Пример #1
0
  Vec vec_by_mouse(int x, int y) {
    Vec ans = new Vec();
    ans.x = (x - dim.width / 2.) / size;
    ans.y = -(y - dim.height / 2.) / size;

    return ans;
  }
Пример #2
0
 Vec wall_power(Ball p) {
   Vec ans = new Vec();
   is_colide = false;
   ans.x = wall_power2(p.pos.x);
   ans.y = wall_power2(p.pos.y);
   if (is_colide) ans.sub_to(p.speed.mult(10));
   return ans;
 }
Пример #3
0
  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;*/

  }
Пример #4
0
  void animate() {
    dim = getSize();
    size = (int) (Math.min(dim.height, dim.width) / 2.2);
    timer.tell_time();
    if (timer.time_diff == 0) return; // not enought time has passed, dont animate-crach fix
    dragged_speed = dragged_vec.sub(last_dragged_vec).div(timer.time_diff);
    last_dragged_vec = dragged_vec;
    if (dragged_ball != -1) {
      balls.get2(dragged_ball).pos = dragged_vec.add(find_offset).trim(-1, 1);
      balls.get2(dragged_ball).speed = dragged_speed;
    }

    balls = new WorldAnimate().calc_new_frame(balls, springs, RADIUS, timer);
  }
Пример #5
0
  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;

  }
Пример #6
0
 int find_ball(Vec v) {
   int num_balls = balls.size();
   for (int i = 0; i < num_balls; i++) {
     Ball p = balls.get2(i);
     double dist = v.calc_dist(p.pos);
     if (dist < RADIUS) {
       //		    printf("found ball %d\n",i);
       find_offset = p.pos.sub(dragged_vec);
       // last_dragged_vec=v;
       return i;
     }
   }
   return -1;
 }
Пример #7
0
 Vec mult(double scalar) {
   Vec ans = new Vec();
   ans.x = x * scalar;
   ans.y = y * scalar;
   return ans;
 }
Пример #8
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 Vec sub(Vec right) {
   Vec ans = new Vec();
   ans.x = x - right.x;
   ans.y = y - right.y;
   return ans;
 }
Пример #9
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 Vec add(Vec right) {
   Vec ans = new Vec();
   ans.x = x + right.x;
   ans.y = y + right.y;
   return ans;
 }
Пример #10
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 Vec div(double a) {
   Vec ans = new Vec();
   ans.x = x / a;
   ans.y = y / a;
   return ans;
 }