#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); //由于程序不大,方便起见所有就都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; //划分成x,y方向分量速度 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; }
#include "hge.h" #include "hgesprite.h" #include "hgefont.h" #include "hgeparticle.h" #include "Ball.h" #include "hgecommon.h" //宏定义 #define WIND_WIDTH 800 #define WIND_HEIGHT 600 HGE *hge=0; hgeFont *fnt;//字体 HEFFECT snd;//音频 HTEXTURE tex;//加载气泡纹理,即图片 hgeSprite *spr_ball;//气泡精灵 //函数声明 bool LoadRes(); bool InitData(); bool FrameFunc();//回调函数 bool RenderFunc(); //抽象对象Balls CBall *balls[16]; //全局变量 int g_nBalls = 5;//小球的个数 bool g_bCollision = false;//判断一帧中是否有碰撞 DWORD g_alpha = 0xA0FFFFFF;//设置Alpha透明度,与操作 DWORD g_colors[16] = {g_alpha&0xFFFFFFFF/*纯白色*/, g_alpha&0xFFFF0000/*红*/,g_alpha&0xFF00FF00/*绿*/,g_alpha&0xFF0000FF/*蓝*/, g_alpha&0xFFFFFF00/*红绿*/,g_alpha&0xFFFF00FF/*红蓝*/,g_alpha&0xFF00FFFF/*绿蓝*/, g_alpha&0xFF790000/*淡红*/,g_alpha&0xFF007900/*淡绿*/,g_alpha&0xFF000079/*淡蓝*/, g_alpha&0xFFFF7900/*红淡绿*/,g_alpha&0xFFFF0079/*红淡蓝*/, g_alpha&0xFF79FF00/*绿淡红*/,g_alpha&0xFF00FF79/*绿淡蓝*/, g_alpha&0xFF7900FF/*蓝淡红*/,g_alpha&0xFF0079FF/*蓝淡绿*/}; int WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int) { hge = hgeCreate(HGE_VERSION); hge->System_SetState(HGE_FRAMEFUNC, FrameFunc); hge->System_SetState(HGE_RENDERFUNC, RenderFunc); hge->System_SetState(HGE_TITLE, "Balls Collision"); hge->System_SetState(HGE_FPS, 100); hge->System_SetState(HGE_WINDOWED, true); hge->System_SetState(HGE_HIDEMOUSE,false); hge->System_SetState(HGE_SCREENWIDTH, WIND_WIDTH); hge->System_SetState(HGE_SCREENHEIGHT, WIND_HEIGHT); hge->System_SetState(HGE_SCREENBPP, 32); if(hge->System_Initiate()) { //加载资源 if (!LoadRes()||!InitData()) { //加载资源失败 hge->System_Shutdown(); hge->Release(); } // Let‘s rock now!,进入消息循环 hge->System_Start(); // 直到任意回调函数返回true时,停止消息循环 delete fnt; delete spr_ball; hge->Texture_Free(tex); hge->Effect_Free(snd); } // Clean up and shutdown hge->System_Shutdown(); hge->Release(); return 0; } bool FrameFunc() { float dt=hge->Timer_GetDelta(); // Process keys if (hge->Input_GetKeyState(HGEK_ESCAPE)) return true; //碰撞检测 for (int i= 0;i<g_nBalls;i++) { for(int j = i+1;j<g_nBalls;j++) { if(balls[i]->IsCollision(balls[j],dt)) { balls[i]->CollisionWith2(balls[j]); balls[i]->SwapColor(balls[j]); g_bCollision = true; } } } //撞击声音 if (g_bCollision) { hge->Effect_Play(snd); g_bCollision = false; } //balls move for (int i=0;i<g_nBalls;i++) { balls[i]->MoveNext(dt,WIND_WIDTH,WIND_HEIGHT); } return false; } bool RenderFunc() { // 开始绘图 hge->Gfx_BeginScene(); //以0X00000000颜色清屏 hge->Gfx_Clear(0); //绘制 for (int i=0;i<g_nBalls;i++) { spr_ball->SetColor(balls[i]->color); float temp_scale = 2*balls[i]->radius/spr_ball->GetWidth(); spr_ball->RenderEx(balls[i]->x,balls[i]->y,0,temp_scale,0); //绘制方向线,与球速度有关,顶点位置为其以当前速度下一秒钟的位置 hge->Gfx_RenderLine(balls[i]->x,balls[i]->y,balls[i]->x+balls[i]->speed_x,balls[i]->y+balls[i]->speed_y,0xFFFF0000); } //fps fnt->printf(5, 5, HGETEXT_LEFT, "FPS:%d (constant)\ndt:%.3f",hge->Timer_GetFPS(),hge->Timer_GetDelta()); //end hge->Gfx_EndScene(); return false; } bool InitData() { for(int i=1;i<=g_nBalls;i++) { float temp_ratio = 16.0f/g_nBalls; balls[i-1]= new CBall(150.f*(i%4+1), 100.f*(i/4+1), 80+i*5*temp_ratio, 70, 20+i*2*temp_ratio, g_colors[i%16]); } return true; } bool LoadRes() { fnt = new hgeFont("resource/font1.fnt"); tex = hge->Texture_Load("resource/ball.png"); snd=hge->Effect_Load("resource/Collision.wav"); spr_ball = new hgeSprite(tex,0,0,256,256); spr_ball->SetHotSpot(spr_ball->GetWidth()/2,spr_ball->GetHeight()/2); spr_ball->SetBlendMode(BLEND_COLORMUL|BLEND_ALPHABLEND|BLEND_NOZWRITE); spr_ball->SetColor(0xA00000FF); if(!fnt || !tex || !spr_ball || !snd) return false; return true; }
C++多小球非对心弹性碰撞(HGE引擎),布布扣,bubuko.com
原文:http://blog.csdn.net/y85171642/article/details/25008091