diff --git a/html/images/space.svg b/html/images/space.svg
index aa33652..5e44f23 100644
--- a/html/images/space.svg
+++ b/html/images/space.svg
@@ -128,7 +128,8 @@
-
+
+
@@ -556,10 +557,12 @@ const Move = (() => {
const edgeSlope = slope(contact.edge);
const rise = contact.edge.yb-contact.edge.ya;
const run = contact.edge.xb-contact.edge.xa;
+ console.log("rise", rise, "run", run);
+
+ const edgeAngleTheta = Math.atan(rise/run);
+ console.log("EDGEANGLETETASADFSDDFSF", edgeAngleTheta, "degrees", edgeAngleTheta * 180 / Math.PI);
const edgeVector = { x: run, y: rise };
const normalVector = { x: rise, y: -run };
- drawLine(p.x, p.y, p.x + normalVector.x, p.y + normalVector.y);
- drawLine(p.x, p.x, p.x + v.x, p.y + v.y, "blue");
console.log("edgeVector", edgeVector, "normalVector", normalVector);
const edgeVectorMagnitude = Math.sqrt(edgeVector.x**2+edgeVector.y**2);
const velocityVectorMagnitude = Math.sqrt(v.y**2+v.x**2);
@@ -568,35 +571,111 @@ const Move = (() => {
// const velocityVectorCrossNormalVector = v.x * normalVector.y - v.y * normalVector.x;
const velocityVectorCrossNormalVector = v.y * normalVector.x - v.x * normalVector.y;
- console.log("dotProduct", dotProduct, "normalVectorDotProduct", normalVectorDotProduct);
+ // console.log("dotProduct", dotProduct, "normalVectorDotProduct", normalVectorDotProduct);
const edgeTheta = Math.acos(dotProduct / (edgeVectorMagnitude * velocityVectorMagnitude));
const normalTheta = Math.acos(normalVectorDotProduct / (edgeVectorMagnitude * velocityVectorMagnitude));
console.log("VELOCITY", v);
- console.log("theta between edge vector and velocity vector", edgeTheta, "degrees", edgeTheta * 180 / Math.PI);
- console.log("theta between normal vector and velocity vector", normalTheta, "degrees", normalTheta * 180 / Math.PI);
- console.log("cross product normal and velocity", velocityVectorCrossNormalVector);
- const newTheta = (Math.PI - normalTheta) * 2;
+ drawLine(p.x - v.x, p.y - v.y, p.x, p.y, "blue");
+ drawLine(contact.edge.xa, contact.edge.ya, contact.edge.xb, contact.edge.yb, "green");
+
+ // drawLine(p.x, p.x, p.x + v.x, p.y + v.y, "blue");
+
+ // console.log("theta between edge vector and velocity vector", edgeTheta, "degrees", edgeTheta * 180 / Math.PI);
+ // console.log("theta between normal vector and velocity vector", normalTheta, "degrees", normalTheta * 180 / Math.PI);
+ // console.log("cross product normal and velocity", velocityVectorCrossNormalVector);
+
+ // const newTheta = (Math.PI - normalTheta) * 2;
+ const newTheta = edgeTheta;
// const newY = -Math.cos(newTheta) * velocityVectorMagnitude;
// const newX = Math.sin(newTheta) * velocityVectorMagnitude;
+ // console.log("theta", newTheta, "degrees", newTheta * 180 / Math.PI);
+
+ console.log("theta between velocity vector and edge vector", newTheta, "degrees", newTheta * 180 / Math.PI);
let newY;
let newX;
- if (velocityVectorCrossNormalVector < 0) {
- newX = Math.cos(newTheta) * velocityVectorMagnitude;
- newY = Math.sin(newTheta) * velocityVectorMagnitude;
- } else {
- newX = Math.sin(newTheta) * velocityVectorMagnitude;
- newY = Math.cos(newTheta) * velocityVectorMagnitude;
+ // if (velocityVectorCrossNormalVector < 0) {
+ // if (velocityVectorCrossNormalVector > 0) {
+ //
+ // newX = Math.cos(newTheta) * velocityVectorMagnitude;
+ // newY = Math.sin(newTheta) * velocityVectorMagnitude;
+ // } else {
