Merge pull request #5202 from samme/fix/arcade-physics-circular-collisions

separateCircle fixes
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Richard Davey 2020-07-13 13:07:39 +01:00 committed by GitHub
commit 6bd24ded25
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@ -4,6 +4,7 @@
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var AngleBetweenPoints = require('../../math/angle/BetweenPoints');
var Body = require('./Body');
var Clamp = require('../../math/Clamp');
var Class = require('../../utils/Class');
@ -18,6 +19,7 @@ var FuzzyLessThan = require('../../math/fuzzy/LessThan');
var GetOverlapX = require('./GetOverlapX');
var GetOverlapY = require('./GetOverlapY');
var GetValue = require('../../utils/object/GetValue');
var MATH_CONST = require('../../math/const');
var ProcessQueue = require('../../structs/ProcessQueue');
var ProcessTileCallbacks = require('./tilemap/ProcessTileCallbacks');
var Rectangle = require('../../geom/rectangle/Rectangle');
@ -1465,6 +1467,9 @@ var World = new Class({
*/
separateCircle: function (body1, body2, overlapOnly, bias)
{
body1.updateCenter();
body2.updateCenter();
// Set the bounding box overlap values into the bodies themselves (hence we don't use the return values here)
GetOverlapX(body1, body2, false, bias);
GetOverlapY(body1, body2, false, bias);
@ -1535,39 +1540,48 @@ var World = new Class({
var ny = ((body2.center.y - body1.center.y) / d) || 0;
var p = 2 * (body1.velocity.x * nx + body1.velocity.y * ny - body2.velocity.x * nx - body2.velocity.y * ny) / (body1.mass + body2.mass);
if (body1.immovable || body2.immovable)
{
p *= 2;
}
if (!body1.immovable)
{
body1.velocity.x = (body1.velocity.x - p * body1.mass * nx);
body1.velocity.y = (body1.velocity.y - p * body1.mass * ny);
body1.velocity.x = (body1.velocity.x - p / body1.mass * nx);
body1.velocity.y = (body1.velocity.y - p / body1.mass * ny);
}
if (!body2.immovable)
{
body2.velocity.x = (body2.velocity.x + p * body2.mass * nx);
body2.velocity.y = (body2.velocity.y + p * body2.mass * ny);
body2.velocity.x = (body2.velocity.x + p / body2.mass * nx);
body2.velocity.y = (body2.velocity.y + p / body2.mass * ny);
}
var dvx = body2.velocity.x - body1.velocity.x;
var dvy = body2.velocity.y - body1.velocity.y;
var angleCollision = Math.atan2(dvy, dvx);
var delta = this._frameTime;
if (!body1.immovable && !body2.immovable)
{
overlap /= 2;
}
// TODO this is inadequate for circle-rectangle separation
var angle = AngleBetweenPoints(body1.center, body2.center);
var overlapX = (overlap + MATH_CONST.EPSILON) * Math.cos(angle);
var overlapY = (overlap + MATH_CONST.EPSILON) * Math.sin(angle);
if (!body1.immovable)
{
body1.x += (body1.velocity.x * delta) - overlap * Math.cos(angleCollision);
body1.y += (body1.velocity.y * delta) - overlap * Math.sin(angleCollision);
body1.x -= overlapX;
body1.y -= overlapY;
body1.updateCenter();
}
if (!body2.immovable)
{
body2.x += (body2.velocity.x * delta) + overlap * Math.cos(angleCollision);
body2.y += (body2.velocity.y * delta) + overlap * Math.sin(angleCollision);
body2.x += overlapX;
body2.y += overlapY;
body2.updateCenter();
}
body1.velocity.x *= body1.bounce.x;