fixed stuck-on-corner-physics-glitch

This commit is contained in:
Magnus Auvinen 2007-09-25 20:04:54 +00:00
parent aca6dd808b
commit 720db23058

View file

@ -39,7 +39,20 @@ void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity, int *bounces
}
}
// TODO: OPT: rewrite this smarter!
static bool test_box(vec2 pos, vec2 size)
{
size *= 0.5f;
if(col_check_point(pos.x-size.x, pos.y-size.y))
return true;
if(col_check_point(pos.x+size.x, pos.y-size.y))
return true;
if(col_check_point(pos.x-size.x, pos.y+size.y))
return true;
if(col_check_point(pos.x+size.x, pos.y+size.y))
return true;
return false;
}
void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
{
// do the move
@ -49,56 +62,35 @@ void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
float distance = length(vel);
int max = (int)distance;
vec2 offsets[4] = { vec2(-size.x/2, -size.y/2), vec2( size.x/2, -size.y/2),
vec2(-size.x/2, size.y/2), vec2( size.x/2, size.y/2)};
if(distance > 0.00001f)
{
vec2 old_pos = pos;
//vec2 old_pos = pos;
float fraction = 1.0f/(float)(max+1);
for(int i = 0; i <= max; i++)
{
float amount = i/(float)max;
if(max == 0)
amount = 0;
//float amount = i/(float)max;
//if(max == 0)
//amount = 0;
vec2 new_pos = pos + vel*amount; // TODO: this row is not nice
vec2 new_pos = pos + vel*fraction; // TODO: this row is not nice
for(int p = 0; p < 4; p++)
if(test_box(new_pos, size))
{
vec2 np = new_pos+offsets[p];
vec2 op = old_pos+offsets[p];
if(col_check_point(np))
if(test_box(vec2(pos.x, new_pos.y), size))
{
int affected = 0;
if(col_check_point(np.x, op.y))
{
vel.x = -vel.x*elasticity;
pos.x = old_pos.x;
new_pos.x = old_pos.x;
affected++;
new_pos.y = pos.y;
vel.y = 0;
}
if(col_check_point(op.x, np.y))
if(test_box(vec2(new_pos.x, pos.y), size))
{
vel.y = -vel.y*elasticity;
pos.y = old_pos.y;
new_pos.y = old_pos.y;
affected++;
}
if(!affected)
{
new_pos = old_pos;
pos = old_pos;
vel *= -elasticity;
}
new_pos.x = pos.x;
vel.x = 0;
}
}
old_pos = new_pos;
pos = new_pos;
}
pos = old_pos;
}
*inout_pos = pos;