I was trying to write some ball bouncing program in C++ using SDL2. I had a hard time getting the velocity exchange correct, but it works pretty neat so far. The only problem I have right now is that the balls are sometimes glitching/stucking together and after some seconds they release themself again.
That is my update() function which gets called every frame:
void Game::update() {
updateFPS();
checkBallCollision();
updateCanCollide();
int newtime = SDL_GetTicks();
int diff = newtime - lasttime;
if (diff > 10)
diff = 10;
for (Ball *ball : balls) {
ball->x = ball->x + ball->velocity->x * (float) diff / 100;
ball->y = ball->y + ball->velocity->y * (float) diff / 100;
checkBorderCollision(ball);
}
lasttime = newtime;
}
I guess that the balls are getting to close and don't bounce at the border of the balls. Therefore I tried to give every ball a boolean canCollide which is always true except a ball is colliding. Then it stays false until the two balls aren't overlapping anymore.
Here are my checkBallCollision() and updateCanCollide() functions:`
void Game::updateCanCollide() {
Ball **ballArr = &balls[0];
int length = balls.size();
for (int i = 0; i < length; i++) {
if (ballArr[i]->canCollide)
continue;
bool updatedCollide = true;
for (int k = i + 1; k < length; k++) {
Ball *ball1 = ballArr[i];
Ball *ball2 = ballArr[k];
int xdiff = abs(ball1->x - ball2->x);
int ydiff = abs(ball1->y - ball2->y);
float distance = sqrt(xdiff * xdiff + ydiff * ydiff);
if (distance <= ball1->radius + ball2->radius) {
updatedCollide = false;
}
}
ballArr[i]->canCollide = updatedCollide;
}
}
// do all collision checks and update the velocity
void Game::checkBallCollision() {
Ball **ballArr = &balls[0];
int length = balls.size();
for (int i = 0; i < length; i++) {
if (!ballArr[i]->canCollide)
continue;
for (int k = i + 1; k < length; k++) {
if (!ballArr[k]->canCollide)
continue;
Ball *ball1 = ballArr[i];
Ball *ball2 = ballArr[k];
int xdiff = abs(ball1->x - ball2->x);
int ydiff = abs(ball1->y - ball2->y);
float distance = sqrt(xdiff * xdiff + ydiff * ydiff);
if (distance <= ball1->radius + ball2->radius) {
// ball1 and ball2 are colliding
// update the velocity of both balls
float m1 = ball1->radius * ball1->radius * 3.14159;
float m2 = ball2->radius * ball2->radius * 3.14159;
Vector2D *v1 = new Vector2D(ball1->velocity->x, ball1->velocity->x);
Vector2D *v2 = new Vector2D(ball2->velocity->x, ball2->velocity->x);
ball1->velocity->x = ((v1->x * (m1 - m2) + 2 * m2 * v2->x) / (m1 + m2));
ball1->velocity->y = ((v1->y * (m1 - m2) + 2 * m2 * v2->y) / (m1 + m2));
ball2->velocity->x = ((v2->x * (m2 - m1) + 2 * m1 * v1->x) / (m1 + m2));
ball2->velocity->y = ((v2->y * (m2 - m1) + 2 * m1 * v1->y) / (m1 + m2));
ball1->canCollide = false;
ball2->canCollide = false;
}
}
}
}
