## Billiard simulation – part 2: detect collisions

May 4, 2013 at 11:07 AM

First of all, what exactly ‘detect collisions’ means? As explained in the previous post the update algorithm needs the time of the next collisions between two balls and between a ball and the sides of the table – so ‘detecting collisions’ means computing these times for all the balls.

The initial position of the center of the $$k$$-th ball is $$(x_k, y_k)$$ and its velocity is $$(v_k, w_k)$$. The position of the center of each ball varies with time, at time $$t$$ it is $$(x_k+v_kt, y_k+w_kt)$$.

A ball collides with one side of the table when the distance between its center and the side equals the ball radius. A ball moves toward the left or right sides with its horizontal speed $$v_k$$ – if this speed is $$0$$ the ball won’t collide, otherwise the collision times are $$(x_{min}+r_k-x_k)/v_k$$ and $$(x_{max}-r_k-x_k)/v_k$$, where $$x_{min}$$ and $$x_{max}$$ are the horizontal coordinate of the left and right sides (and hence the minimum and maximum values for the $$x$$ coordinates). Only one of these values will be positive, and that is the result (if the ball moves towards the right $$v_k$$ is positive and it will collide with the right side in the future – collision time positive, and had collided with the left side in the past – collision time negative; vice-versa for a ball moving to the left).

The collisions time with the top and bottom sides are computed in the same way – replacing $$x_k$$ with $$y_k$$, $$v_k$$ with $$w_k$$, $$x_{min}$$ with $$y_{min}$$ and $$x_{max}$$ with $$y_{max}$$.

The complete code for collisions between a ball and the table sides is:

  /**
* Returns the time of the first future collision with a side of the table.
* Returns null if there is no collision.
* @param x ball horizontal or vertical position
* @param v ball horizontal or vertical speed
* @param min minumum horizontal or vertical position (i.e. co-ordinate of one side of the table)
* @param max maximum horizontal or vertical position (i.e. co-ordinate of the other side of the table)
*/
private sideCollisionTime(x: number, v: number, min: number, max: number) {
if (v === 0) {
// Not moving towards the sides: no collision
return null;
}
var result;
if (v < 0) {
// Moving up/left - check agains the minumum
result = (min - x + this.radius) / v;
} else {
// Moving down/right - check agains the maximum
result = (max - x - this.radius) / v;
}
if (result >= 0) {
return result;
}
return null;
} // sideCollisionTime

/**
* Returns the time of the first future collision with the left or right sides of the table.
* Returns null if there is no collision.
* @param min minumum horizontal position (i.e. x co-ordinate of the left side of the table)
* @param max maximum horizontal position (i.e. x co-ordinate of the right side of the table)
*/
sideXCollisionTime(min: number, max: number) {
return this.sideCollisionTime(this.x, this.v, min, max);
} // sideXCollisionTime

/**
* Returns the time of the first future collision with the top or bottom sides of the table.
* Returns null if there is no collision.
* @param min minumum vertical position (i.e. y co-ordinate of the top side of the table)
* @param max maximum vertical position (i.e. x co-ordinate of the bottom side of the table)
*/
sideYCollisionTime(min: number, max: number) {
return this.sideCollisionTime(this.y, this.w, min, max);
} // sideYCollisionTime

What about collisions between balls? This is a bit more complex – two balls collide when their distance is equal to the sum of their radiuses:

The square of the distance between balls $$k$$ and $$l$$ at time $$t$$ is:

$$s^2(t)=(x_k + v_kt - x_l - v_lt)^2 + (y_k + w_kt - y_l - w_lt)^2 = (\Delta x + \Delta vt)^2 + (\Delta y + \Delta wt)^2$$

where $$\Delta v = v_k – v_l$$, $$\Delta w = w_k – w_l$$, $$\Delta x = x_k – x_l$$ and $$\Delta y = y_k – y_l$$. Equating this to the squared sum of their radiuses produces:

$$(r_k + r_l)^2 = (\Delta x + \Delta vt)^2 + (\Delta y + \Delta wt)^2$$

that is a quadratic equation in $$t$$. Solving it gives the collision time:

$$t_{kl} = \frac{-p \pm \sqrt{q}}{\Delta v^2 + \Delta w^2}$$

where $$p=\Delta v\Delta x + \Delta w\Delta y$$ and  $$q = (\Delta v^2+\Delta w^2)(r_k+r_l)^2-(\Delta v\Delta y - \Delta w\Delta x)^2$$.

If $$q$$ is negative the equation has no (real) solutions, that means that the balls do not collide. If $$q$$ is zero the balls have only one collision: they ‘glance’ each other. If $$q$$ is greater than zero there are two ‘collisions’: the balls touch, then go through each other and touch again on the other side. In the complete simulation after the first collision the balls change course, so we are interested only in the first – i.e. minimum – value. Finally, one or both solutions can be negative – corresponding to collisions that happened in the past; we want only the collisions in the future, so the result is the minimum non-negative solution.

With this the algorithm is complete, but there is still a problem: it all works fine if the balls never overlap, but if they do we will detect spurious collisions.

If the balls do not overlap to begin with, and the simulation detect the collisions and make the balls bounce away when they touch, how is it possible to even have overlaps? The answer is floating-point arithmetic: the actual code uses floating-point values, that introduces rounding errors in the computation.

What can happen (and actually DO happen) is:

1. two balls move toward each other,
2. they reach the collision point,
3. the simulation updates their velocity so that they ‘bounce’,
4. due to rounding errors there is a slight overlap in their position,
5. this cause a new immediate (spurious) collision to be detected, with a new update in the balls velocities

…and so on. The final effect is that sometimes balls touch and then stick together, or start to bounce inside each other – sort of fun, but definitely not billiard.

The solution for this is to check the value of $$p$$: only if it is negative the balls are moving toward each other, otherwise are moving apart (or parallel); so when $$p$$ is not negative we always return ‘no collision’, this excludes the spurious collisions at step (5) above and fixes the simulation.

The complete code for collisions between two balls is:

  /**
* Returns the time of the first future collision between this ball and another ball.
*  Returns null if the balls do not collide
* @param other the other ball
*/
collisionTime(other: Ball) {
var dv = this.v - other.v;
var dw = this.w - other.w;
var dx = this.x - other.x;
var dy = this.y - other.y;
var p = (dv * dx + dw * dy);
if (p >= 0) {
// The balls are moving apart or parallel
return null;
}
var dv2 = dv * dv + dw * dw;
var q = dv2 * r * r - Math.pow(dv * dy - dw * dx, 2);
if (q < 0) {
// No real solution: the balls do not collide
return null;
}
q = Math.sqrt(q);
if (p <= q) {
return (-p - q) / dv2;
}
return (-p + q) / dv2;
} // collisionTime

How comes that the sign of $$p$$ indicates if the balls are moving apart or not? The time derivative of the distance between the balls is

$$\frac{ds}{dt}\bigg|_{t=0} = \frac{\Delta x\Delta v + \Delta y\Delta w}{s} = \frac{p}{s}$$

$$s$$ is positive, so if $$p$$ is negative the derivative is negative and the distance is decreasing – i.e. the balls are moving towards each other.

Another way to prove it is noticing that $$s$$ is the scalar product of the relative position and speed of the balls, hence the sign of $$p$$ is the sign of the cosine of the angle $$\varphi$$ between those two vectors. If $$p$$ is negative the angle is greater than $$90^\circ$$, that means that the direction of the relative velocity is opposite of the direction of the relative position – i.e. the balls are moving towards each other.

[Calculus agrees with geometry – that is good]

Posted in: Programming

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