WIP: bounce off walls
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@@ -126,7 +126,9 @@
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<!-- <polygon class="wall" points="20,-50 10,-50 10,-60 20,-60" /> -->
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<!-- <polygon class="wall" points="20,-50 10,-50 10,-60 20,-60" /> -->
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<!-- <polygon class="wall" points="-10,10 10,10 10,40 -10,40" /> -->
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<!-- <polygon class="wall" points="-10,10 10,10 10,40 -10,40" /> -->
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<polygon class="wall" points="-10,10 10,30 -10,40 -20,20" />
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<!-- <polygon class="wall" points="-10,10 10,30 -10,40 -20,20" /> -->
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<polygon class="wall" points="-20,-10 0,10 -20,20 -30,0" />
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<!-- <polygon class="wall" points="-20,-50 -10,-50 -10,-60 -20,-60" /> -->
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<!-- <polygon class="wall" points="-20,-50 -10,-50 -10,-60 -20,-60" /> -->
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<!-- <polygon class="wall" points="20,50 10,50 10,60 20,60" /> -->
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<!-- <polygon class="wall" points="20,50 10,50 10,60 20,60" /> -->
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@@ -563,6 +565,9 @@ const Move = (() => {
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const velocityVectorMagnitude = Math.sqrt(v.y**2+v.x**2);
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const velocityVectorMagnitude = Math.sqrt(v.y**2+v.x**2);
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const dotProduct = edgeVector.y*v.y + edgeVector.x*v.x;
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const dotProduct = edgeVector.y*v.y + edgeVector.x*v.x;
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const normalVectorDotProduct = normalVector.y*v.y + normalVector.x*v.x;
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const normalVectorDotProduct = normalVector.y*v.y + normalVector.x*v.x;
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// const velocityVectorCrossNormalVector = v.x * normalVector.y - v.y * normalVector.x;
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const velocityVectorCrossNormalVector = v.y * normalVector.x - v.x * normalVector.y;
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console.log("dotProduct", dotProduct, "normalVectorDotProduct", normalVectorDotProduct);
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console.log("dotProduct", dotProduct, "normalVectorDotProduct", normalVectorDotProduct);
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const edgeTheta = Math.acos(dotProduct / (edgeVectorMagnitude * velocityVectorMagnitude));
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const edgeTheta = Math.acos(dotProduct / (edgeVectorMagnitude * velocityVectorMagnitude));
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const normalTheta = Math.acos(normalVectorDotProduct / (edgeVectorMagnitude * velocityVectorMagnitude));
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const normalTheta = Math.acos(normalVectorDotProduct / (edgeVectorMagnitude * velocityVectorMagnitude));
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@@ -570,17 +575,28 @@ const Move = (() => {
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console.log("VELOCITY", v);
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console.log("VELOCITY", v);
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console.log("theta between edge vector and velocity vector", edgeTheta, "degrees", edgeTheta * 180 / Math.PI);
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console.log("theta between edge vector and velocity vector", edgeTheta, "degrees", edgeTheta * 180 / Math.PI);
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console.log("theta between normal vector and velocity vector", normalTheta, "degrees", normalTheta * 180 / Math.PI);
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console.log("theta between normal vector and velocity vector", normalTheta, "degrees", normalTheta * 180 / Math.PI);
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console.log("cross product normal and velocity", velocityVectorCrossNormalVector);
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const newTheta = (Math.PI - normalTheta) * 2;
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const newTheta = (Math.PI - normalTheta) * 2;
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const newY = -Math.cos(newTheta) * velocityVectorMagnitude;
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// const newY = -Math.cos(newTheta) * velocityVectorMagnitude;
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const newX = Math.sin(newTheta) * velocityVectorMagnitude;
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// const newX = Math.sin(newTheta) * velocityVectorMagnitude;
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let newY;
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let newX;
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if (velocityVectorCrossNormalVector < 0) {
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newX = Math.cos(newTheta) * velocityVectorMagnitude;
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newY = Math.sin(newTheta) * velocityVectorMagnitude;
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} else {
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newX = Math.sin(newTheta) * velocityVectorMagnitude;
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newY = Math.cos(newTheta) * velocityVectorMagnitude;
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}
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Velocity[entity_id] = {
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Velocity[entity_id] = {
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// x: v.x * Math.sin(thetaX) + v.y * Math.cos(thetaY),
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// x: v.x * Math.sin(thetaX) + v.y * Math.cos(thetaY),
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// y: v.y * Math.sin(thetaY) + v.x * Math.cos(thetaX)
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// y: v.y * Math.sin(thetaY) + v.x * Math.cos(thetaX)
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x: newX,
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x: newX,
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// y: v.y * Math.sin(thetaY) + v.x * Math.cos(thetaX)
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// y: v.y * Math.sin(thetaY) + v.x * Math.cos(thetaX)
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y: newY
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y: -newY
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};
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};
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console.log("VELOCITY AFTER", Velocity[entity_id]);
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console.log("VELOCITY AFTER", Velocity[entity_id]);
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@@ -683,7 +699,7 @@ function init() {
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s.position = { x: 0, y: 0 };
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s.position = { x: 0, y: 0 };
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// s.velocity = { x: 0, y: -10 };
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// s.velocity = { x: 0, y: -10 };
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s.velocity = { x: 0, y: 10 };
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s.velocity = { x: -10, y: 0 };
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s.angularVelocity = 0;
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s.angularVelocity = 0;
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// s. velocity = { x: -5*mult, y: 7*mult };
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// s. velocity = { x: -5*mult, y: 7*mult };
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Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 53 KiB |
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