Angle Collisions
#22
Aha! again, I modified the Function to count how many points of a line segment are in a circle. Then I use the line segment with the highest point count. That seems to keep the circle inside the boundaries but I've seen it get stuck in a little indentation where the angle reflection from both walls are don't change enough to work it's way out.

Updated function that counts the number of points a segment has inside a circle:
Code: (Select All)
Function lineSegIntersectCircle (x1, y1, x2, y2, cx, cy, r)
    ' x1, y1 and x2, y2  are end points of line segment
    ' cx, cy are circle center with radius r
    Dim rtn, d, dx, dy, i, x, y
    d = Sqr((x1 - x2) ^ 2 + (y1 - y2) ^ 2)
    dx = (x2 - x1) / d
    dy = (y2 - y1) / d
    For i = 0 To d
        x = x1 + dx * i
        y = y1 + dy * i
        If Sqr((x - cx) ^ 2 + (y - cy) ^ 2) <= r Then rtn = rtn + 1
    Next
    lineSegIntersectCircle = rtn
End Function

So now the circle bouncing code looks like this:
Code: (Select All)
Option _Explicit
_Title "James Random Container 3" ' b+ 2022-10-17
' Modify the lineSegIntersectCircle function to count number of points intersecting
' if more than one line segment do the one with the most points   Yes! works better.
' Still can get a point stuck but it doesn't fly out of bounds.

Screen _NewImage(800, 680, 32)
_ScreenMove 250, 50
Randomize Timer
_PrintMode _KeepBackground
Type lineSegment
    As Single x1, y1, x2, y2, dN ' 2 end points and an angle pointing towards center (I think)
End Type

' mod RegularPoly to save lines created by
Dim cx, cy, x1, y1, flag, x2, y2 ' building container
Dim As _Unsigned Long c1
Dim As Long NLines, L, Container
ReDim Boundaries(1 To 100) As lineSegment
cx = _Width / 2: cy = _Height / 2 + 40
c1 = _RGB32(0, 150, 85) ' minty green background out of bounds
Cls
x1 = 50
y1 = 50
flag = 0
While flag = 0
    x2 = (Rnd * 80) + 80 + x1
    If x2 > 750 Then
        x2 = 750
        flag = 1
    End If
    y2 = Rnd * 60 + 20
    Line (x1, y1)-(x2, y2), c1
    NLines = NLines + 1
    Boundaries(NLines).x1 = x1: Boundaries(NLines).y1 = y1
    Boundaries(NLines).x2 = x2: Boundaries(NLines).y2 = y2
    Boundaries(NLines).dN = DAtan2(x1, y1, x2, y2) + 90 ' the angle x2, y2 is to x1, y1 + 90 points inward
    x1 = x2
    y1 = y2
Wend

flag = 0
While flag = 0
    y2 = (Rnd * 80) + 80 + y1
    If y2 > 550 Then
        y2 = 550
        flag = 1
    End If
    x2 = 750 - (Rnd * 60 + 20)
    Line (x1, y1)-(x2, y2), c1
    NLines = NLines + 1
    Boundaries(NLines).x1 = x1: Boundaries(NLines).y1 = y1
    Boundaries(NLines).x2 = x2: Boundaries(NLines).y2 = y2
    Boundaries(NLines).dN = DAtan2(x1, y1, x2, y2) + 90 ' the angle x2, y2 is to x1, y1 + 90 points inward
    x1 = x2
    y1 = y2
Wend

flag = 0
While flag = 0
    x2 = x1 - ((Rnd * 80) + 80)
    If x2 < 50 Then
        x2 = 50
        flag = 1
    End If
    y2 = 550 - (Rnd * 60 + 20)
    Line (x1, y1)-(x2, y2), c1
    NLines = NLines + 1
    Boundaries(NLines).x1 = x1: Boundaries(NLines).y1 = y1
    Boundaries(NLines).x2 = x2: Boundaries(NLines).y2 = y2
    Boundaries(NLines).dN = DAtan2(x1, y1, x2, y2) + 90 ' the angle x2, y2 is to x1, y1 + 90 points inward
    x1 = x2
    y1 = y2
Wend

flag = 0
While flag = 0
    y2 = y1 - ((Rnd * 80) + 80)
    If y2 < 50 Then
        y2 = 50
        flag = 1
    End If
    x2 = Rnd * 60 + 20
    If flag = 1 Then x2 = 50
    Line (x1, y1)-(x2, y2), c1
    NLines = NLines + 1
    Boundaries(NLines).x1 = x1: Boundaries(NLines).y1 = y1
    Boundaries(NLines).x2 = x2: Boundaries(NLines).y2 = y2
    Boundaries(NLines).dN = DAtan2(x1, y1, x2, y2) + 90 ' the angle x2, y2 is to x1, y1 + 90 points inward
    x1 = x2
    y1 = y2
Wend
Paint (1, 1), c1, c1
Locate 37, 1
Print "  Yellow = the angle of ball heading towards line."
Print "  Blue = angle perpendicular (normal) to boundary line."
Print "  White = angle of refelection off line."
Container = _NewImage(_Width, _Height, 32)
_PutImage , 0, Container

