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collisionResolver.js
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collisionResolver.js
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function ccCollision(obj1, obj2) {
let dist = { x: obj1.pos.x - obj2.pos.x, y: obj1.pos.y - obj2.pos.y }
let distMag = Math.sqrt(dist.x ** 2 + dist.y ** 2)
if (distMag < obj1.r + obj2.r) {
ccPenRes(obj1, obj2,dist,distMag)
let vCollision = { x: obj2.pos.x - obj1.pos.x, y: obj2.pos.y - obj1.pos.y };
let distance = Math.sqrt((obj2.pos.x - obj1.pos.x) ** 2 + (obj2.pos.y - obj1.pos.y) ** 2);
let vCollisionNorm = { x: vCollision.x / distance, y: vCollision.y / distance }; //dir normal
let vRelativeVelocity = { x: obj1.vel.x - obj2.vel.x, y: obj1.vel.y - obj2.vel.y };
let speed = vRelativeVelocity.x * vCollisionNorm.x + vRelativeVelocity.y * vCollisionNorm.y;
speed *= 0.95
if (speed < 0) {
} else {
let impulse = 2 * speed / (obj1.m + obj2.m);
obj1.vel.x -= (impulse * obj2.m * vCollisionNorm.x)
obj1.vel.y -= (impulse * obj2.m * vCollisionNorm.y)
obj2.vel.x += (impulse * obj1.m * vCollisionNorm.x)
obj2.vel.y += (impulse * obj1.m * vCollisionNorm.y)
}
}
}
function ccPenRes(obj1, obj2,dist,distMag) {
let pen_depth = obj1.r + obj2.r - distMag
let pen_res;
if (distMag == 0) {
pen_res = { x: 0, y: 0 }
} else {
let DirectionNormalized = { x: dist.x / distMag, y: dist.y / distMag }
pen_res = { x: DirectionNormalized.x * (pen_depth / 2), y: DirectionNormalized.y * (pen_depth / 2) }
}
if (!obj1.static) {
obj1.pos.x += pen_res.x
obj1.pos.y += pen_res.y
}
if (!obj2.static) {
obj2.pos.x -= pen_res.x
obj2.pos.y -= pen_res.y
}
}
export {ccCollision}