% Billiards3D is a three dimensional model of the dynamics of moving balls
% contained in a box. 'ctrl c' will kill the proces.
NumberOfBalls=7;
close all;
hold on;
drawflag=1;
DT=1e-2;
Bound=[-4 4 -4 4 -4 4];
BallColour=[[1 0 0];[1 0 0.5];[1 0.5 0];[0 1 0];[0 0 1];[1 1 0];[1 1 1];...
[0 0.3 0];[0 0 0];[0.65 0.65 0.65];[0 0.75 0.75];[0.3 0 0.6];[0.95 0.65 0.75];...
[0.5 0.25 0];[0 0.2 0.4];[0.9 0.4 0.7];[0.4 0.2 0.3];[0.65 0.55 0.15];[0.25 0.35 0.25];[0.5 0 0]];
BoxColour=[.6 .7 .9];
%Plothandle
axis(Bound);
set(gcf,'color',[1 1 1]);
set(gca,'Color',BoxColour,'xcolor',[0.5 0.5 0.5],'ycolor',[0.5 0.5 0.5],'zcolor',...
[0.5 0.5 0.5],'CameraPosition',[10 6 7],'Projection','perspective',...
'xtick',[],'ytick',[],'ztick',[],'LineWidth',2)
zoom(1.2);
box on;
axis equal;
%Set the mesh for plotting the balls=======================================
[ballx,bally,ballz]=sphere;
%Set the radii=============================================================
r=0.5+0.5*rand(NumberOfBalls,1);
%Radii storage=============================================================
for j=1:NumberOfBalls;
for i=1:j,
rmatrix(i,j)=r(j)+r(i);
end;
end;
rmatrix=rmatrix.*triu(abs(-1+eye(size(rmatrix))));
%Mass======================================================================
mass=4/3*pi*r.^3;
X=[(Bound(2)-Bound(1)-2*max(r))*rand(NumberOfBalls,1)+Bound(1)+max(r),...
(Bound(4)-Bound(3)-2*max(r))*rand(NumberOfBalls,1)+Bound(3)+max(r),...
(Bound(6)-Bound(5)-2*max(r))*rand(NumberOfBalls,1)+Bound(5)+max(r)];
%==========================================================================
for j=1:NumberOfBalls;
for i=1:j;
distmatrix(i,j)=sqrt((X(j,1)-X(i,1))^2+(X(j,2)-X(i,2))^2+(X(j,3)-X(i,3))^2);
end;
end;
%Initial Collisiondetectionmatrix==========================================
CollisionMatrix=(distmatrix-rmatrix)+tril(abs(-1+eye(size(distmatrix))))+eye(size(distmatrix));
while find(CollisionMatrix<=0);
X=[(Bound(2)-Bound(1)-2*max(r))*rand(NumberOfBalls,1)+Bound(1)+max(r),...
(Bound(4)-Bound(3)-2*max(r))*rand(NumberOfBalls,1)+Bound(3)+max(r),...
(Bound(6)-Bound(5)-2*max(r))*rand(NumberOfBalls,1)+Bound(5)+max(r)];
for j=1:NumberOfBalls;
for i=1:j;
distmatrix(i,j)=sqrt((X(j,1)-X(i,1))^2+(X(j,2)-X(i,2))^2+(X(j,3)-X(i,3))^2);
end;
end;
CollisionMatrix=(distmatrix-rmatrix)+tril(abs(-1+eye(size(distmatrix))))+eye(size(distmatrix));
end
%Initial velocities========================================================
V=10*(-1+2*rand(NumberOfBalls,3));
%Plot startingpositions====================================================
for k=1:NumberOfBalls;
surf(ballx*r(k)+X(k,1),bally*r(k)+X(k,2),ballz*r(k)+X(k,3),'LineStyle','none',...
