Adding ElasticCollision2D (#6802)

* Adding ElasticCollision2D

* Fixing build issues.
This commit is contained in:
Yash Rajput
2025-10-19 22:30:32 +05:30
committed by GitHub
parent b312567dc3
commit a7f0bab021
2 changed files with 164 additions and 0 deletions

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package com.thealgorithms.physics;
/**
* 2D Elastic collision between two circular bodies
* Based on principles of conservation of momentum and kinetic energy.
*
* @author [Yash Rajput](https://github.com/the-yash-rajput)
*/
public final class ElasticCollision2D {
private ElasticCollision2D() {
throw new AssertionError("No instances. Utility class");
}
public static class Body {
public double x;
public double y;
public double vx;
public double vy;
public double mass;
public double radius;
public Body(double x, double y, double vx, double vy, double mass, double radius) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.mass = mass;
this.radius = radius;
}
}
/**
* Resolve instantaneous elastic collision between two circular bodies.
*
* @param a first body
* @param b second body
*/
public static void resolveCollision(Body a, Body b) {
double dx = b.x - a.x;
double dy = b.y - a.y;
double dist = Math.hypot(dx, dy);
if (dist == 0) {
return; // overlapping
}
double nx = dx / dist;
double ny = dy / dist;
// relative velocity along normal
double rv = (b.vx - a.vx) * nx + (b.vy - a.vy) * ny;
if (rv > 0) {
return; // moving apart
}
// impulse with masses
double m1 = a.mass;
double m2 = b.mass;
double j = -(1 + 1.0) * rv / (1.0 / m1 + 1.0 / m2);
// impulse vector
double impulseX = j * nx;
double impulseY = j * ny;
a.vx -= impulseX / m1;
a.vy -= impulseY / m1;
b.vx += impulseX / m2;
b.vy += impulseY / m2;
}
}

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package com.thealgorithms.physics;
import static org.junit.jupiter.api.Assertions.assertEquals;
import static org.junit.jupiter.api.Assertions.assertTrue;
import org.junit.jupiter.api.Test;
class ElasticCollision2DTest {
@Test
void testEqualMassHeadOnCollision() {
ElasticCollision2D.Body a = new ElasticCollision2D.Body(0, 0, 1, 0, 1.0, 0.5);
ElasticCollision2D.Body b = new ElasticCollision2D.Body(1, 0, -1, 0, 1.0, 0.5);
ElasticCollision2D.resolveCollision(a, b);
assertEquals(-1.0, a.vx, 1e-6);
assertEquals(0.0, a.vy, 1e-6);
assertEquals(1.0, b.vx, 1e-6);
assertEquals(0.0, b.vy, 1e-6);
}
@Test
void testUnequalMassHeadOnCollision() {
ElasticCollision2D.Body a = new ElasticCollision2D.Body(0, 0, 2, 0, 2.0, 0.5);
ElasticCollision2D.Body b = new ElasticCollision2D.Body(1, 0, -1, 0, 1.0, 0.5);
ElasticCollision2D.resolveCollision(a, b);
// 1D head-on collision results
assertEquals(0.0, a.vx, 1e-6);
assertEquals(0.0, a.vy, 1e-6);
assertEquals(3.0, b.vx, 1e-6);
assertEquals(0.0, b.vy, 1e-6);
}
@Test
void testMovingApartNoCollision() {
ElasticCollision2D.Body a = new ElasticCollision2D.Body(0, 0, -1, 0, 1.0, 0.5);
ElasticCollision2D.Body b = new ElasticCollision2D.Body(1, 0, 1, 0, 1.0, 0.5);
ElasticCollision2D.resolveCollision(a, b);
assertEquals(-1.0, a.vx, 1e-6);
assertEquals(0.0, a.vy, 1e-6);
assertEquals(1.0, b.vx, 1e-6);
assertEquals(0.0, b.vy, 1e-6);
}
@Test
void testGlancingCollision() {
ElasticCollision2D.Body a = new ElasticCollision2D.Body(0, 0, 1, 1, 1.0, 0.5);
ElasticCollision2D.Body b = new ElasticCollision2D.Body(1, 1, -1, -0.5, 1.0, 0.5);
ElasticCollision2D.resolveCollision(a, b);
// Ensure relative velocity along normal is reversed
double nx = (b.x - a.x) / Math.hypot(b.x - a.x, b.y - a.y);
double ny = (b.y - a.y) / Math.hypot(b.x - a.x, b.y - a.y);
double relVelAfter = (b.vx - a.vx) * nx + (b.vy - a.vy) * ny;
assertTrue(relVelAfter > 0);
}
@Test
void testOverlappingBodies() {
ElasticCollision2D.Body a = new ElasticCollision2D.Body(0, 0, 1, 0, 1.0, 0.5);
ElasticCollision2D.Body b = new ElasticCollision2D.Body(0, 0, -1, 0, 1.0, 0.5);
ElasticCollision2D.resolveCollision(a, b);
// Should not crash, velocities may remain unchanged
assertEquals(1.0, a.vx, 1e-6);
assertEquals(0.0, a.vy, 1e-6);
assertEquals(-1.0, b.vx, 1e-6);
assertEquals(0.0, b.vy, 1e-6);
}
@Test
void testStationaryBodyHit() {
ElasticCollision2D.Body a = new ElasticCollision2D.Body(0, 0, 2, 0, 1.0, 0.5);
ElasticCollision2D.Body b = new ElasticCollision2D.Body(1, 0, 0, 0, 1.0, 0.5);
ElasticCollision2D.resolveCollision(a, b);
assertEquals(0.0, a.vx, 1e-6);
assertEquals(0.0, a.vy, 1e-6);
assertEquals(2.0, b.vx, 1e-6);
assertEquals(0.0, b.vy, 1e-6);
}
}