Im trying to understanding collision detection in 2d world. I recently got this tutorials http://www.gotoandplay.it/_articles/2003/12/bezierCollision.php. I have question which puzzled me a lot - on the flash demo ball is dropping without responding if i try to swap the starting and end point. Can someone explain me , how the simulation works. I have modified this the sample code. It works perfect until the start and end point are swapped, Here is same code in objective c
Thanks in advance. .
-(void)render:(ccTime)dt {
if(renderer)
{
CGPoint b = ball.position;
float bvx = ball.vx;
float bvy = ball.vy;
bvx += .02;
bvy -= .2;
b.x += bvx;
b.y += bvy;
float br = ball.contentSize.width/2;
for ( int p = 0 ; p < [map count] ; p++ ) {
line *l = [map objectAtIndex:p];
CGPoint p0 = l.end;
CGPoint p1 = l.start;
float p0x = p0.x, p0y = p0.y, p1x = p1.x, p1y = p1.y;
// get Angle //
float dx = p0x - p1x;
float dy = p0y - p1y;
float angle = atan2( dy , dx );
float _sin = sin ( angle );
float _cos = cos ( angle );
// rotate p1 ( need only 'x' ) //
float p1rx = dy * _sin + dx * _cos + p0x;
// rotate ball //
float px = p0x - b.x;
float py = p0y - b.y;
float brx = py * _sin + px * _cos + p0x;
float bry = py * _cos - px * _sin + p0y;
float cp = ( b.x - p0x ) * ( p1y - p0y ) - ( b.y - p0y ) * ( p1x - p0x );
if ( bry > p0y - br && brx > p0x && brx < p1rx && cp > 0 ) {
// calc new Vector //
float vx = bvy * _sin + bvx * _cos;
float vy = bvy * _cos - bvx * _sin;
vy *= -.8;
vx *= .98;
float __sin = sin ( -angle );
float __cos = cos ( -angle );
bvx = vy * __sin + vx * __cos;
bvy = vy * __cos - vx * __sin;
// calc new Position //
bry = p0y - br;
dx = p0x - brx;
dy = p0y - bry;
b.x = dy * __sin + dx * __cos + p0x;
b.y = dy * __cos - dx * __sin + p0y;
}
}
ball.position = b;
ball.vx = bvx;
ball.vy = bvy;
if ( b.y < 42)
{
ball.position = ccp(50, size.height - 42);
ball.vx = .0f;
ball.vy = .0f;
}
}
}