle_collisions()
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end
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end
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end
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end
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function collision_vel(x1,v1,x2,v2)
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function collision_vel(x1,v1,x2,v2,m1,m2)
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m1 = m1 or 1
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m2 = m2 or 1
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local x_diff = x1 - x2
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local x_diff = x1 - x2
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local v_diff = v1 - v2
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local v_diff = v1 - v2
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return v1 - x_diff * v_diff:dot(x_diff) / x_diff:mag()^2
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return v1 - x_diff * (2 * m2 / (m1 + m2)) * v_diff:dot(x_diff) / x_diff:mag()^2
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end
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end
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__gfx__
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__gfx__
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