示例#1
0
    static void HandleCirclesOutside(BodyCircle a, BodyCircle b)
    {
        float tr       = a.r + b.r;
        V2    dp       = b.center - a.center;
        float d2       = dp.Len2();
        bool  collided = d2 <= tr * tr;

        if (collided)
        {
            V2 dv = b.velLin - a.velLin;

            float totInvMass    = a.invMass + b.invMass;
            float invMassRatioA = a.invMass / totInvMass;
            float invMassRatioB = b.invMass / totInvMass;

            // eliminate overlapping (separation)
            float dist       = Math.Sqrt(d2);
            float totOverlap = tr - dist;
            V2    normal     = dp / dist;
            b.center += normal * (totOverlap * invMassRatioB);
            a.center -= normal * (totOverlap * invMassRatioA);

            bool movingTowardsEachOther = dp * dv < 0;
            if (movingTowardsEachOther)              // bounce
            {
                const float BOUNCINESS      = 0.99f; // [0, 1]
                float       desiredDv       = -BOUNCINESS * (dv * normal);
                float       desiredDvChange = desiredDv - (dv * normal);

                float dva      = 1 * a.invMass;
                float dvb      = -1 * b.invMass;
                float dvChange = dvb - dva;
                float impLen   = desiredDvChange / dvChange;
                a.ApplyImpulse(impLen * normal);
                b.ApplyImpulse(-impLen * normal);
            }
        }
    }
示例#2
0
    static void HandleCirclesInside(BodyCircle inner, BodyCircle outer)
    {
        float dr             = outer.r - inner.r;
        V2    dp             = inner.center - outer.center;
        float d2             = dp.Len2();
        bool  areOverlapping = d2 >= dr * dr;

        if (areOverlapping)
        {
            float totInvMass    = outer.invMass + inner.invMass;
            float invMassRatioA = outer.invMass / totInvMass;
            float invMassRatioB = inner.invMass / totInvMass;

            // eliminate overlapping (separation)
            float dist       = Math.Sqrt(d2);
            float totOverlap = dist - dr;
            V2    normal     = dp / -dist;
            inner.center += normal * (totOverlap * invMassRatioB);
            outer.center -= normal * (totOverlap * invMassRatioA);

            V2   dv = inner.velLin - outer.velLin;
            bool movingTowardsEachOther = dp * dv > 0;
            if (movingTowardsEachOther)              // bounce
            {
                const float BOUNCINESS      = 0.99f; // [0, 1]
                float       desiredDv       = -BOUNCINESS * (dv * normal);
                float       desiredDvChange = desiredDv - (dv * normal);

                float dva      = 1 * outer.invMass;
                float dvb      = -1 * inner.invMass;
                float dvChange = dvb - dva;
                float impLen   = desiredDvChange / dvChange;
                outer.ApplyImpulse(impLen * normal);
                inner.ApplyImpulse(-impLen * normal);
            }
        }
    }