Version 8 of Colliding Coins

Updated 2003-09-12 15:09:45

LH 3 Apr 2003 - The saga continues: first Bouncing Balls, then Colliding Balls, and now Colliding Coins.

This is a minor improvement of Colliding Balls by David Easton. Simpler calculations to find post-collision velocities, and two bugs corrected. Details at An Improvement to Colliding Balls. All credit goes to David, but blame me for all remaining bugs.

Why the name Colliding Coins? First, I had to coin some new title :) Second, the balls in David's version seem to be rather flat (their mass is proportional to area and not volume).

David Easton 12 Sept 2003 Merging with the Spheres code gives Colliding Spheres.

 #
 # Colliding Coins by Leszek Holenderski, http://wiki.tcl.tk/8709
 # Based on Colliding Balls by David Easton, http://wiki.tcl.tk/8573
 #
 package require Tk

 # configurable parameters
 #
 set canvasWidth  600 ;# in pixels
 set canvasHeight 500 ;# in pixels
 set numOfCoins    20
 set minRadius     10 ;# in pixels
 set maxRadius     40 ;# in pixels
 set maxVelocity    5 ;# in pixels, per one animation step
 set delay         20 ;# in milliseconds, per one animation step

 set colours [list red yellow green blue white gray50 darkgreen black]

 # coins are identified by their canvas id, and not special tags
 #
 proc createCoin {} {
   # pick random radius and colour
   set r [expr {$::minRadius+int(rand()*($::maxRadius-$::minRadius))}]
   set c [lindex $::colours [expr {int(rand()*[llength $::colours])}]]

   # to simulate Big Bang, all coins are created in the canvas' center
   set x [expr {$::canvasWidth/2.0}]
   set y [expr {$::canvasHeight/2.0}]
   set coin [$::canvas create oval \
                       [expr $x-$r] [expr $y-$r] [expr $x+$r] [expr $y+$r] \
                       -outline "" -fill $c]

   # pick random velocity
   set u [expr {$::maxVelocity*(2*rand()-1)}]
   set v [expr {$::maxVelocity*(2*rand()-1)}]

   # store coin's attributes
   global State
   set State($coin,pos)  [list $x $y]
   set State($coin,vel)  [list $u $v]
   set State($coin,mass) [expr {double($r*$r)}] ;# mass ~ area

   return [list $coin $r]
 }

 # collide a given coin with all other coins that overlap with it
 #
 proc collide {coin radius} {
   # find coin's center
   foreach {x1 y1 x2 y2} [$::canvas coords $coin] break
   set x [expr {($x1+$x2)/2.0}]
   set y [expr {($y1+$y2)/2.0}]

   # find other coins that overlap with the given coin
   set overlap [list]
   $::canvas raise $coin ;# not sure if really needed
   set next $coin
   while {[set next [$::canvas find closest $x $y $radius $next]] != $coin} {
     lappend overlap $next
   }

   # collide the given coin with other coins
   foreach other $overlap { collideCoins $coin $other }
 }

 # recalculate velocities after collision
 #
 proc collideCoins {coin1 coin2} {
   global State

   # get positions and velocities of each coin
   foreach {x1 y1} $State($coin1,pos) break
   foreach {x2 y2} $State($coin2,pos) break
   foreach {u1 v1} $State($coin1,vel) break
   foreach {u2 v2} $State($coin2,vel) break

   # compute the angle of the collision axis
   if { $x1 != $x2 } {
     set phi [expr {atan(double($y2-$y1)/double($x2-$x1))}]
   } else {
     set phi [expr {asin(1)}] ;# 90 degrees
   }
   set sin [expr {sin($phi)}]
   set cos [expr {cos($phi)}]

   # project velocities on the axis of collision
   # (i.e., get the parallel and perpendicular components)
   set par1 [expr {$u1*$cos + $v1*$sin}]
   set per1 [expr {$u1*$sin - $v1*$cos}]
   set par2 [expr {$u2*$cos + $v2*$sin}]
   set per2 [expr {$u2*$sin - $v2*$cos}]

   # return if the coins are not going towards each other
   if { $x1 != $x2 } {
     if { $x1<$x2 && $par2>$par1 || $x1>$x2 && $par2<$par1 } return
   } else {
     if { $y1<$y2 && $par2>$par1 || $y1>$y2 && $par2<$par1 } return
   }

   # compute parallel velocities after collision
   # (note that perpendicular velocities do not change)
   set m1 $State($coin1,mass)
   set m2 $State($coin2,mass)
   set v [expr {2*($m1*$par1+$m2*$par2)/($m1+$m2)}]
   set par1 [expr {$v-$par1}]
   set par2 [expr {$v-$par2}]

   # convert new velocities back to x and y coordinates
   set u1 [expr {$par1*$cos + $per1*$sin}]
   set v1 [expr {$par1*$sin - $per1*$cos}]
   set u2 [expr {$par2*$cos + $per2*$sin}]
   set v2 [expr {$par2*$sin - $per2*$cos}]

   # update velocities
   set State($coin1,vel) [list $u1 $v1]
   set State($coin2,vel) [list $u2 $v2]
 }

 # perform one animation step
 # (no collisions during first $BigBang steps)
 #
 proc animate {BigBang} {
   global State

   foreach {coin radius} $::coins {
     foreach {u v} $State($coin,vel) break
     foreach {x y} $State($coin,pos) break
     set newPos [list [expr {$x+$u}] [expr {$y+$v}]]

     # bounce off the edges
     $::canvas move $coin $u $v
     foreach {x1 y1 x2 y2} [$::canvas coords $coin] break

     if { $x1<=0 && $u<0 || $x2>=$::canvasWidth && $u>0} {
       set u [expr {-$u}]
     }
     if { $y1<=0 && $v<0 || $y2>=$::canvasHeight && $v>0} {
       set v [expr {-$v}]
     }
     set State($coin,vel) [list $u $v]

     # collide with other coins
     if {!$BigBang} { collide $coin $radius }

     # update position
     set State($coin,pos) $newPos
   }

   if {$BigBang > 0} {
     after $::delay "animate [incr BigBang -1]"
   } else {
     after $::delay "animate 0"
   }
 }

 # create canvas
 wm title . "Colliding Coins"
 set canvas [canvas .c -width $canvasWidth -height $canvasHeight]
 pack $canvas -fill both -expand true

 # get new canvas size whenever canvas is resized
 bind $canvas <Configure> {
   set canvasWidth  [winfo width  %W]
   set canvasHeight [winfo height %W]
 }

 # create coins
 for {set i 0} {$i < $numOfCoins} {incr i} {
   eval lappend coins [createCoin]
 }

 # start animation: first Big Bang then collisions
 update
 animate $numOfCoins

[ Category Graphics

Category Animation ]