I know how to calculate the scalar of the velocity vector after a collision with 2 circles (as per this link: https://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-the-basics-and-impulse-resolution--gamedev-6331)
These circles cannot rotate and do not have friction but can have different masses, however I cannot seem to find out any way to find the unit vector that I need to multiply the scalar of velocity by to get the new velocity of the particles after the collision.
I also know how to check if 2 circles are colliding.
Also, I am only dealing with this in a purely "maths-sense" (ie. the circles have a center and a radius), and would like to know how I can represent these circles on the screen in python 3.0.
The vector class:
class Vector():
def __init__(self,x,y):
self.x = x
self.y = y
def add(self, newVector):
return Vector(self.x+newVector.x, self.y+newVector.y)
def subtract(self,newVector):
return Vector(self.x-newVector.x, self.y-newVector.y)
def equals(self, newVector):
return Vector(newVector.x,newVector.y)
def scalarMult(self, scalar):
return Vector(self.x*scalar, self.y*scalar)
def dotProduct(self, newVector):
return (self.x*newVector.x)+(self.y*newVector.y
def distance(self):
return math.sqrt((self.x)**2 +(self.y)**2)
The circle class:
class Particles():
def __init__(self,currentPos, oldPos, accel, dt,mass, center, radius):
self.currentPos = currentPos
self.oldPos = oldPos
self.accel = accel
self.dt = dt
self.mass = mass
self.center = center
self.radius = radius
def doVerletPosition(currentPos, oldPos, accel, dt):
a = currentPos.subtract(oldPos)
b = currentPos.add(a)
c = accel.scalarMult(dt)
d = c.scalarMult(dt)
return d.add(b)
def doVerletVelocity(currentPos, oldPos, dt):
deltaD = (currentPos.subtract(oldPos))
return deltaD.scalarMult(1/dt)
def collisionDetection(self, center, radius):
xCenter = (self.radius).xComponent()
yCenter = (self.radius).yComponent()
xOther = radius.xComponent()
yOther = radius.yComponent()
if ((xCenter - xOther)**2 + (yCenter-yOther)**2 < (self.radius + radius)**2):
return True
else:
return False
I do know about AABBs, but I am only using around 10 particles for now, and AABBs are not necessary now.