我正在研究台球在相互碰撞中的简单行为。一切正常,但是面对几个轻松的球时,有一个问题是耦合球的效果,它们彼此很酷。告诉我如何防止这种情况。
bool MGBilliard::CollisingBall(CCPoint curr_point, CCPoint next_point)
{
float dx = next_point.x - (curr_point.x + dvdt.x);
float dy = next_point.y - (curr_point.y - dvdt.y);
float d = dx*dx+dy*dy;
return d <= BALL_RADIUS * BALL_RADIUS;
}
double MGBilliard::angleCollisionBalls(Ball* current, Ball* next)
{
double na;
double dx = fabs(next->location.x - current->location.x);
double dy = fabs(next->location.y - current->location.y);
na = atan(fabs(dy/dx));
if(atan(fabs(current->location.y/current->location.x)) < atan(fabs(next->location.y/next->location.x)))
na = current->angle - na;
else if(atan(fabs(current->location.y/current->location.x)) > atan(fabs(next->location.y/next->location.x)))
na = current->angle + na;
return na;
}
for(unsigned int i = 0;i<BALL_COUNT;++i)
{
if(vBalls[i]->speed > 0){
vBalls[i]->speed += vBalls[i]->acceleration;
float dsdt = vBalls[i]->speed*dt;
dvdt.x = dsdt*cos(vBalls[i]->angle);
dvdt.y = dsdt*sin(vBalls[i]->angle);
vBalls[i]->location.x += dvdt.x;
vBalls[i]->location.y += dvdt.y;
for(unsigned int j = 1; j < BALL_COUNT; ++j)
{
if(i == j) continue;
if(CollisingBall(vBalls[i]->spriteBall->getPosition(),vBalls[j]->spriteBall->getPosition()))
{
vBalls[j]->speed = 600;
double angle;
angle = angleCollisionBalls(vBalls[i],vBalls[j]);
vBalls[i]->angle = (float)-angle;
vBalls[j]->angle = (float)angle;
}
}
}
}