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author | Matthew Kosarek <mattkae@protonmail.com> | 2021-06-27 15:24:07 -0400 |
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committer | Matthew Kosarek <mattkae@protonmail.com> | 2021-06-27 15:24:07 -0400 |
commit | 52d43a63d02e973f28aa30b768eddc042a4f155b (patch) | |
tree | 852de9a02ff9c6298c5b41dcc466786ed8af3be6 /2d/_collisions/polygon_polygon.html.content | |
parent | 28d0d84638ba1ba45696f3fa86cb18e694f280a5 (diff) |
Some minor updates to SAT explanation, and made icons work everywhere
Diffstat (limited to '2d/_collisions/polygon_polygon.html.content')
-rw-r--r-- | 2d/_collisions/polygon_polygon.html.content | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/2d/_collisions/polygon_polygon.html.content b/2d/_collisions/polygon_polygon.html.content index 7f29ae0..29c284d 100644 --- a/2d/_collisions/polygon_polygon.html.content +++ b/2d/_collisions/polygon_polygon.html.content @@ -107,13 +107,15 @@ <li>If the projections overlap for each edge of both shapes, the shapes are intersecting. Return true.</li> </ol> - And that is all there is to <i>finding</i> the intersection between two convex polygons. + And that is all there is to <i>finding</i> the intersection between two convex polygons. Here is the code snippet that does this if you are interested: + + #SNIPPET polygon_polygon/snippet1.cpp </p> </section> <section> <h2>SAT Collision Resolution</h2> <p> - Now that we know our objects have intersecting, we want to be able to send them tumbling away from each other to simulate a collision. To do this, we will need to find the following things: + Now that we know our objects have intersected, we want to be able to send them tumbling away from each other to simulate a collision. To do this, we will need to find the following things: <ul> <li><b>Collision Normal</b>: in what direction, point towards object <b>A</b>, did the polygons intersect</li> <li><b>Point of Application</b>: at what point on each object did the objects first intersect</li> |