Esempio n. 1
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        /// <summary>
        /// given the relative velocity between the two objects and the MTV this method modifies the relativeVelocity to make it a collision
        /// response.
        /// </summary>
        /// <param name="relativeVelocity">Relative velocity.</param>
        /// <param name="minimumTranslationVector">Minimum translation vector.</param>
        void calculateResponseVelocity(ref Vector2 relativeVelocity, ref Vector2 minimumTranslationVector, out Vector2 responseVelocity)
        {
            // first, we get the normalized MTV in the opposite direction: the surface normal
            var     inverseMTV = minimumTranslationVector * -1f;
            Vector2 normal;

            VectorExtensions.Normalize(ref inverseMTV, out normal);

            // the velocity is decomposed along the normal of the collision and the plane of collision.
            // The elasticity will affect the response along the normal (normalVelocityComponent) and the friction will affect
            // the tangential component of the velocity (tangentialVelocityComponent)
            float n;

            VectorExtensions.Dot(ref relativeVelocity, ref normal, out n);

            var normalVelocityComponent     = normal * n;
            var tangentialVelocityComponent = relativeVelocity - normalVelocityComponent;

            if (n > 0.0f)
            {
                normalVelocityComponent = Vector2.zero;
            }

            // if the squared magnitude of the tangential component is less than glue then we bump up the friction to the max
            var coefficientOfFriction = _friction;

            if (tangentialVelocityComponent.LengthSquared() < _glue)
            {
                coefficientOfFriction = 1.01f;
            }

            // elasticity affects the normal component of the velocity and friction affects the tangential component
            responseVelocity = -(1.0f + _elasticity) * normalVelocityComponent - coefficientOfFriction * tangentialVelocityComponent;
        }