Converted VectorTest into project
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@@ -0,0 +1,170 @@
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ball_count = 16
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ball_radius = 5
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function _init()
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balls = {}
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collisions = {}
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for i=1,ball_count do
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add(balls, ball:new({
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pos=vec2:new(rnd(127),rnd(127)),
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vel=vec2:new(rnd(2)-1,rnd(2)-1):normal(),
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col=rnd(15)+1
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}))
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end
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end
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function _update60()
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for b in all(balls) do
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b:move()
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b:edge_bounce()
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end
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for b in all(balls) do
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b:check_collisions(balls)
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end
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handle_collisions(balls)
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collisions = {}
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end
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function _draw()
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cls()
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for b in all(balls) do
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b:draw()
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end
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end
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function handle_collisions()
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for source,colls in pairs(collisions) do
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for target,diff in pairs(colls) do
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local n = diff:normal()
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local steps = 0
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local rewind = 0
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local s_xpoint = source.pos
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local t_xpoint = target.pos
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repeat
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steps += 1
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rewind += 0.1 * steps
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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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until (s_xpoint - t_xpoint):mag() >= source.rad + target.rad
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source.vel = collision_vel(s_xpoint, source.vel, t_xpoint, target.vel)
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target.vel = collision_vel(t_xpoint, target.vel, s_xpoint, source.vel)
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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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end
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end
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end
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vec2 = {
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x = 0,
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y = 0,
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mag = function(self)
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return sqrt(self.x^2+self.y^2)
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end,
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dot = function(self,v)
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return self.x * v.x + self.y * v.y
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end,
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normal = function(self)
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local mag = self:mag()
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return vec2:new(self.x/mag, self.y/mag)
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end,
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bounce = function(self, n, b)
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local b = b or 1
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local n = n:normal()
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return (n * -2 * self:dot(n) + self) * b
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end
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}
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vec2.__eq = function(v1,v2) return v1.x == v2.x and v1.y == v2.y end
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vec2.__add = function(v1,v2) return vec2:new(v1.x+v2.x,v1.y+v2.y) end
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vec2.__sub = function(v1,v2) return vec2:new(v1.x-v2.x,v1.y-v2.y) end
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vec2.__mul = function(v,s) return vec2:new(v.x*s,v.y*s) end
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vec2.__div = function(v,s) return vec2:new(v.x/s,v.y/s) end
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vec2.__unm = function(v) return vec2:new(-v.x,-v.y) end
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vec2.__tostring = function(v) return "{x: "..v.x..",y: "..v.y.."}" end
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vec2.__index = vec2
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function vec2:new(x,y)
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local x = x or 0
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local y = y or 0
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local o = {x=x,y=y}
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setmetatable(o, self)
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o.__index = self
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return o
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end
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function vec2:print_debug(v)
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local v = v or vec2:new(0,1)
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print("vec: "..vec2.__tostring(self))
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print("mag: "..self:mag())
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print("dot: "..self:dot(v))
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print("normal: "..vec2.__tostring(self:normal()))
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print("bounce: "..vec2.__tostring(self:bounce(v)))
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print("inv: "..vec2.__tostring(-self))
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end
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ball = {
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__count = 0,
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id = nil,
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pos = vec2:new(0,0),
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vel = vec2:new(0,0),
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rad = ball_radius,
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col = 7,
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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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end,
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move = function(self)
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self.pos += self.vel
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end,
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edge_bounce = function(self)
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edge_normal = vec2:new()
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for axis in all({"x","y"}) do
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val = self.pos[axis]
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if (val - self.rad < 0) then
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self.pos[axis] = self.rad
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edge_normal[axis] = 1
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elseif (val + self.rad > 127) then
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self.pos[axis] = 127 - self.rad
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edge_normal[axis] = -1
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end
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end
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if (edge_normal.x != 0 or edge_normal.y != 0) then
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self.vel = self.vel:bounce(edge_normal)
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end
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end,
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check_collisions = function(self, balls)
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for b in all(balls) do
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if (b.id != self.id and (collisions[b] == nil or collisions[b][self] == nil)) then
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local diff = self.pos - b.pos
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if ((diff):mag() < self.rad + b.rad) then
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collisions[self] = collisions[self] or {}
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collisions[self][b] = diff
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end
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end
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end
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end,
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}
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ball.__index = ball
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function ball:new(o)
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ball.__count += 1
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local o = o or {}
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o.id = ball.__count
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o.col = o.id % 16
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setmetatable(o, self)
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o.__index = self
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return o
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end
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function collision_vel(x1,v1,x2,v2)
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local x_diff = x1 - x2
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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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end
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