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Dead Code Preservation :: Archived AS3 works from wonderfl.net

Continuous Collision w. Restitution

/**
 * Copyright makc3d ( http://wonderfl.net/user/makc3d )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/jG5R
 */

// forked from generalrelativity's Continuous Elastic Collision
package 
{
	
	import flash.display.Sprite;
	import flash.display.StageAlign;
	import flash.display.StageScaleMode;
	import flash.events.Event;

	[SWF(backgroundColor="#DDDDDD", frameRate=60)]
	public class ElasticCollisionDemo extends Sprite
	{
		
		private var simulator:Simulator;
		
		public function ElasticCollisionDemo()
		{
			
			stage.align = StageAlign.TOP_LEFT;
			stage.scaleMode = StageScaleMode.NO_SCALE;
			
			initSimulation();
			
		}
		
		private function initSimulation() : void
		{
			
			simulator = new Simulator();
			
			simulator.addWall( new Wall( 40, 40, 400, 10 ) );
			simulator.addWall( new Wall( 400, 10, 400, 200 ) );
			simulator.addWall( new Wall( 400, 200, 300, 400 ) );
			simulator.addWall( new Wall( 300, 400, 10, 400 ) );
			simulator.addWall( new Wall( 10, 400, 40, 40 ) );
			
			//simulator.addParticle( new Particle( 400, 300, 0, 0, 900, 90 ) );
			simulator.addParticle( new Particle( 100, 300, 0, 0, 400, 70 ) );
			
			for( var i:int = 0; i < 30; i++ )
			{
				
				var canAdd:Boolean = true;
				
				var tx:Number = 50 + Math.random() * 240;
				var ty:Number = 50 + Math.random() * 240;
				
				for each( var particle:Particle in simulator.particles )
				{
					if( Math.abs( particle.x.x - tx ) < particle.r + 5 && Math.abs( particle.x.y - ty ) < particle.r + 5 )
					{
						canAdd = false;
						i--;
						break;
					}
					
				}
				
				if( canAdd ) simulator.addParticle( new Particle( tx, ty, Math.random() * 900, Math.random() * 900 ) );
				
			}
			
			simulator.addEventListener( Simulator.STEP, onSimulationStep );
			simulator.run( this, Event.ENTER_FRAME );
			
		}
		
		private function onSimulationStep( event:Event ) : void
		{
			render();

			var mouse:Vec2D = new Vec2D (mouseX, mouseY);
			for each (var p:Particle in simulator.particles) {
				var direction:Vec2D = p.x.minus (mouse);
				var distance:Number = direction.magnitude;
				direction = direction.times (20 / distance / distance);
				p.v.plusEquals (direction);
			}
		}
		
		private function render() : void
		{
			
			graphics.clear();
			
			graphics.lineStyle( 1 );
			
			for each( var wall:Wall in simulator.walls )
			{
				graphics.moveTo( wall.A.x, wall.A.y );
				graphics.lineTo( wall.B.x, wall.B.y );
			}
			
			
			for each( var particle:Particle in simulator.particles )
			{
				graphics.drawCircle( particle.x.x, particle.x.y, particle.r );
				graphics.moveTo (particle.x.x, particle.x.y);
				graphics.lineTo (particle.x.x + particle.v.x, particle.x.y + particle.v.y);
			}
			
		}
		
	}
}




import __AS3__.vec.Vector;
import flash.events.EventDispatcher;
import flash.events.Event;
import flash.utils.getTimer;


	
[Event(name="step", type="Simulator")]


class Simulator extends EventDispatcher
{
	
	public static const STEP:String = "step";
	
	public var particles:Vector.<Particle>;
	public var walls:Vector.<Wall>;
	
	//holds all the pairs that passed coarse collision detection
	private var coarsePass:Vector.<ICollidablePair>;
	
	private var time:uint;
	
	
	public function Simulator()
	{
		
		super();
		
		particles = new Vector.<Particle>();
		walls = new Vector.<Wall>();
		
	}
	
	
	public function addParticle( particle:Particle ) : void
	{
		particles.push( particle );
	}
	
	
	public function addWall( wall:Wall ) : void
	{
		walls.push( wall );
	}
	
	
	//advances the simulation at each dispatch of the passed event type
	public function run( updateDispatcher:EventDispatcher, eventType:String = Event.ENTER_FRAME ) : void
	{
		time = getTimer();
		updateDispatcher.addEventListener( eventType, step, false, 0, true );
	}
	
	
	//advances the simulation by the amount of time that has passed since the last step
	private function step( event:Event ) : void
	{
		
		const MAX_ITERATIONS:uint = 100;
		
		//delta time in milliseconds
		var dtms:uint = getTimer() - time;
		
		//delta time in seconds
		var elapsed:Number = dtms / 1000;
		
		//start this step at 0 and advance to elapsed
		var t:Number = 0;
		
		var dt:Number;
		var iteration:uint;
		
		while( t < elapsed && ++iteration <= MAX_ITERATIONS )
		{
			
			//start by trying to step over the entire remainder
			dt = elapsed - t;
			
