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balls.lua
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--@name B A L L S
--@author Sevii
--@client
local settings = {
ballcount = 50,
elasticity = {
min = 0.8,
max = 0.9
},
ballsize = {
min = 40,
max = 100
}
}
------------------------------
local function m(a, b)
return b * (a:dot(b) / b:dot(b))
end
local balls = {}
for i = 1, settings.ballcount do
local size = math.random(settings.ballsize.min, settings.ballsize.max) / 2
local pos
while true do
pos = Vector(math.random(size, 512 - size), math.random(size, 512 - size), math.random(size, 512 - size))
local intersect = false
for _, b in pairs(balls) do
if b.pos:getDistance(pos) <= size + b.rad then
intersect = true
break
end
end
if not intersect then
break
end
end
table.insert(balls, {
pos = pos,
vel = Vector(),
rad = size,
mass = 4 / 3 * math.pi * (size ^ 2),
color = Color(math.random(0, 360), math.random() * 0.5 + 0.5, math.random() * 0.5 + 0.5):hsvToRGB(),
elasticity = math.rand(settings.elasticity.min, settings.elasticity.max)
})
end
hook.add("render", "", function()
-- Physics
local dt = timer.frametime()
local e = render.getScreenEntity()
local gravity = --[[Vector(0, 600, 0)]] e:getUp() * 600 + e:getVelocity() * dt * 5000 --+ e:getAngleVelocity():getUp() * dt * 5000
for _, ball in pairs(balls) do
ball.pos = ball.pos + ball.vel * dt
ball.vel = ball.vel + gravity * dt
-- World Collision
local p, r, elasticity = ball.pos + ball.vel * dt, ball.rad, ball.elasticity
if p.x < r or p.x > 512 - r then
ball.vel.x = -ball.vel.x * elasticity
end
if p.y < r or p.y > 512 - r then
ball.vel.y = -ball.vel.y * elasticity
end
if p.z < r or p.z > 512 - r then
ball.vel.z = -ball.vel.z * elasticity
end
-- Ball Collision
for _, b in pairs(balls) do
if b ~= ball then
local p2 = b.pos + b.vel * dt
local dist = p:getDistance(p2)
if dist <= ball.rad + b.rad then
local v1 = ball.vel + m(b.vel, p2 - p) - m(ball.vel, p - p2)
local v2 = b.vel + m(ball.vel, p2 - p) - m(b.vel, p - p2)
ball.vel = v1 * elasticity
b.vel = v2 * b.elasticity
end
end
end
end
-- Render
render.enableDepth(true)
render.setMaterial()
render.setRGBA(200, 200, 200, 255)
render.draw3DBox(Vector(256), Angle(), Vector(256), Vector(-256))
for _, ball in pairs(balls) do
render.setColor(ball.color)
render.draw3DSphere(ball.pos, ball.rad, 12, 12)
end
end)