Esempio n. 1
0
    void checkWallCollision(Object3d obj, Wall wall, double elapsed) {
      if (testBallWallCollision(obj, wall)) {

        // Make the ball reflect off of the wall
        Number3d dir = wallDirection(wall);
        dir.normalize();

        float objDot = Number3d.dot(obj.velocity(), dir);
        dir.multiply(objDot);
        dir.multiply(2f);
        obj.velocity().subtract(dir);

        Object3d.applyImpactCORSolid(obj);
      }
    }
  @Override
  public void onSensorChanged(SensorEvent event) {
    if (event.sensor.getType() != Sensor.TYPE_ACCELEROMETER) return;

    // low-pass filter to make the movement more stable
    mAccVals.x =
        (float) (-event.values[1] * FILTERING_FACTOR + mAccVals.x * (1.0 - FILTERING_FACTOR));
    mAccVals.y =
        (float) (event.values[0] * FILTERING_FACTOR + mAccVals.y * (1.0 - FILTERING_FACTOR));

    scene.camera().position.x = mAccVals.x * .2f;
    scene.camera().position.y = mAccVals.y * .2f;

    scene.camera().target.x = -scene.camera().position.x;
    scene.camera().target.y = -scene.camera().position.y;
  }
Esempio n. 3
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 // Returns whether two balls are colliding
 boolean testBallBallCollision(Object3d obj1, Object3d obj2) {
   // Check whether the balls are close enough
   float r = obj1.radius() + obj2.radius();
   Number3d obj1Clone = Number3d.subtract(obj1.position(), obj2.position());
   obj1Clone.subtract(obj2.position());
   if (obj1Clone.magnitudeSquared() < r * r) {
     // Check whether the balls are moving toward each other
     Number3d netVelocity = Number3d.subtract(obj1.velocity(), obj2.velocity());
     Number3d displacement = Number3d.subtract(obj1.position(), obj2.position());
     return Number3d.dot(netVelocity, displacement) < 0;
   } else return false;
 }
Esempio n. 4
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    boolean testBallWallCollision(Object3d obj, Wall wall) {
      Number3d dir = wallDirection(wall);
      // Check whether the ball is far enough in the "dir" direction, and whether
      // it is moving toward the wall

      switch (wall) {
        case WALL_BOTTOM:
          return obj.position().y < PERIM_BOTTOM && Number3d.dot(obj.velocity(), dir) > 0;
        case WALL_TOP:
          return obj.position().y > PERIM_TOP && Number3d.dot(obj.velocity(), dir) > 0;
        case WALL_LEFT:
          return obj.position().x < PERIM_LEFT && Number3d.dot(obj.velocity(), dir) > 0;
        case WALL_RIGHT:
          return obj.position().x > PERIM_RIGHT && Number3d.dot(obj.velocity(), dir) > 0;
        case WALL_NEAR:
          return obj.position().z > PERIM_NEAR && Number3d.dot(obj.velocity(), dir) > 0;
        case WALL_FAR:
          return obj.position().z < PERIM_FAR && Number3d.dot(obj.velocity(), dir) > 0;
      }
      return false;
    }
Esempio n. 5
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    // Handles all ball-ball collisions
    void handleBallBallCollisions() {

      for (int i = 0; i < _scene.numChildren(); i++)
        for (int j = 0; j < _scene.numChildren(); j++) {

          if (i == j) continue;

          Object3d b1 = _scene.getChildAt(i);
          Object3d b2 = _scene.getChildAt(j);

          // if (b1 == _room || b2 == _room)
          // continue;

          if (testBallBallCollision(b1, b2)) {
            // Make the balls reflect off of each other

            Number3d displacement = Number3d.subtract(b1.position(), b2.position());
            displacement.normalize();
            float objDot = Number3d.dot(b1.velocity(), displacement);
            displacement.multiply(objDot);
            displacement.multiply(2f);
            b1.velocity().subtract(displacement);

            displacement = Number3d.subtract(b1.position(), b2.position());
            displacement.normalize();
            objDot = Number3d.dot(b2.velocity(), displacement);
            displacement.multiply(objDot);
            displacement.multiply(2f);
            b2.velocity().subtract(displacement);
          }
        }
    }