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collision.py
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import pygame
import random
import math
background_colour = (255,255,255)
(width, height) = (400, 400)
mass_of_air = 0
drag = 0.999
elasticity = 0.75
gravity = (math.pi, 0.002)
def addVectors((angle1, length1), (angle2, length2)):
x = math.sin(angle1) * length1 + math.sin(angle2) * length2
y = math.cos(angle1) * length1 + math.cos(angle2) * length2
angle = 0.5 * math.pi - math.atan2(y, x)
length = math.hypot(x, y)
return (angle, length)
def findParticle(particles, x, y):
for p in particles:
if math.hypot(p.x-x, p.y-y) <= p.size:
return p
return None
def collide(p1, p2):
dx = p1.x - p2.x
dy = p1.y - p2.y
dist = math.hypot(dx, dy)
if dist < p1.size + p2.size:
angle = math.atan2(dy,dx) + 0.5 * math.pi
total_mass = p1.mass + p2.mass
(p1.angle, p1.speed) = addVectors((p1.angle, p1.speed*(p1.mass-p2.mass)/total_mass), (angle, 2*p2.speed*p2.mass/total_mass))
(p2.angle, p2.speed) = addVectors((p2.angle, p2.speed*(p2.mass-p1.mass)/total_mass), (angle+math.pi, 2*p1.speed*p1.mass/total_mass))
p1.speed *= elasticity
p2.speed *= elasticity
overlap = 0.5*(p1.size + p2.size - dist+1)
p1.x += math.sin(angle)
p1.y -= math.cos(angle)
p2.x -= math.sin(angle)
p2.y += math.cos(angle)
class Particle():
def __init__(self, (x, y), size, mass=1):
self.x = x
self.y = y
self.size = size
self.colour = (0, 0, 255)
self.thickness = 0
self.speed = 0
self.angle = 0
self.mass = mass
self.drag = (self.mass/(self.mass + mass_of_air))**self.size
def display(self):
pygame.draw.circle(screen, self.colour, (int(self.x), int(self.y)), self.size, self.thickness)
def move(self):
#(self.angle, self.speed) = addVectors((self.angle, self.speed), gravity)
self.x += math.sin(self.angle) * self.speed
self.y -= math.cos(self.angle) * self.speed
self.speed *= drag
def bounce(self):
if self.x > width - self.size:
self.x = 2*(width - self.size) - self.x
self.angle = - self.angle
self.speed *= elasticity
elif self.x < self.size:
self.x = 2*self.size - self.x
self.angle = - self.angle
self.speed *= elasticity
if self.y > height - self.size:
self.y = 2*(height - self.size) - self.y
self.angle = math.pi - self.angle
self.speed *= elasticity
elif self.y < self.size:
self.y = 2*self.size - self.y
self.angle = math.pi - self.angle
self.speed *= elasticity
screen = pygame.display.set_mode((width, height))
pygame.display.set_caption('Collisons')
number_of_particles = 5
my_particles = []
for n in range(number_of_particles):
size = random.randint(10, 20)
density = random.randint(1,10)
x = random.randint(size, width-size)
y = random.randint(size, height-size)
particle = Particle((x, y), size, density*size**2)
particle.colour = (200-density*20, 200-density*20, 255)
particle.speed = random.random()
particle.angle = random.uniform(0, math.pi*2)
my_particles.append(particle)
selected_particle = None
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
(mouseX, mouseY) = pygame.mouse.get_pos()
selected_particle = findParticle(my_particles, mouseX, mouseY)
#change color of selected particle
#if selected_particle:
#selected_particle.colour = (255,101,190)
elif event.type == pygame.MOUSEBUTTONUP:
selected_particle = None
if selected_particle:
(mouseX, mouseY) = pygame.mouse.get_pos()
dx = mouseX - selected_particle.x
dy = mouseY - selected_particle.y
selected_particle.angle = 0.5*math.pi + math.atan2(dy, dx)
selected_particle.speed = math.hypot(dx, dy) * 0.1
screen.fill(background_colour)
for i, particle in enumerate(my_particles):
particle.move()
particle.bounce()
for particle2 in my_particles[i+1:]:
collide(particle, particle2)
particle.display()
pygame.display.flip()