// A function to rotate a vector public void rotateVector(PVector v, float theta) { float m = v.mag(); float a = v.heading2D(); a += theta; v.x = m * PApplet.cos(a); v.y = m * PApplet.sin(a); }
public void checkCollision(Paddle[] pads) { // check against walls if (y >= height || y < 0) { speed.y *= -1; } if (x >= width) { restart(); paddles[1].addPoint(); timer = 40; } if (x < 0) { restart(); paddles[0].addPoint(); timer = 40; } // check against paddles for (int i = 0; i < pads.length; i++) { if (x > pads[i].x - (pads[i].w / 2) && x < pads[i].x + (pads[i].w / 2) && y > pads[i].y - (pads[i].h / 2) && y < pads[i].y + (pads[i].h / 2)) { speed.x *= -1; float friction = 0.5f; println(pads[i].vel.y); speed.y += friction * pads[i].vel.y; } } }
public void update(float newY) { y = newY; vel.x = x - px; vel.y = y - py; px = x; py = y; }
// Method to update location public void update() { // Update velocity vel.add(acc); // Limit speed vel.limit(maxspeed); loc.add(vel); // Reset accelertion to 0 each cycle acc.mult(0); }
public PVector getSmoothedVelocity() { PVector total = new PVector(0, 0, 0); for (int i = 0; i < buffer.length; i++) { total.x += buffer[i].x; total.y += buffer[i].y; total.z += buffer[i].z; } PVector smthd = new PVector(total.x / buffer.length, total.y / buffer.length, total.z / buffer.length); return smthd; }
// Function to update location public void update() { // As long as we aren't dragging the pendulum, let it swing! if (!dragging) { float G = 0.4f; // Arbitrary universal gravitational constant theta_acc = (-1 * G / r) * sin( theta); // Calculate acceleration (see: // http://www.myphysicslab.com/pendulum1.html) theta_vel += theta_acc; // Increment velocity theta_vel *= damping; // Arbitrary damping theta += theta_vel; // Increment theta } loc.set(r * sin(theta), r * cos(theta), 0); // Polar to cartesian conversion loc.add(origin); // Make sure the location is relative to the pendulum's origin }
public void draw() { stroke(0, 0, 0); change = round(random(1, 10)); if (change == 10) { direction = round(random(0, 8)); point(pointX, pointY); point(pointX + 1, pointY + 1); point(pointX - 1, pointY - 1); point(pointX - 1, pointY + 1); point(pointX + 1, pointY - 1); stroke(200, 200, 200); point(pointX + 1, pointY); point(pointX - 1, pointY); point(pointX, pointY + 1); point(pointX, pointY - 1); stroke(0, 0, 0); } if (direction == 1) { speed.set(0, -1, 0); } if (direction == 2) { speed.set(1, 0, 0); } if (direction == 3) { speed.set(0, 1, 0); } if (direction == 4) { speed.set(-1, 0, 0); } if (direction == 5) { speed.set(-1, -1, 0); } if (direction == 6) { speed.set(1, 1, 0); } if (direction == 7) { speed.set(-1, 1, 0); } if (direction == 8) { speed.set(1, -1, 0); } if (pointX == width) { pointX = 1; } if (pointX == 0) { pointX = width - 1; } if (pointY == height) { pointY = 1; } if (pointY == 0) { pointY = height - 1; } pointX = pointX + speed.x; pointY = pointY + speed.y; point(pointX, pointY); }
// Constructor initialize all values Boid(PVector l, float ms, float mf) { loc = l.get(); r = 4.0f; maxspeed = ms; maxforce = mf; acc = new PVector(0, 0); vel = new PVector(maxspeed, 0); }
public void updateAll(PVector newPos) { // update current joint position currentPos = newPos; // map velocity to depth image size - I can't find how to get the depth of this context velocity.x = map(newPos.x - prevPos.x, -context.depthWidth(), context.depthWidth(), -1, 1); velocity.y = map(newPos.y - prevPos.y, -context.depthHeight(), context.depthHeight(), -1, 1); velocity.z = newPos.z - prevPos.z; // overwrite the circular buffer buffer[bufferIndex] = velocity; // and incrememnt the buffer index bufferIndex++; if (bufferIndex >= buffer.length) { bufferIndex = 0; } prevPos = newPos; smoothedVelocity = getSmoothedVelocity(); }
/** * Given two points p1, p2 and a line passing through a,b check whether p1 and p2 are on the * same side of the line. In our case a,b are characters and p1, p2 are cameras */ public boolean isInSameHalfPlane(PVector p1, PVector p2, PVector a, PVector b) { PVector copyP1 = new PVector(p1.x, p1.y, p1.z); PVector copyP2 = new PVector(p2.x, p2.y, p2.z); PVector copyA = new PVector(a.x, a.y, a.z); PVector copyB = new PVector(b.x, b.y, b.z); copyB.sub(copyA); copyP1.sub(copyA); copyP2.sub(copyA); PVector p1a = copyB.cross(copyP1); PVector p2a = copyB.cross(copyP2); if (p1a.dot(p2a) > 0) { return true; } return false; }
