def ball_collision_response(self, ball):
        if self.ball_collision_detection(ball):
            normal = vector3d.Vector3D(self.position.x - ball.position.x,
                                       self.position.y - ball.position.y,
                                       self.position.z - ball.position.z)

            normal.normalise()

            force_magnitude = ((self.velocity.dot(normal) - ball.velocity.dot(normal)) * 2.0) / (self.mass + ball.mass)

            self.velocity = vector3d.Vector3D(self.velocity.x - ((force_magnitude * ball.mass) * normal.x),
                                              self.velocity.y - ((force_magnitude * ball.mass) * normal.y),
                                              self.velocity.z - ((force_magnitude * ball.mass) * normal.z))

            ball.velocity = vector3d.Vector3D(ball.velocity.x + ((force_magnitude * self.mass) * normal.x),
                                              ball.velocity.y + ((force_magnitude * self.mass) * normal.y),
                                              ball.velocity.z + ((force_magnitude * self.mass) * normal.z))

            self.velocity.x *= normal.x * self.ball_elastic_constant(ball)
            self.velocity.y *= normal.y * self.ball_elastic_constant(ball)
            self.velocity.z *= normal.z * self.ball_elastic_constant(ball)

            ball.velocity.x *= normal.x * ball.ball_elastic_constant(self)
            ball.velocity.y *= normal.y * ball.ball_elastic_constant(self)
            ball.velocity.z *= normal.z * ball.ball_elastic_constant(self)
Exemple #2
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    def __init__(self):
        self.translation = vector3d.Vector3D(0.0, 0.0, 1.0)

        self.rotation_magnitude = vector3d.Vector3D(0.0, 0.0, 0.0)
        self.rotation_direction = vector3d.Vector3D(0.0, 0.0, 0.0)

        self.translation_bool = False
        self.rotation_bool = False

        self.speed = 1.0
    def __init__(self, elasticity, friction):
        self.size = 10
        self.mass = 1.0

        self.colour = vector3d.Vector3D(0.0, 0.0, 0.0)

        self.position = vector3d.Vector3D(0.0, 0.0, 0.0)
        self.previous_position = self.position
        self.velocity = vector3d.Vector3D(0.0, 0.0, 0.0)

        self.elasticity = elasticity
        self.friction = friction
    def integrate(value, increment, delta_time):
        new_value = vector3d.Vector3D(0, 0, 0)

        new_value.x = value.x + (increment.x * delta_time)
        new_value.y = value.y + (increment.y * delta_time)
        new_value.z = value.z + (increment.z * delta_time)

        return new_value
 def get_random_velocity(box_size):
     return vector3d.Vector3D(random.uniform(-box_size, box_size) * 2.0,
                              0.0,
                              random.uniform(-box_size, box_size) * 2.0)
 def get_random_position(self, box_size):
     return vector3d.Vector3D(random.uniform(-box_size + self.size, box_size - self.size),
                              random.uniform(0, box_size - self.size),
                              random.uniform(-box_size + self.size, box_size - self.size))
 def get_random_colour():
     return vector3d.Vector3D(random.random(), random.random(), random.random())
Exemple #8
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    def reset_rotation(self):
        self.rotation_magnitude = vector3d.Vector3D(0.0, 0.0, 0.0)
        self.rotation_direction = vector3d.Vector3D(0.0, 0.0, 0.0)

        self.rotation_bool = False
Exemple #9
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    def reset_translation(self):
        self.translation = vector3d.Vector3D(0.0, 0.0, 1.0)

        self.translation_bool = False
    def update_moving(self):
        if self.velocity.dot() < 0.1:
            self.velocity = vector3d.Vector3D(0, 0, 0)

            self.moving = False
import time
import random
import matplotlib.pyplot
import mpl_toolkits.mplot3d
import vector2d
import vector3d
import ball
import box


gravitational_acceleration = vector3d.Vector3D(0, -9.8, 0)

room = box.Box(vector3d.Vector3D(-5, -5, -5), vector3d.Vector3D(5, 5, 5), 0.8, 0.2)
balls = []

for i in range(2):
    balls.append(ball.Ball(vector3d.Vector3D(random.uniform(room.origin.x, room.limit.x),
                                             random.uniform((room.limit.y + room.origin.y) * 0.5, room.limit.y),
                                             random.uniform(room.origin.z, room.limit.z)),
                           vector3d.Vector3D(random.uniform(-room.limit.x, room.limit.x) * 2,
                                             random.uniform(0, room.limit.y) * 2,
                                             random.uniform(-room.limit.z, room.limit.z) * 2),
                           gravitational_acceleration, 1, 1, 0.8, 0.2))

moving = []

for i in balls:
    moving.append(True)

previous_time = time.time()
Exemple #12
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def gravitational_acceleration():
    return vector3d.Vector3D(0, -9800, 0)