X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=examples%2Fbassteroids%2Fsource%2Fphysics.cpp;h=67cdf6fe596bbf29199b7af96174c92eecaefc92;hb=e7223a520b12663127b21afe8a68965898f34ded;hp=2453fd90ec82be2ed213eaec91da41c642b1b21f;hpb=9ce882cbb6bb7628d7c9883c43491a75c10625d7;p=libs%2Fgame.git diff --git a/examples/bassteroids/source/physics.cpp b/examples/bassteroids/source/physics.cpp index 2453fd9..67cdf6f 100644 --- a/examples/bassteroids/source/physics.cpp +++ b/examples/bassteroids/source/physics.cpp @@ -186,15 +186,17 @@ void Physics::apply_impulses() LinAl::Vector v_p1 = entity1.velocity+LinAl::Vector(-r1.y, r1.x)*entity1.angular_velocity.radians(); LinAl::Vector v_p2 = entity2.velocity+LinAl::Vector(-r2.y, r2.x)*entity2.angular_velocity.radians(); LinAl::Vector v_rel = v_p2-v_p1; - LinAl::Vector tangent = normalize(v_rel-c.normal*inner_product(v_rel, c.normal)); + LinAl::Vector tangent = v_rel-c.normal*inner_product(v_rel, c.normal); + float v_tan = tangent.norm(); + tangent = (v_tan>1e-5 ? normalize(tangent) : LinAl::Vector(-c.normal.y, c.normal.x)); float restitution = 1.0f; float friction_coeff = 0.1f; float inv_mass_sum = entity1.inverse_mass+entity2.inverse_mass; float reaction = (1+restitution)*inner_product(v_rel, c.normal)/inv_mass_sum; - float friction = reaction*friction_coeff; + float friction = min(reaction*friction_coeff, v_tan/inv_mass_sum); LinAl::Vector impulse = c.normal*reaction+tangent*friction; entity1.velocity += impulse*entity1.inverse_mass; - entity2.velocity -= impulse*entity2.inverse_momi; + entity2.velocity -= impulse*entity2.inverse_mass; entity1.angular_velocity += Geometry::Angle::from_radians(entity1.inverse_momi*(r1.x*impulse.y-r1.y*impulse.x)); entity2.angular_velocity -= Geometry::Angle::from_radians(entity2.inverse_momi*(r2.x*impulse.y-r2.y*impulse.x)); } @@ -249,11 +251,29 @@ void Physics::collide_circle_box(unsigned i, unsigned j) LinAl::Vector local_closest(clamp(local_delta.x, -half_size.x, half_size.x), clamp(local_delta.y, -half_size.y, half_size.y)); LinAl::Vector local_cdelta = local_delta-local_closest; float d_sq = inner_product(local_cdelta, local_cdelta); + if(d_sq(c*local_cdelta.x-s*local_cdelta.y, c*local_cdelta.y+s*local_cdelta.x)); - collision.depth = radius-sqrt(d_sq); + if(d_sq>1e-10) + { + collision.normal = normalize(LinAl::Vector(c*local_cdelta.x-s*local_cdelta.y, c*local_cdelta.y+s*local_cdelta.x)); + collision.depth = radius-sqrt(d_sq); + } + else + { + LinAl::Vector inside_dist(half_size.x-abs(local_delta.x), half_size.y-abs(local_delta.y)); + if(inside_dist.x(c, s) * (local_delta.x<0 ? -1.0f : 1.0f); + collision.depth = radius+inside_dist.x; + } + else + { + collision.normal = LinAl::Vector(-s, c) * (local_delta.y<0 ? -1.0f : 1.0f); + collision.depth = radius+inside_dist.y; + } + } collision.point = pos1-collision.normal*(radius-collision.depth/2); if(collision.body1!=i) collision.normal = -collision.normal;