public void mouseDragged() { if (paused) { ArrayList objects = timeline.getStatefulObjects(); for (int i = 0; i < objects.size(); i++) { CelestialObject obj = (CelestialObject) objects.get(i); if (obj.isMouseOver()) { dragging = true; PVector pos = obj.getPosition(); pos.x = mouseX; pos.y = mouseY; timeline.reset(); timeline.setCurrentState(objects); sliderTimeline.setValue(0); break; } } } }
public void wallCollisions() { // x if (x > (bounds.x / 2)) { velocity.x *= -1; // velocity.x *= damping; } if (x < -(bounds.x / 2)) { velocity.x *= -1; // velocity.x *= damping; } // y if (g) { velocity.y += gravity; if (y > bounds.y / 2) { velocity.y *= -0.95f; y = bounds.y / 2; } } else { if (y > (bounds.y / 2)) { velocity.y *= -1; velocity.y *= damping; } if (y < -(bounds.y / 2)) { velocity.y *= -1; velocity.y *= damping; } } // z if (z > (bounds.z / 2)) { velocity.z *= -1; // velocity.z *= damping; } if (z < -(bounds.z / 2)) { velocity.z *= -1; // velocity.z *= damping; } }
public void drag() { // If we are draging the ball, we calculate the angle between the // pendulum origin and mouse location // we assign that angle to the pendulum if (dragging) { PVector diff = PVector.sub(origin, new PVector(mouseX, mouseY)); // Difference between 2 points theta = atan2(-1 * diff.y, diff.x) - radians(90); // Angle relative to vertical axis } }
public boolean isInView(PVector vect) { PVector z = getZAxis(); PVector v1 = PVector.sub(vect, getTranslation()); float dotP = PVector.dot(v1, z) / (z.mag() * v1.mag()); if ((acos(dotP) * 180 / PI) <= fov) { return true; } return false; }
// This constructor could be improved to allow a greater variety of pendulums Pendulum(PVector origin_, float r_) { // Fill all variables origin = origin_.get(); r = r_; theta = 0.0f; // calculate the location of the ball using polar to cartesian conversion float x = r * sin(theta); float y = r * cos(theta); loc = new PVector(origin.x + x, origin.y + y); theta_vel = 0.0f; theta_acc = 0.0f; damping = 0.995f; // Arbitrary damping ballr = 16.0f; // Arbitrary ball radius }
public void calculateForces(ArrayList objects) { for (int i = 0; i < objects.size(); i++) { CelestialObject obj = (CelestialObject) objects.get(i); ArrayList forces = obj.getForces(); float totalForceX = 0; float totalForceY = 0; for (int j = 0; j < forces.size(); j++) { totalForceX += ((PVector) forces.get(j)).x; totalForceY += ((PVector) forces.get(j)).y; } PVector newAccel = new PVector(totalForceX / obj.getMass(), totalForceY / obj.getMass()); obj.setAcceleration(newAccel); } for (int i = 0; i < objects.size(); i++) { CelestialObject obj1 = (CelestialObject) objects.get(i); float forceX = 0; float forceY = 0; obj1.clearForces(); if (obj1.getClass() == Star.class) { println(obj1.getVelocity()); continue; } for (int j = 0; j < objects.size(); j++) { CelestialObject obj2 = (CelestialObject) objects.get(j); if (i == j) continue; PVector pvDistance = PVector.sub(obj2.getPosition(), obj1.getPosition()); // println("distance: x:" + pvDistance.x + " y:" + pvDistance.y); float distance = sqrt(sq(pvDistance.y) + sq(pvDistance.x)); float angle = degrees(atan2(pvDistance.y, pvDistance.x)); float force = (G * obj1.getMass() * obj2.getMass()) / sq(distance); forceX = force * cos(radians(angle)); forceY = force * sin(radians(angle)); // println("FORCES on " + obj1.getName() + ":" + forceX + "," + forceY); obj1.addForce(new PVector(forceX, forceY)); println(); } } }
public void render() { // Draw a triangle rotated in the direction of velocity float theta = vel.heading2D() + PApplet.radians(90); fill(100); stroke(0); pushMatrix(); translate(loc.x, loc.y); rotate(theta); beginShape(PConstants.TRIANGLES); vertex(0, -r * 2); vertex(-r, r * 2); vertex(r, r * 2); endShape(); if (debug) { stroke(50); line(0, 0, 0, -sight); } popMatrix(); }