Dim bx, by, ba, br, bspeed, diff, test, saveL, hits ' now for bouncing circles around
bx = cx: by = cy: bspeed = 5
br = 15 ' make ball radius (br) at least 2* speed
ba = Rnd * 360 ' setup up ball in middle of screen/container random heading = ba (ball angle)

' ok just bounce ball around the polygon container
Do
    _PutImage , Container, 0
    Circle (bx, by), br ' draw ball then calc next loaction
    bx = bx + bspeed * CosD(ba) ' test x, y is new ball position if dont run into wall
    by = by + bspeed * SinD(ba)
    hits = 0: saveL = 0
    For L = 1 To NLines ' get line segment with highest hit count if any
        test = lineSegIntersectCircle(Boundaries(L).x1, Boundaries(L).y1, Boundaries(L).x2, Boundaries(L).y2, bx, by, br)
        If test > hits Then saveL = L: hits = test
    Next
    ' probably should back it up before processing bounce
    If hits Then ' backup circle
        Sound 1000, .5
        While lineSegIntersectCircle(Boundaries(saveL).x1, Boundaries(saveL).y1, Boundaries(saveL).x2, Boundaries(saveL).y2, bx, by, br) ' back up circle
            bx = bx + CosD(ba - 180)
            by = by + SinD(ba - 180)
        Wend
        _PutImage , Container, 0 ' show circle hit on boundary
        Circle (bx, by), br

        ' Yellow arrow for incoming towards boundary (I reversed the head of arrow to compare to reflection angle)
        ArrowTo bx + 3 * br * CosD(ba + 180), by + 3 * br * SinD(ba + 180), ba, 3 * br, &HFFFFFF00

        ' Blue Vector Perpendicular to plane
        ArrowTo bx, by, Boundaries(saveL).dN, 5 * br, &HFF0000FF

        ' Reflected ball off line
        diff = Boundaries(saveL).dN - ba + 180
        ba = Boundaries(saveL).dN + diff ' >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> new direction
        ArrowTo bx, by, ba, 3 * br, &HFFFFFFFF

        _Display
        _Delay .5
    End If

    _Display
    _Limit 300
Loop Until _KeyDown(27)

' return count of how many points overlap segment
Function lineSegIntersectCircle (x1, y1, x2, y2, cx, cy, r)
    ' x1, y1 and x2, y2  are end points of line segment
    ' cx, cy are circle center with radius r
    Dim rtn, d, dx, dy, i, x, y
    d = Sqr((x1 - x2) ^ 2 + (y1 - y2) ^ 2)
    dx = (x2 - x1) / d
    dy = (y2 - y1) / d
    For i = 0 To d
        x = x1 + dx * i
        y = y1 + dy * i
        If Sqr((x - cx) ^ 2 + (y - cy) ^ 2) <= r Then rtn = rtn + 1
    Next
    lineSegIntersectCircle = rtn
End Function

' use angles in degrees units instead of radians (converted inside sub)
Function CosD (degrees)
    ' Note this function uses whatever the default type is, better not be some Integer Type.
    CosD = Cos(_D2R(degrees))
End Function

' use angles in degrees units instead of radians (converted inside sub)
Function SinD (degrees)
    ' Note this function uses whatever the default type is, better not be some Integer Type.
    SinD = Sin(_D2R(degrees))
End Function

' use angles in degrees units instead of radians (converted inside sub)
Function DAtan2 (x1, y1, x2, y2) ' The angle in degrees a 2nd point (x2, y2)  makes to a first point (x1, y1)
    ' Note this function uses whatever the default type is, better not be some Integer Type.
    ' Delta means change between 1 measure and another for example x2 - x1
    Dim deltaX, deltaY, rtn
    deltaX = x2 - x1
    deltaY = y2 - y1
    '  To find the angle point(x2, y2) makes to (x1, y1) in Degrees
    ' Take DegreeAngle = DAtan2(y2 - y1, x2 - x1)
    rtn = _R2D(_Atan2(deltaY, deltaX))
    If rtn < 0 Then DAtan2 = rtn + 360 Else DAtan2 = rtn
End Function

