diff --git a/html/images/space.svg b/html/images/space.svg
index 5a053be..a0e73c5 100644
--- a/html/images/space.svg
+++ b/html/images/space.svg
@@ -584,35 +584,15 @@ const Move = (() => {
Position[entity_id] = cornerContactPosition(p.x, p.y, px, py, contact.corner, s.radius);
} else if (contact.edge) {
// if (isLandable(contact.edge) && s.gearDown) s.isLanded = true;
- // console.log("CURRENT POSITION", px, py);
- // console.log("INTENDED POSITION", p.x, p.y);
- // console.log("CONTACT POSITION", contact.position);
-
const rise = contact.edge.yb-contact.edge.ya;
const run = contact.edge.xb-contact.edge.xa;
-
- const det = v.x * rise - v.y * run;
-
- contact.velocity = bounceVector(v, run, rise);
-
- // edge normal vector
- drawLine(p.x, p.y, p.x + contact.velocity.vec2.rightNormal.x , p.y + contact.velocity.vec2.rightNormal.y, "black");
- // bounced velocity vector
- // drawLine(p.x, p.y, p.x + contact.velocity.x, p.y + contact.velocity.y, "blue");
-
const edgeNrmlVect = vector(rise, -run);
const velocityVect = vector(v.x, v.y);
- console.log("velocity vector", velocityVect);
- console.log("normal vector", edgeNrmlVect);
- drawLine(px, py, px + velocityVect.x, py + velocityVect.y, "blue");
+
+
const vn = edgeNrmlVect.x * velocityVect.dx + edgeNrmlVect.y * velocityVect.dy;
const vDotn = edgeNrmlVect.x * velocityVect.x + edgeNrmlVect.y * velocityVect.y;
- console.log("V dot N", vDotn);
const denom = edgeNrmlVect.x ** 2 + edgeNrmlVect.y ** 2;
- console.log("denom", denom);
-
- const vOnNx = vn * velocityVect.dx + velocityVect.x;
- const vOnNy = vn * velocityVect.dy + velocityVect.y;
const pVect = {
x: vDotn / denom * edgeNrmlVect.x,
y: vDotn / denom * edgeNrmlVect.y
@@ -622,37 +602,16 @@ const Move = (() => {
// add reverseP and v vectors together
const prVonNx = reverseP.x + v.x;
const prVonNy = reverseP.y + v.y;
+ // console.log("velocity vector", velocityVect);
+ // console.log("normal vector", edgeNrmlVect);
+ // console.log("V dot N", vDotn);
+ // console.log("prVonNx, prVonNy", prVonNx, prVonNy)
+ // drawLine(px, py, px + velocityVect.x, py + velocityVect.y, "blue");
+ // drawLine(px, py, px + edgeNrmlVect.x, py + edgeNrmlVect.y, "black");
+ // drawLine(contact.position.x, contact.position.y, contact.position.x + prVonNx, contact.position.y + prVonNy, "teal");
- console.log("prVonNx, prVonNy", prVonNx, prVonNy)
- drawLine(contact.position.x, contact.position.y, contact.position.x + prVonNx, contact.position.y + prVonNy, "teal");
-
- contact.velocity = { x: prVonNx, y: prVonNy };
-
+ // contact.velocity = { x: prVonNx, y: prVonNy };
Velocity[entity_id] = { x: prVonNx, y: prVonNy };
-
- // if (det < 0) {
- // console.log("moving towards edge");
- // console.log("current velocity", vx, vy);
- // console.log("current position", px, py);
- // console.log("future velocity", v);
- // console.log("future position", p);
- // console.log("contact position", contact.position);
- // drawLine(px, py, p.x, p.y, "green");
- // drawCircle(contact.position.x, contact.position.y, "red");
- //
- //
- // // moving towards edge
- // // Velocity[entity_id] = contact.velocity;
- // Velocity[entity_id] = { x: 0, y: 0 };
- // Position[entity_id] = contact.position;
- // console.log("position", Position[entity_id], "velocity", Velocity[entity_id]);
- // } else {
- // console.log("moving away from edge");
- //
- // // moving away from edge
- // Velocity[entity_id] = { x: v.x, y: v.y };
- // Position[entity_id] = { x: p.x, y: p.y };
- // }
}
} else {
console.log("movi");