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pyCollisions2D.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
# ----------------------------------------------------------------------
# Copyright (c) 2014 Pablo Caro. All Rights Reserved.
# Pablo Caro <me@pcaro.es> - https://pcaro.es/
# pyCollisions2D.py
# ----------------------------------------------------------------------
import random
import sys
try:
import pygame
from pygame.locals import QUIT, KEYDOWN, K_q, K_ESCAPE
except:
print "ERROR: PyGame cannot be imported. Exitting now."
sys.exit()
MAX_FPS = 30
SIZE = (1280, 720)
BALLS = 200
class Particle:
def __init__(self, id=0):
self.id = id
self.s = [random.uniform(0, SIZE[i] - 1) for i in range(2)]
self.v = [random.uniform(-42, 42) for i in range(2)]
self.a = [0.0] * 2
self.m = random.uniform(1, 256)
# self.r = random.uniform(8, 16)
self.r = 12
def move(self, ms):
for i in range(len(self.s)):
self.v[i] += self.a[i] * (ms / 1000.0)
self.s[i] += self.v[i] * (ms / 1000.0)
def distance(self, p):
d = 0.0
for x1, x2 in zip(self.s, p.s):
d += abs(x1 - x2) ** 2.0
return d ** 0.5
def random_particles(n):
particles = []
for i in range(n):
inserted = False
while not inserted:
np = Particle(i)
for p in particles:
if p.distance(np) < p.r + np.r:
break
else:
inserted = True
particles.append(np)
return particles
def dot_product(v1, v2):
r = 0.0
for a, b in zip(v1, v2):
r += a * b
return r
def scalar_product(v, n):
return [i * n for i in v]
def normalize(v):
m = 0.0
for spam in v:
m += spam ** 2.0
m = m ** 0.5
return [spam / m for spam in v]
def main():
# UI things
pygame.init()
windowSurface = pygame.display.set_mode(SIZE, 0, 32)
pygame.display.set_caption("Collisions 2D")
mainClock = pygame.time.Clock()
particles = random_particles(BALLS)
end = False
while not end:
t = mainClock.tick(MAX_FPS)
handle_events()
### Compute cycle ###
# Particles collision
for i, p1 in enumerate(particles):
for p2 in particles[i + 1:]:
d = p1.distance(p2)
if (d <= p1.r + p2.r):
N = normalize([p1.s[0] - p2.s[0], p1.s[1] - p2.s[1]])
d1 = 1.1 * ((p1.r + p2.r - d) * p2.m) / (p1.m + p2.m)
d2 = 1.1 * ((p1.r + p2.r - d) * p1.m) / (p1.m + p2.m)
p1.s[0] += N[0] * d1
p1.s[1] += N[1] * d1
p2.s[0] -= N[0] * d2
p2.s[1] -= N[1] * d2
T = [-N[1], N[0]]
v1n = dot_product(N, p1.v)
v1t = dot_product(T, p1.v)
v2n = dot_product(N, p2.v)
v2t = dot_product(T, p2.v)
u1n = v1n
v1n = ((v1n * (p1.m - p2.m) + 2.0 * p2.m * v2n) / (p1.m +
p2.m))
v2n = ((v2n * (p2.m - p1.m) + 2.0 * p1.m * u1n) / (p2.m +
p1.m))
vn = scalar_product(N, v1n)
vt = scalar_product(T, v1t)
p1.v = [a + b for a, b in zip(vn, vt)]
vn = scalar_product(N, v2n)
vt = scalar_product(T, v2t)
p2.v = [a + b for a, b in zip(vn, vt)]
# Bounce on edges
for p in particles:
for i in range(2): # For every dimension (2)
if p.s[i] < p.r and p.v[i] < 0:
p.v[i] = -p.v[i]
elif p.s[i] + p.r > SIZE[i] and p.v[i] > 0:
p.v[i] = -p.v[i]
for p in particles:
p.move(t)
#### Draw cycle ####
windowSurface.fill((200, 200, 255))
for p in particles:
c = 256 - p.m
pygame.draw.circle(
windowSurface, (c, c, c), map(int, p.s), int(p.r))
pygame.display.update()
terminate() # Quit PyGame and Python
def handle_events():
for event in pygame.event.get():
if event.type == QUIT:
terminate()
elif event.type == KEYDOWN:
if event.key in (K_ESCAPE, K_q):
terminate()
def terminate():
pygame.quit()
sys.exit()
if __name__ == '__main__':
main()