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authorMatthew Kosarek <mattkae@protonmail.com>2021-05-19 20:22:03 -0400
committerMatthew Kosarek <mattkae@protonmail.com>2021-05-19 20:22:03 -0400
commite431c58c0e5bde1689ef0be0d02588ee22c99c82 (patch)
tree21ca931d46a8b5bf779418536e2a5fca52ed42dd /2d/_collisions/polygon_polygon/main.cpp
parenta7ac3adcb70bc40e79e31de2bb466201417be12e (diff)
Ignoring general SAT rotations for now, going to focus on redoing the original demos
Diffstat (limited to '2d/_collisions/polygon_polygon/main.cpp')
-rw-r--r--2d/_collisions/polygon_polygon/main.cpp11
1 files changed, 8 insertions, 3 deletions
diff --git a/2d/_collisions/polygon_polygon/main.cpp b/2d/_collisions/polygon_polygon/main.cpp
index 916a057..b928f02 100644
--- a/2d/_collisions/polygon_polygon/main.cpp
+++ b/2d/_collisions/polygon_polygon/main.cpp
@@ -331,12 +331,13 @@ void resolveCollision(Rigidbody* first, Rigidbody* second, IntersectionResult* i
float32 linearDenomPart = collisionNormal.dot(collisionNormal * (1.f / first->mass + 1.f / second->mass));
float32 rotationalDenomPart = (firstPerpNorm * firstPerpNorm) / first->momentOfInertia + (sndPerpNorm * sndPerpNorm) / second->momentOfInertia;
- float32 impulseMagnitude = numerator / (linearDenomPart + rotationalDenomPart);
+ // @TODO: Most of my 2D rotational work is pretty broken. Let's ignore it for the time being;
+ float32 impulseMagnitude = numerator / (linearDenomPart);// + rotationalDenomPart);
first->velocity = first->velocity + (collisionNormal * (impulseMagnitude / first->mass));
second->velocity = second->velocity - (collisionNormal * (impulseMagnitude / second->mass));
- first->rotationalVelocity = first->rotationalVelocity + firstPerp.dot(collisionNormal * impulseMagnitude) / first->momentOfInertia;
- second->rotationalVelocity = second->rotationalVelocity - secondPerp.dot(collisionNormal * impulseMagnitude) / second->momentOfInertia;
+ // first->rotationalVelocity = first->rotationalVelocity + firstPerp.dot(collisionNormal * impulseMagnitude) / first->momentOfInertia;
+ // second->rotationalVelocity = second->rotationalVelocity - secondPerp.dot(collisionNormal * impulseMagnitude) / second->momentOfInertia;
}
void update(float32 deltaTimeSeconds, void* userData) {
@@ -393,15 +394,19 @@ void update(float32 deltaTimeSeconds, void* userData) {
for (int p = 0; p < 4; p++) {
ConvexPolygon* polygon = &polygons[p];
if (polygon->body.position.x <= 0.f) {
+ polygon->body.position.x = 0.f;
polygon->body.velocity = polygon->body.velocity - Vector2 { 1.f, 0.f } * (2 * (polygon->body.velocity.dot(Vector2 { 1.f, 0.f })));
}
if (polygon->body.position.y <= 0.f) {
+ polygon->body.position.y = 0.f;
polygon->body.velocity = polygon->body.velocity - Vector2 { 0.f, 1.f } * (2 * (polygon->body.velocity.dot(Vector2 { 0.f, 1.f })));
}
if (polygon->body.position.x >= 640.f) {
+ polygon->body.position.x = 640.f;
polygon->body.velocity = polygon->body.velocity - Vector2 { -1.f, 0.f } * (2 * (polygon->body.velocity.dot(Vector2{ -1.f, 0.f })));
}
if (polygon->body.position.y >= 480.f) {
+ polygon->body.position.y = 480.f;
polygon->body.velocity = polygon->body.velocity - Vector2 { 0.f, -1.f } * (2 * (polygon->body.velocity.dot(Vector2 { 0.f, -1.f }))) ;
}
}