+ // newX = Math.sin(newTheta) * velocityVectorMagnitude;
+ // newY = Math.cos(newTheta) * velocityVectorMagnitude;
+ // }
+ // newX = Math.cos(newTheta) * v.x;
+ // newY = -Math.sin(newTheta) * v.y;
+ // newX = Math.cos(edgeAngleTheta) * velocityVectorMagnitude;
+ // newY = -Math.sin(edgeAngleTheta) * velocityVectorMagnitude;
+
+ function vector(x, y) {
+ const vector = { x: x, y: y };
+ vector.magnitude = Math.sqrt(x**2+y**2);
+ vector.dx = vector.x / vector.magnitude;
+ vector.dy = vector.y / vector.magnitude;
+ vector.rightNormal = { x: vector.y, y: -vector.x };
+ vector.rightNormal.dx = vector.rightNormal.x / vector.magnitude;
+ vector.rightNormal.dy = vector.rightNormal.y / vector.magnitude;
+
+ return vector;
}
+ const vec1 = vector(v.x, v.y);
+ const vec2 = vector(run, rise);
+
+
+ // From https://stackoverflow.com/a/14886099
+
+ // 1. Find the dot product of vec1 and vec2
+ // Note: dx and dy are vx and vy divided over the length of the vector (magnitude)
+ // var dpA:Number = vec1.vx * vec2.dx + vec1.vy * vec2.dy;
+ const dpA = vec1.x * vec2.dx + vec1.y * vec2.dy;
+
+ // 2. Project vec1 over vec2
+ // var prA_vx:Number = dpA * vec2.dx;
+ const prAvx = dpA * vec2.dx;
+ // var prA_vy:Number = dpA * vec2.dy;
+ const prAvy = dpA * vec2.dy;
+
+ // 3. Find the dot product of vec1 and vec2's normal
+ // (left or right normal depending on line's direction, let's say left)
+ // vec.leftNormal --> vx = vec.vy; vy = -vec.vx;
+ // vec.rightNormal --> vx = -vec.vy; vy = vec.vx;
+ // var dpB:Number = vec1.vx * vec2.leftNormal.dx + vec1.vy * vec2.leftNormal.dy;
+ const dpB = vec1.x * vec2.rightNormal.dx + vec1.y * vec2.rightNormal.dy;
+
+ // 4. Project vec1 over vec2's left normal
+ // var prB_vx:Number = dpB * vec2.leftNormal.dx;
+ const prBvx = dpB * vec2.rightNormal.dx;
+ // var prB_vy:Number = dpB * vec2.leftNormal.dy;
+ const prBvy = dpB * vec2.rightNormal.dy;
+
+ // 5. Add the first projection prA to the reverse of the second -prB
+ // var new_vx:Number = prA_vx - prB_vx;
+ // var new_vy:Number = prA_vy - prB_vy;
+ newX = prAvx - prBvx;
+ newY = prAvy - prBvy;
+
+
+
+ // newX = v.x;
+ // newY = -v.y;
+
+ // what vector x,y for a vector that is newTheta away from edge vector?
+
+ console.log("newX", newX, "newY", newY);
+
+ drawLine(p.x, p.y, p.x + normalVector.x , p.y + normalVector.y, "black");
+ drawLine(p.x, p.y, p.x + newX , p.y + newY, "blue");
+
Velocity[entity_id] = {
// x: v.x * Math.sin(thetaX) + v.y * Math.cos(thetaY),
// y: v.y * Math.sin(thetaY) + v.x * Math.cos(thetaX)
- x: newX,
+ x: newX,
// y: v.y * Math.sin(thetaY) + v.x * Math.cos(thetaX)
- y: -newY
+ y: newY
};
console.log("VELOCITY AFTER", Velocity[entity_id]);
@@ -697,9 +776,9 @@ function init() {
started = false;
const mult = 10;
- s.position = { x: 0, y: 0 };
+ s.position = { x: 0, y: -10 };
// s.velocity = { x: 0, y: -10 };
- s.velocity = { x: -10, y: 0 };
+ s.velocity = { x: 10, y: 20 };
s.angularVelocity = 0;
// s. velocity = { x: -5*mult, y: 7*mult };
@@ -996,6 +1075,13 @@ function drawLine(xa, ya, xb, yb, color = "black") {
el.setAttribute('x2', xb);
el.setAttribute('y2', yb);
el.setAttribute('stroke', color);
+ const arrow = document.createElementNS(namespaceURIsvg, 'circle');
+ arrow.setAttribute('cx', xb);
+ arrow.setAttribute('cy', yb);
+ arrow.setAttribute('r', 1);
+ arrow.setAttribute('fill', 'teal');
+
+ svg.appendChild(arrow);
svg.appendChild(el);
return el;
}