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diff --git a/frontend/2d/_collisions/rectangle_rectangle.html.content b/frontend/2d/_collisions/rectangle_rectangle.html.content deleted file mode 100644 index 2cc5847..0000000 --- a/frontend/2d/_collisions/rectangle_rectangle.html.content +++ /dev/null @@ -1,77 +0,0 @@ -<script src="./rectangle_rectangle/dist/output.js"></script> -<script> - window.onload = function() { - var lPlayElement = document.getElementById('gl_canvas_play'), - lStopElement = document.getElementById('gl_canvas_stop'); - lPlayElement.addEventListener('click', function() { - lPlayElement.style.display = 'none'; - lStopElement.style.display = 'block'; - }); - lStopElement.addEventListener('click', function() { - lStopElement.style.display = 'none'; - lPlayElement.style.display = 'block'; - }); - } - -</script> -<article> - <h1>Rectangle intersection with a Rectangle</h1> - <section> - <h2>Algorithm</h2> - <p> - For each line segment that your rectangle could be intersecting with, - do the following: - <ol> - <li> - For each corner of your rectangle, check if the distance from that point to the line is less than some <i>epsilon</i>, where <i>epsilon</i> is a reasonable small number (usually a 1 or 2 units, depending on the size of your lines). - </li> - <li> - To check each point, use the "distance from point to line segment" formula, which can be found <a href="https://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line">here</a> (I will not derive it just yet) - </li> - <li> - If a collision is found, we have all of the information required to solve the collision: - <ul> - <li> - <b>Collision Normal</b>: This is the perpendicular to the line segment, which can be found by: - <code> - <pre> -Vector2 getNormalToLineSegment(LineSegment* segment) { - Vector2 direction = segment->end - segment->start; - return *Vector2 { -direction.y, direction.x }).normalize(); -} - </pre> - </code> - </li> - <li> - <b>First Point of Application</b>: Get the vector from the center of the rectangle (most like your position) to the corner which intersected. - </li> - <li> - <b>Second Point of Application</b>: Get vector from center of line to the corner which intersected. - </li> - </ul> - </li> - </ol> - </p> - </section> - <section> - <h2> - Live Example - </h2> - <div class="opengl_canvas_container"> - <canvas id="gl_canvas" width="640" height="480"></canvas> - <button id="gl_canvas_play" class="play_button"> - Play - </button> - <button id="gl_canvas_stop" class="stop_button"> - Stop - </button> - </div> - <footer id="references"> - <h2>References</h2> - <ul> - <li><a href="https://dyn4j.org/2010/01/sat/">Great SAT Explanation</a></li> - <li><a href="https://www.gamedev.net/forums/topic/588070-seperating-axis-theorem---how-to-resolve-contact-points/">SAT Finding Collision Points</a></li> - </ul> - </footer> - </section> -</article> |