			//neglect pairs whose bounding boxes don't overlap
			doCoarsePhase( dt );
			
			//holds the next future collision
			var minPair:ICollidablePair = null;
			var minT:Number = Number.POSITIVE_INFINITY;
			
			for each( var pair:ICollidablePair in coarsePass )
			{
				
				//if the collision will happen within the current time-step
				//compare the time against the current minimum
				if( pair.willCollide( dt ) )
				{
					
					//if it's less, store it as the min and proceed
					if( pair.timeToCollision < minT )
					{
						minT = pair.timeToCollision;
						minPair = pair;
					}
					
				}
				
			}
			
			//change the actual time to integrate
			if( minT < Number.POSITIVE_INFINITY ) dt = minT;
			
			//update the simulation to the time of collision
			for each( var particle:Particle in particles )
			{
				particle.integrate( dt - 1e-8 );
			}
			
			//resolve the collision instantaneously
			if( minPair != null )
			{
				minPair.resolve();
			}
			
			//update time by the stepped amount
			t += dt;
			
		}
		
		time += dtms;
		
		dispatchEvent( new Event( Simulator.STEP ) );
		
	}
	
	
	//rules out some unnecessary collision checks
	private function doCoarsePhase( dt:Number ) : void
	{
		
		coarsePass = new Vector.<ICollidablePair>();
		
		var aabb:AABB;
		
		for each( var particle:Particle in particles )
		{
			
			//update the particle's bounding box to account for its velocity
			particle.update( dt );
			aabb = particle.aabb;
			
			//check each particle against each wall
			for each( var wall:Wall in walls )
			{
				
				if( aabb.isOverlapping( wall.aabb ) )
				{
					coarsePass.push( new ParticleWallPair( particle, wall ) );
				}
				
			}
			
		}
		
		var n:int = particles.length;
		
		//check each particle against each other
		for( var i:int = 0; i < n - 1; i++ )
		{
			
			var p1:Particle = particles[ i ];
			aabb = p1.aabb;
			
			for( var j:int = i + 1; j < n; j++ )
			{
				
				var p2:Particle = particles[ j ];
				
				if( aabb.isOverlapping( p2.aabb ) ) 
				{
					coarsePass.push( new ParticleParticlePair( p1, p2 ) );
				}
				
			}
			
		}
		
	}
	
}




//describes a common interface for collision pairs 
interface ICollidablePair
{
	
	function get timeToCollision() : Number;
	
	function willCollide( dt:Number ) : Boolean;
	function resolve() : void;
	
}




class ParticleParticlePair implements ICollidablePair
{
	
	public var p1:Particle;
	public var p2:Particle;
	
	private var t:Number;
	
	public function ParticleParticlePair( p1:Particle, p2:Particle )
	{
		this.p1 = p1;
		this.p2 = p2;
	}
	
	public function get timeToCollision() : Number
	{
		return t;
	}
	
	
	public function willCollide( dt:Number ) : Boolean
	{
		
		const EPSILON:Number = 1e-4;
		
		//points from 1 -> 2
		var dx:Vec2D = p2.x.minus( p1.x );
		
		//if the circle's are already overlapped, return true (this brings the sim to a halt)
		var c:Number = dx.dot( dx ) - ( p1.r + p2.r ) * ( p1.r + p2.r );
		if( c < 0 )
		{
			t = EPSILON;
			return true;
		}
		
		//relative velocity
		var dv:Vec2D = p2.v.minus( p1.v );
		
		var a:Number = dv.dot( dv );
		if( a < EPSILON ) return false; //not moving enough toward each other to warrant a response
		
		var b:Number = dv.dot( dx );
		if( b >= 0 ) return false; //moving apart
		
		var d:Number = b * b - a * c;
		if( d < 0 ) return false; //no intersection
		
		t = ( -b - Math.sqrt( d ) ) / a;
		
		//circle's collide if the time of collision is within the current time-step
		return t <= dt;

	}
	
	//simulation has been updated so that the particles are just colliding
	public function resolve() : void
	{
		
		//points from 1 -> 2
		var cn:Vec2D = p2.x.minus( p1.x );
		
		cn.normalize();
		
		//relative velocity
		var dv:Vec2D = p2.v.minus( p1.v );
		
		//perfectly elastic impulse
		var impulse:Number = cn.dot( dv.times( -2 ) ) / cn.dot( cn.times( 1 / p1.mass + 1 / p2.mass ) );
		
		//scale normal by the impulse
		p1.v.plusEquals( cn.times( -impulse / p1.mass ) );
		p2.v.plusEquals( cn.times(  impulse / p2.mass ) );
		
		//damping
		p1.v.x *= p1.restitution;
		p1.v.y *= p1.restitution;
		p2.v.x *= p2.restitution;
		p2.v.y *= p2.restitution;
	}

	
}





class ParticleWallPair implements ICollidablePair
{
	
	public var p:Particle;
	public var w:Wall;
	
	private var t:Number;
	
	public function ParticleWallPair( p:Particle, w:Wall )
	{
		
		this.p = p;
		this.w = w;
		