' use angles in degrees units instead of radians (converted inside sub)
Sub ArrowTo (BaseX As Long, BaseY As Long, dAngle As Double, lngth As Long, colr As _Unsigned Long)
    Dim As Long x1, y1, x2, y2, x3, y3
    Dim As Double rAngle
    rAngle = _D2R(dAngle)
    x1 = BaseX + lngth * Cos(rAngle)
    y1 = BaseY + lngth * Sin(rAngle)
    x2 = BaseX + .8 * lngth * Cos(rAngle - _Pi(.05))
    y2 = BaseY + .8 * lngth * Sin(rAngle - _Pi(.05))
    x3 = BaseX + .8 * lngth * Cos(rAngle + _Pi(.05))
    y3 = BaseY + .8 * lngth * Sin(rAngle + _Pi(.05))
    Line (BaseX, BaseY)-(x1, y1), colr
    Line (x1, y1)-(x2, y2), colr
    Line (x1, y1)-(x3, y3), colr
End Sub
b = b + ...
Reply


Messages In This Thread
Angle Collisions - by james2464 - 10-15-2022, 01:39 AM
RE: Angle Collisions - by bplus - 10-15-2022, 02:16 AM
RE: Angle Collisions - by james2464 - 10-15-2022, 04:01 AM
RE: Angle Collisions - by James D Jarvis - 10-15-2022, 10:39 PM
RE: Angle Collisions - by Pete - 10-15-2022, 10:46 PM
RE: Angle Collisions - by James D Jarvis - 10-15-2022, 11:24 PM
RE: Angle Collisions - by james2464 - 10-16-2022, 12:17 AM
RE: Angle Collisions - by OldMoses - 10-16-2022, 01:14 PM
RE: Angle Collisions - by james2464 - 10-16-2022, 07:11 PM
RE: Angle Collisions - by OldMoses - 10-18-2022, 08:20 PM
RE: Angle Collisions - by james2464 - 10-18-2022, 10:47 PM
RE: Angle Collisions - by OldMoses - 10-19-2022, 12:23 AM
RE: Angle Collisions - by Pete - 10-16-2022, 12:13 AM
RE: Angle Collisions - by Pete - 10-16-2022, 12:50 AM
RE: Angle Collisions - by bplus - 10-16-2022, 01:01 PM
RE: Angle Collisions - by bplus - 10-16-2022, 01:27 PM
RE: Angle Collisions - by OldMoses - 10-16-2022, 04:02 PM
RE: Angle Collisions - by bplus - 10-16-2022, 06:46 PM
RE: Angle Collisions - by bplus - 10-16-2022, 07:45 PM
RE: Angle Collisions - by james2464 - 10-16-2022, 08:04 PM
RE: Angle Collisions - by James D Jarvis - 10-16-2022, 08:07 PM
RE: Angle Collisions - by bplus - 10-16-2022, 08:47 PM
RE: Angle Collisions - by James D Jarvis - 10-16-2022, 08:55 PM
RE: Angle Collisions - by bplus - 10-17-2022, 10:07 AM
RE: Angle Collisions - by bplus - 10-17-2022, 12:26 PM
RE: Angle Collisions - by OldMoses - 10-17-2022, 12:58 PM
RE: Angle Collisions - by bplus - 10-17-2022, 01:11 PM
RE: Angle Collisions - by james2464 - 10-17-2022, 01:57 PM
RE: Angle Collisions - by OldMoses - 10-17-2022, 02:19 PM
RE: Angle Collisions - by bplus - 10-17-2022, 02:49 PM
RE: Angle Collisions - by james2464 - 10-17-2022, 03:46 PM
RE: Angle Collisions - by bplus - 10-17-2022, 04:53 PM
RE: Angle Collisions - by james2464 - 10-17-2022, 05:27 PM
RE: Angle Collisions - by Dav - 10-18-2022, 02:22 AM
RE: Angle Collisions - by james2464 - 10-18-2022, 03:25 AM
RE: Angle Collisions - by Pete - 10-17-2022, 04:10 PM
RE: Angle Collisions - by bplus - 10-17-2022, 04:55 PM
RE: Angle Collisions - by james2464 - 10-17-2022, 05:23 PM
RE: Angle Collisions - by james2464 - 10-18-2022, 02:00 AM
RE: Angle Collisions - by Pete - 10-18-2022, 02:10 AM
