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Debugging circle collision
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8f1979c0df
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1 changed files with 32 additions and 24 deletions
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@ -1395,6 +1395,7 @@ var World = new Class({
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{
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// We got a satisfactory result from the separateCircle method
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result = true;
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runSeparation = false;
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}
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else
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{
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@ -1589,28 +1590,6 @@ var World = new Class({
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if (twoCircles)
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{
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if (!body1Immovable && !body2Immovable)
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{
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overlapX *= 0.5;
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overlapY *= 0.5;
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}
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if (!body1Immovable || body1.pushable || deadlock)
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{
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body1.x -= overlapX;
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body1.y -= overlapY;
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body1.updateCenter();
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}
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if (!body2Immovable || body2.pushable || deadlock)
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{
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body2.x += overlapX;
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body2.y += overlapY;
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body2.updateCenter();
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}
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var dx = body1Center.x - body2Center.x;
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var dy = body1Center.y - body2Center.y;
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var d = Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2));
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@ -1623,20 +1602,49 @@ var World = new Class({
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p *= 2;
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}
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console.log('circ vel', body1Velocity, body2Velocity, 'p', p, 'nxy', nx, ny);
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if (!body1Immovable)
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{
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body1Velocity.x = (body1Velocity.x - p / body1.mass * nx);
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body1Velocity.y = (body1Velocity.y - p / body1.mass * ny);
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body1Velocity.multiply(body1.bounce);
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console.log('body1', body1Velocity, 'y', body1.y);
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}
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if (!body2Immovable)
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{
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body2Velocity.x = (body2Velocity.x + p / body2.mass * nx);
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body2Velocity.y = (body2Velocity.y + p / body2.mass * ny);
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body2Velocity.multiply(body2.bounce);
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console.log('body2', body2Velocity, 'y', body2.y);
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}
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body1Velocity.multiply(body1.bounce);
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body2Velocity.multiply(body2.bounce);
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if (!body1Immovable && !body2Immovable)
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{
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overlapX *= 0.5;
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overlapY *= 0.5;
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}
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if (!body1Immovable)
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{
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body1.x -= overlapX;
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body1.y -= overlapY;
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body1.updateCenter();
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console.log('body1 sep', body1.y);
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}
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if (!body2Immovable)
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{
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body2.x += overlapX;
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body2.y += overlapY;
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body2.updateCenter();
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}
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results.result = true;
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}
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