	}
	
	public function get timeToCollision() : Number
	{
		return t;
	}
	
			 
	public function willCollide( dt:Number ) : Boolean
	{
		
		//this is line/line intersection
		
		//A is the position of the particle
		//B is the position + velocity
		//together they make the segment AB
		
		//CD is the line segment made up of the wall's end points
		
		var A:Vec2D = p.x;
		var B:Vec2D = p.x.plus( p.v );
		
		var AB:Vec2D = B.minus( A );
		
		//inflate the normal by the particle's radius
		var normScaledRadius:Vec2D = w.normal.times( -p.r );
		
		//push the wall segment in by this amount
		var C:Vec2D = w.A.plus( normScaledRadius );
		var D:Vec2D = w.B.plus( normScaledRadius );
		
		var CD:Vec2D = D.minus( C )
		var AC:Vec2D = C.minus( A );
		
		t = w.normal.dot( AC ) / w.normal.dot( AB );
		
		if( isNaN( t ) ) t = 0;
		
		return t <= dt && t >= 0;

	}
	
	//simulation has been updated so that the particles are coincident
	public function resolve() : void
	{
				
		var cn:Vec2D = w.normal;		
						
		//relative velocity
		var dv:Vec2D = p.v;
		
		//perfectly elastic
		var impulse:Number = cn.dot( dv.times( -2 ) ) / ( 1 / p.mass );
		
		p.v.plusEquals( cn.times( impulse / p.mass ) );
		
		//damping
		p.v.x *= p.restitution;
		p.v.y *= p.restitution;
	}
	
}





class Wall
{
	
	public var A:Vec2D;
	public var B:Vec2D;
	
	public var aabb:AABB;
	
	public var normal:Vec2D;
	
	public function Wall( ax:Number, ay:Number, bx:Number, by:Number ) 
	{
		
		A = new Vec2D( ax, ay );
		B = new Vec2D( bx, by );
		
		normal = new Vec2D( B.y - A.y, -( B.x - A.x ) );
		normal.normalize();
		
		aabb = new AABB();
		
		aabb.minx = Math.min( ax, bx );
		aabb.maxx = Math.max( ax, bx );
		aabb.miny = Math.min( ay, by );
		aabb.maxy = Math.max( ay, by );
		
	}
	
}


class Particle
{
	public var restitution:Number = 0.9;
	
	//position
	public var x:Vec2D;
	
	//velocity
	public var v:Vec2D;
	
	public var mass:Number;
	
	//radius
	public var r:Number;
	
	//bounding box
	public var aabb:AABB;
	
	public function Particle( xx:Number, xy:Number, vx:Number, vy:Number, mass:Number = 1.0, radius:Number = 5 )
	{
		
		x = new Vec2D( xx, xy );
		v = new Vec2D( vx, vy );
		
		this.mass = mass;
		this.r = radius;
		
		aabb = new AABB();
		
	}
	
	public function update( t:Number ) : void
	{
		
		var xt:Number = x.x + v.x * t;
		var yt:Number = x.y + v.y * t;
		
		var minx:Number = Math.min( x.x, xt );
		var maxx:Number = Math.max( x.x, xt );
		
		var miny:Number = Math.min( x.y, yt );
		var maxy:Number = Math.max( x.y, yt );
		
		aabb.minx = minx - r;
		aabb.maxx = maxx + r;
		aabb.miny = miny - r;
		aabb.maxy = maxy + r;
		
	}
	
	public function integrate( dt:Number ) : void
	{
		x.x += v.x * dt;
		x.y += v.y * dt;
	}
	
}


class AABB
{
	
	public var minx:Number = 0;
	public var maxx:Number = 0;
	public var miny:Number = 0;
	public var maxy:Number = 0;
	
	public function isOverlapping( aabb:AABB ) : Boolean
	{
		
		if( minx > aabb.maxx ) return false;
		if( miny > aabb.maxy ) return false;
		if( maxx < aabb.minx ) return false;
		if( maxy < aabb.miny ) return false;
		
		return true;
		
	}
	
}


class Vec2D
{
	
	public var x:Number;
	public var y:Number;
	
	public function Vec2D( x:Number = 0.0, y:Number = 0.0 )
	{
		this.x = x;
		this.y = y;
	}
	
	public function plusEquals( vec2D:Vec2D ) : void
	{
		x += vec2D.x;
		y += vec2D.y;
	}
	
	public function plus( vec2D:Vec2D ) : Vec2D
	{
		return new Vec2D( x + vec2D.x, y + vec2D.y );
	}
	
	public function minus( vec2D:Vec2D ) : Vec2D
	{
		return new Vec2D( x - vec2D.x, y - vec2D.y );
	}
	
	public function times( s:Number ) : Vec2D
	{
		return new Vec2D( x * s, y * s );
	}
	
	public function dot( vec2D:Vec2D ) : Number
	{
		return x * vec2D.x + y * vec2D.y;
	}
	
	public function get magnitude() : Number
	{
		return Math.sqrt( x * x + y * y );
	}
	
	public function normalize() : void
	{
		
		var length:Number = magnitude;
		
		if( length == 0 ) return;
		
		x /= length;
		y /= length;
		
	}
	
}