RE: Angle Collisions - by Pete - 10-18-2022, 03:20 AM
RE: Angle Collisions - by james2464 - 10-18-2022, 03:57 AM
RE: Angle Collisions - by bplus - 10-18-2022, 03:27 PM
RE: Angle Collisions - by james2464 - 10-18-2022, 04:11 PM
RE: Angle Collisions - by bplus - 10-18-2022, 08:27 PM
RE: Angle Collisions - by Pete - 10-18-2022, 08:44 PM
RE: Angle Collisions - by bplus - 10-18-2022, 10:10 PM
RE: Angle Collisions - by Pete - 10-18-2022, 10:19 PM
RE: Angle Collisions - by james2464 - 10-20-2022, 12:30 AM
RE: Angle Collisions - by bplus - 10-20-2022, 02:36 AM
RE: Angle Collisions - by james2464 - 10-20-2022, 01:51 PM
RE: Angle Collisions - by Pete - 10-20-2022, 03:48 AM
RE: Angle Collisions - by bplus - 10-20-2022, 02:52 PM
RE: Angle Collisions - by james2464 - 10-20-2022, 04:21 PM
RE: Angle Collisions - by bplus - 10-20-2022, 04:37 PM
RE: Angle Collisions - by james2464 - 10-21-2022, 07:10 PM
RE: Angle Collisions - by Pete - 10-21-2022, 07:20 PM
RE: Angle Collisions - by bplus - 10-21-2022, 09:05 PM
RE: Angle Collisions - by OldMoses - 10-22-2022, 12:09 AM
RE: Angle Collisions - by james2464 - 10-22-2022, 10:29 PM
RE: Angle Collisions - by bplus - 10-22-2022, 10:59 PM
RE: Angle Collisions - by justsomeguy - 10-22-2022, 11:45 PM
RE: Angle Collisions - by Pete - 10-23-2022, 12:37 AM
RE: Angle Collisions - by OldMoses - 10-23-2022, 12:46 AM
RE: Angle Collisions - by james2464 - 10-24-2022, 04:57 PM
RE: Angle Collisions - by james2464 - 10-24-2022, 11:14 PM
RE: Angle Collisions - by bplus - 10-25-2022, 12:37 AM
RE: Angle Collisions - by james2464 - 10-25-2022, 03:25 AM
RE: Angle Collisions - by OldMoses - 10-25-2022, 10:47 PM
RE: Angle Collisions - by james2464 - 10-25-2022, 10:52 PM
RE: Angle Collisions - by OldMoses - 10-26-2022, 03:39 AM
RE: Angle Collisions - by james2464 - 10-26-2022, 03:51 PM
RE: Angle Collisions - by OldMoses - 10-26-2022, 04:18 PM
RE: Angle Collisions - by james2464 - 10-26-2022, 08:41 PM
RE: Angle Collisions - by OldMoses - 10-27-2022, 12:33 AM
RE: Angle Collisions - by james2464 - 10-27-2022, 03:36 PM
RE: Angle Collisions - by OldMoses - 10-29-2022, 12:05 AM
RE: Angle Collisions - by james2464 - 10-29-2022, 01:45 AM
RE: Angle Collisions - by james2464 - 10-30-2022, 04:41 PM
RE: Angle Collisions - by bplus - 10-30-2022, 06:16 PM
RE: Angle Collisions - by james2464 - 10-30-2022, 06:25 PM
RE: Angle Collisions - by bplus - 10-30-2022, 06:31 PM
RE: Angle Collisions - by james2464 - 10-30-2022, 06:37 PM
RE: Angle Collisions - by bplus - 10-30-2022, 06:45 PM
RE: Angle Collisions - by james2464 - 10-31-2022, 01:27 AM
RE: Angle Collisions - by bplus - 10-31-2022, 01:52 AM
RE: Angle Collisions - by TempodiBasic - 11-01-2022, 02:38 AM
RE: Angle Collisions - by bplus - 11-01-2022, 11:31 AM
RE: Angle Collisions - by james2464 - 11-01-2022, 04:15 PM
RE: Angle Collisions - by triggered - 11-01-2022, 03:03 AM
RE: Angle Collisions - by james2464 - 11-03-2022, 06:53 PM
RE: Angle Collisions - by OldMoses - 11-04-2022, 12:56 AM



Users browsing this thread: 27 Guest(s)