shows collision detection involving many objects. The main loop uses hardware collision detection to find collisions between balls, then runs a simple elastic collision function to bounce the balls.
Using the hardware for collision detection is significantly faster than using software.
#include <SPI.h>
#include <GD.h>
void readn(byte *dst, unsigned int addr, int c)
{
GD.__start(addr);
while (c--)
*dst++ = SPI.transfer(0);
GD.__end();
}
#define NBALLS 80
static byte coll[NBALLS];
static void load_coll()
{
while (GD.rd(VBLANK) == 0) // Wait until vblank
;
while (GD.rd(VBLANK) == 1) // Wait until display
;
while (GD.rd(VBLANK) == 0) // Wait until vblank
;
readn(coll, COLLISION, NBALLS);
}
struct ball {
int x, y;
char vx, vy;
byte lasthit;
};
static struct ball balls[NBALLS];
#include "stone_wall_texture.h" // texture from 3dmd.net project
#include "sphere.h"
static void plot_balls()
{
byte i;
for (i = 0; i < NBALLS; i++)
GD.sprite(i, balls[i].x >> 4, balls[i].y >> 4, 0, 0, 0);
}
// Place all balls so that none collide. Do this by placing all at
// random, then moving until there are no collisions
static byte anycolliding()
{
plot_balls();
load_coll();
byte i;
for (i = 0; i < NBALLS; i++)
if (coll[i] != 0xff)
return 1;
return 0;
}
static void place_balls()
{
byte i;
for (i = 0; i < NBALLS; i++) {
balls[i].x = (2 + random(380)) << 4;
balls[i].y = (2 + random(280)) << 4;
balls[i].vx = random(-128,127);
balls[i].vy = random(-128,127);
balls[i].lasthit = 255;
}
while (anycolliding()) {
for (i = 0; i < NBALLS; i++) {
if (coll[i] != 0xff) {
balls[i].x = (2 + random(380)) << 4;
balls[i].y = (2 + random(280)) << 4;
}
}
}
}
void setup()
{
int i;
GD.begin();
GD.wr(JK_MODE, 0);
GD.copy(RAM_CHR, stone_wall_texture_chr, sizeof(stone_wall_texture_chr));
GD.copy(RAM_PAL, stone_wall_texture_pal, sizeof(stone_wall_texture_pal));
for (i = 0; i < 4096; i++)
GD.wr(RAM_PIC + i, (i & 15) + ((i >> 6) << 4));
GD.copy(RAM_SPRIMG, sphere_img, sizeof(sphere_img));
GD.copy(RAM_SPRPAL, sphere_pal, sizeof(sphere_pal));
for (i = 0; i < 256; i++)
GD.sprite(i, 400, 400, 0, 0, 0);
place_balls();
}
float dot(float x1, float y1, float x2, float y2)
{
return (x1 * x2) + (y1 * y2);
}
// Collide ball a with ball b, compute new velocities.
// Algorithm from
// http://stackoverflow.com/questions/345838/ball-to-ball-collision-detection-and-handling
void collide(struct ball *a, struct ball *b)
{
float collision_x, collision_y;
collision_x = a->x - b->x;
collision_y = a->y - b->y;
float distance = sqrt(collision_x * collision_x + collision_y * collision_y);
float rdistance = 1.0 / distance;
collision_x *= rdistance;
collision_y *= rdistance;
float aci = dot(a->vx, a->vy, collision_x, collision_y);
float bci = dot(b->vx, b->vy, collision_x, collision_y);
float acf = bci;
float bcf = aci;
a->vx += int((acf - aci) * collision_x);
a->vy += int((acf - aci) * collision_y);
b->vx += int((bcf - bci) * collision_x);
b->vy += int((bcf - bci) * collision_y);
}
#define LWALL (0 << 4)
#define RWALL (384 << 4)
#define TWALL (0 << 4)
#define BWALL (284 << 4)
static int timer;
void loop()
{
int i;
plot_balls();
load_coll();
struct ball *pb;
for (i = NBALLS, pb = balls; i--; pb++, i) {
if ((pb->x <= LWALL)) {
pb->x = LWALL;
pb->vx = -pb->vx;
}
if ((pb->x >= RWALL)) {
pb->x = RWALL;
pb->vx = -pb->vx;
}
if ((pb->y <= TWALL)) {
pb->y = TWALL;
pb->vy = -pb->vy;
}
if ((pb->y >= BWALL)) {
pb->y = BWALL;
pb->vy = -pb->vy;
}
}
for (i = 1; i < NBALLS; i++) {
byte other = coll[i];
if ((balls[i].lasthit != other) && other != 0xff) {
collide(&balls[i], &balls[other]);
}
balls[i].lasthit = other;
}
for (i = NBALLS, pb = balls; i--; pb++, i) {
pb->x += pb->vx;
pb->y += pb->vy;
}
if (++timer == 2000) {
place_balls();
delay(1000);
timer = 0;
}
}