Example #1
0
        public static void Collision(GameObject obj, GameObject obj2)
        {
            PhysicsManager o1 = obj.physics;
            PhysicsManager o2 = obj2.physics;

            Vector2 vect = (o2.pos - o1.pos);
            //Normal vector.
            Vector2 nVec = Vector2.Normalize(o2.pos - o1.pos);
            //Magnitude of nVec.
            float magN = (float)Math.Sqrt(Math.Pow(nVec.X, 2) + Math.Pow(nVec.Y, 2));
            //Unit (normal) vector of nVec.
            Vector2 unVec = nVec / magN;
            //Unit tangent vector.
            Vector2 utVec = new Vector2(unVec.Y * -1, unVec.X);

            //Scalar velocity in normal and tangential directions of o1.
            float o1_snV = Vector2.Dot(unVec, o1.vel);
            float o1_stV = Vector2.Dot(utVec, o1.vel);
            //Scalar velocity in normal and tangential directions of o2.
            float o2_snV = Vector2.Dot(unVec, o2.vel);
            float o2_stV = Vector2.Dot(utVec, o2.vel);

            //Final scalar velocities in normal direction.
            float fo1_snV = ((o1_snV * (o1.mass - o2.mass)) + (2 * o2.mass * o2_snV)) / (o1.mass + o2.mass);
            float fo2_snV = ((o2_snV * (o2.mass - o1.mass)) + (2 * o1.mass * o1_snV)) / (o1.mass + o2.mass);

            //Scalar to vector conversion for velocities.
            Vector2 snV_1 = Vector2.Multiply(unVec, fo1_snV);
            Vector2 stV_1 = Vector2.Multiply(utVec, o1_stV);
            Vector2 snV_2 = Vector2.Multiply(unVec, fo2_snV);
            Vector2 stV_2 = Vector2.Multiply(utVec, o2_stV);

            //Final velocity vectors.
            o1.vel = snV_1 + stV_1;
            o2.vel = snV_2 + stV_2;

            //Vector2 n_c = Vector2.Normalize(o1.pos - o2.pos);
            //Vector2 n_tc = new Vector2(n_c.Y * -1, n_c.X);

            //float o1_z = Vector2.Dot(n_c, o1.vel);
            //float o1_t = Vector2.Dot(n_tc, o1.vel);
            //float o2_z = Vector2.Dot(n_c, o2.vel);
            //float o2_t = Vector2.Dot(n_tc, o2.vel);

            //float o1_c = (o1_z * (o1.mass - o2.mass) + 2 * (o2.mass * o2_z)) / (o1.mass + o2.mass);
            //float o2_c = (o2_z * (o2.mass - o1.mass) + 2 * (o1.mass * o1_z)) / (o1.mass + o2.mass);

            //Vector2 v1_c = Vector2.Multiply(n_c, o1_c);
            //Vector2 v1_t = Vector2.Multiply(n_tc, o1_t);
            //Vector2 v2_c = Vector2.Multiply(n_c, o2_c);
            //Vector2 v2_t = Vector2.Multiply(n_tc, o2_t);

            //o1.vel = v1_c + v1_t;
            //o2.vel = v2_c + v2_t;

            //Vector2 v1 = new Vector2(obj.physics.vel.X * -1, obj.physics.vel.Y * -1);
            //Vector2 v2 = new Vector2(obj2.physics.vel.X * -1, obj2.physics.vel.Y * -1);
            //return new PhysicsEvent(v1, v2);
        }
Example #2
0
 public void Remove(GameObject obj)
 {
     _KILLBOX.Remove(obj);
 }
Example #3
0
 public CollisionEvent(GameObject obj1, GameObject obj2)
 {
     object1 = obj1;
     object2 = obj2;
 }
Example #4
0
 public void Push(GameObject obj)
 {
     _KILLBOX.AddLast(obj);
 }