2021-01-02 12:32:20 +00:00
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{-# LANGUAGE AllowAmbiguousTypes #-}
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2021-01-19 20:46:07 +00:00
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{-# LANGUAGE OverloadedStrings #-}
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2021-04-29 18:28:52 +00:00
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module Physics.Classes.Collidible where
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2020-12-27 04:19:51 +00:00
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2021-01-19 20:46:07 +00:00
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import Affection as A
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2020-12-27 04:19:51 +00:00
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import Linear
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import Data.String (fromString)
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2020-12-27 04:30:57 +00:00
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-- internal imports
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import Physics.Classes.Mass
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data CollisionResult time direction
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= NoCollision
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| Collision
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{ collisionTime :: time
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, collisionDirection :: direction
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}
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deriving (Show, Eq)
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-- | Typeclass for implementing collision results on objects.
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class (Show c, Mass c) => Collidible c where
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-- | returns the bottom left and top right corners relative to the objects
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-- positional vector of the axis aligned bounding box (AABB) serving here
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-- as collision boundaries.
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boundary
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:: c -- ^ Object
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-> ( V2 Double -- ^ Bottom left corner of AABB relative to position
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, V2 Double -- ^ Top right corner of AABB relative to position
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)
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collisionCheck
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:: (Collidible other)
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=> Double -- ^ Time step length
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-> c -- ^ First object
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-> other -- ^ second object
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-> CollisionResult Double (V2 Int) -- ^ Do the objects collide?
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collisionCheck dt m1 m2 =
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let d1@(V2 d1x d1y) = velocity m1
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d2@(V2 d2x d2y) = velocity m2
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p1 = position m1
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p2 = position m2
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(m1b1@(V2 m1b1x m1b1y), m1b2@(V2 m1b2x m1b2y)) = boundary m1
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(m2b1@(V2 m2b1x m2b1y), m2b2@(V2 m2b2x m2b2y)) = boundary m2
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m1p1 = p1 + m1b1
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m1p2 = p1 + V2 m1b1x m1b2y
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m1p3 = p1 + m1b2
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m1p4 = p1 + V2 m1b2x m1b1y
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m2p1 = p2 + m2b1
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m2p2 = p2 + V2 m2b1x m2b2y
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m2p3 = p2 + m2b2
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m2p4 = p2 + V2 m2b2x m2b1y
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(V2 b1minx b1miny, V2 b1maxx b1maxy) =
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( V2
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((\(V2 x _) -> x) (if d1x < 0 then m1p1 + ((dt *) <$> d1) else m1p1))
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((\(V2 _ y) -> y) (if d1y < 0 then m1p1 + ((dt *) <$> d1) else m1p1))
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, V2
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((\(V2 x _) -> x) (if d1x < 0 then m1p3 else m1p3 + ((dt *) <$> d1)))
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((\(V2 _ y) -> y) (if d1y < 0 then m1p3 else m1p3 + ((dt *) <$> d1)))
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)
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(V2 b2minx b2miny, V2 b2maxx b2maxy) =
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( V2
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((\(V2 x _) -> x) (if d2x < 0 then m2p1 + ((dt *) <$> d2) else m2p1))
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((\(V2 _ y) -> y) (if d2y < 0 then m2p1 + ((dt *) <$> d2) else m2p1))
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, V2
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((\(V2 x _) -> x) (if d2x < 0 then m2p3 else m2p3 + ((dt *) <$> d2)))
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((\(V2 _ y) -> y) (if d2y < 0 then m2p3 else m2p3 + ((dt *) <$> d2)))
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)
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broadphaseOverlap =
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let in2 =
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(b1minx > b2minx && b1minx < b2maxx &&
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b1miny > b2miny && b1miny < b2maxy) ||
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(b1maxx > b2minx && b1maxx < b2maxx &&
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b1miny > b2miny && b1miny < b2maxy) ||
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(b1minx > b2minx && b1minx < b2maxx &&
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b1maxy > b2miny && b1maxy < b2maxy) ||
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(b1maxx > b2minx && b1maxx < b2maxx &&
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b1maxy > b2miny && b1maxy < b2maxy)
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in1 =
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(b2minx > b1minx && b2minx < b1maxx &&
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b2miny > b1miny && b2miny < b1maxy) ||
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(b2maxx > b1minx && b2maxx < b1maxx &&
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b2miny > b1miny && b2miny < b1maxy) ||
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(b2minx > b1minx && b2minx < b1maxx &&
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b2maxy > b1miny && b2maxy < b1maxy) ||
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(b2maxx > b1minx && b2maxx < b1maxx &&
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b2maxy > b1miny && b2maxy < b1maxy)
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in
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in2 || in1
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tx =
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let p1x = (\(V2 x _) -> x) (if d1x < 0 then m1p1 else m1p4)
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p2x = (\(V2 x _) -> x) (if d1x < 0 then m2p4 else m2p1)
