Vec calc_collide_power(Ball p1, Ball p2, double dist) { if (dist > radius * 2) return new Vec(); // Friday, August 29, 2008 15:26:33: stickiness bug fix Vec speed_diff = p2.speed.sub(p1.speed); double force = 1000 * (dist - radius * 2); Vec npos1 = p1.pos.div(dist); // normalized Vec npos2 = p2.pos.div(dist); force += 10 * speed_diff.dot_mult(npos2.sub(npos1)); Vec ans = npos2.sub(npos1).mult(force); return ans; /* colide_power_x=force*(x2-x1)/dist; colide_power_y=force*(y2-y1)/dist;*/ }
Vec calc_spring_power(Ball p1, Ball p2) { double dist = p1.pos.calc_dist(p2.pos); // if (abs(dist-STRING_LEN)<.1) // return; Vec speed_diff = p2.speed.sub(p1.speed); double force = 1000 * (dist - STRING_LEN); Vec npos1 = p1.pos.div(dist); // normalized Vec npos2 = p2.pos.div(dist); force += 100 * speed_diff.dot_mult(npos2.sub(npos1)); Vec ans = npos2.sub(npos1).mult(force); return ans; // force*=force; // colide_power_x=(x2-x1)/dist*force; // colide_power_y=(y2-y1)/dist*force; }