Refactor
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@@ -699,26 +699,13 @@
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}
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function cornerContactPosition(xc, yc, x, y, corner, cLength) {
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const diffx = xc - x;
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const diffy = yc - y;
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// console.log("xc", xc, "yc", yc, "x", x, "y", y);
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const positionSeg = { xa: xc, ya: yc, xb: x, yb: y };
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const posNormIntxn = perpIntxn(slope(positionSeg), x, y, corner.x, corner.y);
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const posSegLength = Math.sqrt(diffy ** 2 + diffx ** 2);
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const detp = xc * y - yc * x;
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// console.log("detp", detp, "posSegLength", posSegLength);
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// the length of the "corner segment"
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// shortest distance between corner and path
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const aLength = distance(corner.x, corner.y, posNormIntxn.x, posNormIntxn.y);
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// where did I get this calculation? it also works but how??
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// const aLengthAlso = Math.abs(diffy * corner.x - diffx * corner.y + detp) / posSegLength;
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// console.log("aLength", aLength, "aLengthAlso", aLengthAlso);
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// drawLine(posNormIntxn.x, posNormIntxn.y, corner.x, corner.y, "red");
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// distance from position/normal intersection
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const bLength = Math.sqrt(Math.abs(cLength ** 2 - aLength ** 2));
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// console.log("bLength", bLength);
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const intxnSeg = document.createElementNS(namespaceURIsvg, 'line');
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intxnSeg.setAttribute('x1', posNormIntxn.x);
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@@ -897,10 +884,10 @@
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started = false;
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const mult = 10000;
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s.position = { x: 2, y: 7 };
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// s.velocity = { x: 4.5, y: 5 };
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s.position = { x: 0, y: 0 };
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s.velocity = { x: 0, y: 0 };
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s. velocity = { x: 2*mult, y: 7*mult };
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// s. velocity = { x: 2*mult, y: 7*mult };
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s.acceleration = { x: 0, y: 0 };
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s.rotate = 0;
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Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 37 KiB |
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