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in
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if d2x - d1x == 0 then dt else (p1x - p2x) / (d2x - d1x)
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ty =
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let p1y = (\(V2 _ y) -> y) (if d1y < 0 then m1p1 else m1p2)
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p2y = (\(V2 _ y) -> y) (if d1y < 0 then m2p2 else m2p1)
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in
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if d2y - d1y == 0 then dt else (p1y - p2y) / (d2y - d1y)
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in
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if broadphaseOverlap
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then
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let coll xdir =
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let (p11, p12, p21, p22) =
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if xdir
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then
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if d1x < 0
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then
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(m1p1, m1p2, m2p4, m2p3)
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else
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(m1p4, m1p3, m2p1, m2p2)
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else
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if d1y < 0
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then
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(m1p1, m1p4, m2p2, m2p3)
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else
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(m1p2, m1p3, m2p1, m2p4)
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vselector (V2 x y) = if xdir then y else x
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tick = if xdir then tx else ty
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g1s = vselector $ p11 + ((tick *) <$> d1)
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g1e = vselector $ p12 + ((tick *) <$> d1)
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g2s = vselector $ p21 + ((tick *) <$> d2)
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g2e = vselector $ p22 + ((tick *) <$> d2)
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s11 = (g1s - g2s) / (g2e - g2s)
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s12 = (g1e - g2s) / (g2e - g2s)
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s21 = (g2s - g1s) / (g1e - g1s)
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s22 = (g2e - g1s) / (g1e - g1s)
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in
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any (\x -> x > 0 && x < 1) [s11, s12, s21 ,s22]
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res = case (tx < dt, ty < dt, tx < ty, coll True, coll False) of
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(True, _, True, True, _) ->
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Collision tx (V2 (floor $ signum d1x) 0)
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(_, True, False, _, True) ->
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Collision ty (V2 0 (floor $ signum d1y))
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(True, _, False, True, False) ->
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Collision tx (V2 (floor $ signum d1x) 0)
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(_, True, True, False, True) ->
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Collision ty (V2 0 (floor $ signum d1y))
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(True, _, True, False, _) ->
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NoCollision
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(_, True, False, _, False) ->
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NoCollision
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(_, _, _, False, False) ->
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NoCollision
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(_, _, True, _, _) ->
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A.log A.Debug ("CORNER CASE!") NoCollision
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x -> error $
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"Unhandled combination of collision check results: "
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<> (fromString $ show x)
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in
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res
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else
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NoCollision
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-- | This Function is called for every collision on both colliding objects.
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collide
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:: (Collidible other)
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=> c -- ^ Original object
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-> other -- ^ Collision partner
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-> CollisionResult Double (V2 Int) -- ^ Collision reaction
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-> c -- ^ Updated original object
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collide = elasticCollision 1
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-- | Implementation of a dampened elastic collision used as default collision
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-- implementation of the collision reaction
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elasticCollision
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:: (Collidible c1, Collidible c2)
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=> Double
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-> c1
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-> c2
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-> CollisionResult Double (V2 Int)
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-> c1
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elasticCollision _ mo1 _ NoCollision = mo1
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elasticCollision damping mo1 mo2 (Collision ddt (V2 dirx _)) =
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let v1@(V2 v1x v1y) = velocity mo1
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(V2 v2x v2y) = velocity mo2
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p1 = position mo1
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m1 = mass mo1
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m2 = mass mo2
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v1x' = 2 * (m1 * v1x + m2 * v2x) / (m1 + m2) - v1x
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v1y' = 2 * (m1 * v1y + m2 * v2y) / (m1 + m2) - v1y
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nvel = if m1 == recip 0
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then V2 0 0
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else (damping *) <$>
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if m2 == recip 0
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then
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if abs dirx > 0
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then (V2 (-v1x) v1y)
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else (V2 v1x (-v1y))
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else (V2 v1x' v1y')
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in
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(velocityUpdater
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((positionUpdater mo1) (p1 + ((ddt *) <$> v1)))
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) nvel
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