'FaceColor',BallColour(mod(k-1,length(BallColour))+1,:),'AmbientStrength',0.5);
end
light;
lighting gouraud
drawnow;
%Initial velocities========================================================
V=7*(-1+2*rand(NumberOfBalls,3));
%Loop
while drawflag==1;
cla;
%Edgedetecton positive==================================================
d=X+repmat(r,1,3)-repmat([Bound(2),Bound(4),Bound(6)],NumberOfBalls,1);
dt=(d>=0).*d./V;
X=X-V.*dt;
V=V.*(2*(d>=0==0)-1);
%Edgedetecton negative==================================================
d=X-repmat(r,1,3)-repmat([Bound(1),Bound(3),Bound(5)],NumberOfBalls,1);
dt=(d<=0).*d./V;
X=X-V.*dt;
V=V.*(2*(d<=0==0)-1);
%Distancematrix=========================================================
for j=1:NumberOfBalls;
for i=1:j;
distmatrix(i,j)=sqrt((X(j,1)-X(i,1))^2+(X(j,2)-X(i,2))^2+(X(j,3)-X(i,3))^2);
end;
end;
%Collisiondetectionmatrix===============================================
CollisionMatrix=(distmatrix-rmatrix)+tril(abs(-1+eye(size(distmatrix))))+eye(size(distmatrix));
%=======================================================================
if find(CollisionMatrix<0);
[I,J]=find(CollisionMatrix<0);
for i=1:length(I)
normdist=normr([X(I(i),1)-X(J(i),1) X(I(i),2)-X(J(i),2) X(I(i),3)-X(J(i),3)]);
%Velocity component along the line connecting the two centres of
%ball A and ball B:===============================================
vaA=(V(I(i),1)*normdist(1)+V(I(i),2)*normdist(2)+V(I(i),3)*normdist(3));
vaB=(V(J(i),1)*normdist(1)+V(J(i),2)*normdist(2)+V(J(i),3)*normdist(3));
dt=abs(r(I(i))+r(J(i))-distmatrix(I(i),J(i)))/(abs(vaA)+abs(vaB));
%Set back the positions of the colliding balls====================
X(I(i):J(i),:)=X(I(i):J(i),:)-V(I(i):J(i),:)*dt;
end
for i=1:length(I)
normdist=normr([X(I(i),1)-X(J(i),1) X(I(i),2)-X(J(i),2) X(I(i),3)-X(J(i),3)])';
e2=[normdist(3),normdist(2)*normdist(3)/(normdist(1)-1),1+normdist(3)^2/(normdist(1)-1)]';
%Coordinate transformation matrix=================================
M=[normdist,e2,cross(normdist,e2)];
v_old=[V(I(i),:)';V(J(i),:)'];
%Calculate velocities in the new coordinate system================
v_new=[M' zeros(3);zeros(3) M']*v_old;
f=(1+mass(I(i))/mass(J(i)));
g=(1+mass(J(i))/mass(I(i)));
CollisionEffectMatrix=[
1-2/f 0 0 2/f 0 0 % 2:Inellastic collision======================
0 1 0 0 0 0;
0 0 1 0 0 0;
2/g 0 0 1-2/g 0 0;
0 0 0 0 1 0;
0 0 0 0 0 1];
v_new_col=CollisionEffectMatrix*v_new;
%Put the velocities in the old coordinate system==================
V(I(i),:)=M*v_new_col(1:3);
V(J(i),:)=M*v_new_col(4:end);
%Update the positions after collision=============================
X(I(i),:)=X(I(i),:)+V(I(i),:)*dt;
X(J(i),:)=X(J(i),:)+V(J(i),:)*dt;
end
end
%Propagation============================================================
X=X+V*DT;
%Plotting===============================================================
for k=1:NumberOfBalls;
surf(ballx*r(k)+X(k,1),bally*r(k)+X(k,2),ballz*r(k)+X(k,3),'LineStyle','none',...
'FaceColor',BallColour(mod(k-1,length(BallColour))+1,:),'AmbientStrength',0.5);
end
light;
lighting gouraud
drawnow;
end