public void checkThirtyDegreeRule( ArrayList<Cam> cameras, ArrayList<Character> characters, int selectedIdx) { if (cameras == null || cameras.isEmpty()) { println("No cameras in the scene!"); } if (characters.size() != 2) { println("Only two characters supported for now"); // TODO (sanjeet): Hack! Fix this once more characters are allowed } Cam selectedCamera = cameras.get(selectedIdx); // TODO The characters.get results in a runtime error because there aren't currently any // characters allocated in the input file. Character ch1 = characters.get(0); Character ch2 = characters.get(1); // Obtaining (x,y,z) for characters and selected camera PVector ch1Location = ch1.getTranslation(); PVector ch2Location = ch2.getTranslation(); PVector selectedCameraLocation = selectedCamera.getTranslation(); PVector cameraPoint = new PVector(); cameraPoint.add(selectedCameraLocation); for (int i = 0; i < 100; i++) { cameraPoint.add(selectedCamera.getZAxis()); } PVector intersection = getTwoLinesIntersection( new PVector(ch1Location.x, ch1Location.z), new PVector(ch2Location.x, ch2Location.z), new PVector(selectedCameraLocation.x, selectedCameraLocation.z), new PVector(cameraPoint.x, cameraPoint.z)); PVector diff = PVector.sub(selectedCameraLocation, intersection); diff.normalize(); FloatBuffer fb = selectedCamera.modelViewMatrix; float[] mat = fb.array(); float[] fbMatrix = new float[mat.length]; for (int i = 0; i < fbMatrix.length; i++) { fbMatrix[i] = mat[i]; } fbMatrix[0] = -diff.x; fbMatrix[1] = diff.y; fbMatrix[2] = -diff.z; fbMatrix[9] = diff.x; fbMatrix[10] = diff.y; fbMatrix[11] = diff.z; fbMatrix[13] = intersection.x; fbMatrix[14] = intersection.y; fbMatrix[15] = intersection.z; PMatrix3D matrix = new PMatrix3D(); matrix.set(fbMatrix); matrix.transpose(); pushMatrix(); applyMatrix(matrix); rotateY(radians(30)); line(0, 0, 0, 0, 0, 1000); rotateY(radians(-2 * 30)); line(0, 0, 0, 0, 0, 1000); popMatrix(); for (int i = 0; i < cameras.size(); i++) { if (i == selectedIdx) { continue; } if (!cameras.get(i).isInView(ch1Location) && !cameras.get(i).isInView(ch2Location)) { continue; } PVector currCamLocation = cameras.get(i).getTranslation(); PVector vect1 = PVector.sub(currCamLocation, intersection); PVector vect2 = PVector.sub(selectedCameraLocation, intersection); float dotP = vect1.dot(vect2) / (vect1.mag() * vect2.mag()); if (acos(dotP) <= PI / 6) { cameras.get(i).setColor(255, 0, 0); } else { cameras.get(i).setColor(0, 0, 255); } } }
public void avoid(ArrayList obstacles) { // Make a vector that will be the position of the object // relative to the Boid rotated in the direction of boid's velocity PVector closestRotated = new PVector(sight + 1, sight + 1); float closestDistance = 99999; Obstacle avoid = null; // Let's look at each obstacle for (int i = 0; i < obstacles.size(); i++) { Obstacle o = (Obstacle) obstacles.get(i); float d = PVector.dist(loc, o.loc); PVector dir = vel.get(); dir.normalize(); PVector diff = PVector.sub(o.loc, loc); // Now we use the dot product to rotate the vector that points from boid to obstacle // Velocity is the new x-axis PVector rotated = new PVector(diff.dot(dir), diff.dot(getNormal(dir))); // Is the obstacle in our path? if (PApplet.abs(rotated.y) < (o.radius + r)) { // Is it the closest obstacle? if ((rotated.x > 0) && (rotated.x < closestRotated.x)) { closestRotated = rotated; avoid = o; } } } // Can we actually see the closest one? if (PApplet.abs(closestRotated.x) < sight) { // The desired vector should point away from the obstacle // The closer to the obstacle, the more it should steer PVector desired = new PVector(closestRotated.x, -closestRotated.y * sight / closestRotated.x); desired.normalize(); desired.mult(closestDistance); desired.limit(maxspeed); // Rotate back to the regular coordinate system rotateVector(desired, vel.heading2D()); // Draw some debugging stuff if (debug) { stroke(0); line(loc.x, loc.y, loc.x + desired.x * 10, loc.y + desired.y * 10); avoid.highlight(true); } // Apply Reynolds steering rules desired.sub(vel); desired.limit(maxforce); acc.add(desired); } }
// Wraparound public void borders() { if (loc.x < -r) loc.x = width + r; if (loc.y < -r) loc.y = height + r; if (loc.x > width + r) loc.x = -r; if (loc.y > height + r) loc.y = -r; }
public void setAcceleration(PVector acceleration) { this.acceleration = acceleration; velocity.add(acceleration); position.add(velocity); }