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//The collision has occurred on the axis with the //*smallest* amount of overlap. Let's figure out which //axis that is if(overlap_X >= overlap_Y) { //The collision is happening on the x axis //But on which side v0's vy can tell us if(_v0.vy > 0) { _collisionSide = "Top"; _c1.setY = _c1.yPos - overlap_Y; }
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else { _collisionSide = "Bottom"; _c1.setY = _c1.yPos + overlap_Y; } //Plot the x axis at r1's position var xAxis:VectorModel = new VectorModel ( _c1.xPos - _r1.width * 0.5, _c1.yPos, _c1.xPos + _r1.height * 0.5, _c1.yPos ); VectorMath.bounceOnPlane(_c1, xAxis, 0.1, 0.98); } else { //The collision is happening on the y axis //But on which side v0's vx can tell us if(_v0.vx > 0) { _collisionSide = "Left"; _c1.setX = _c1.xPos - overlap_X; } else { _collisionSide = "Right"; _c1.setX = _c1.xPos + overlap_X; } //Plot the y axis at r1's position var yAxis:VectorModel = new VectorModel ( _c1.xPos, _c1.yPos - _r1.height * 0.5, _c1.xPos, _c1.yPos + _r1.height * 0.5 ); VectorMath.bounceOnPlane(_c1, yAxis, 0.1, 0.98); } }
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else { _collisionSide = "No collision"; } } else { _collisionSide = "No collision"; } } //The circle isn't in danger of intersecting //with any of the rectangle's planes, //so it has to be closer to one of the four corners //The checkCornerCollision method does the //work of the collision detection //It takes four arguments: //1. The CircleModel object //2. The x position of the corner //3. The y position of the corner //4. The bounce multiplier which //determines the amount of "bounciness" if(region == "topLeft") { checkCornerCollision ( _c1, _r1.xPos - _r1.width * 0.5, _r1.yPos - _r1.height * 0.5, 0.6 ); } else if(region == "topRight") { checkCornerCollision ( _c1, _r1.xPos + _r1.width * 0.5, _r1.yPos - _r1.height * 0.5, 0.6 ); } else if(region == "bottomLeft") { checkCornerCollision ( _c1, _r1.xPos - _r1.width * 0.5,
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_r1.yPos + _r1.height * 0.5, 0.6 ); } else if(region == "bottomRight") { checkCornerCollision ( _c1, _r1.xPos + _r1.width * 0.5, _r1.yPos + _r1.height * 0.5, 0.6 ); } The checkCornerCollision method bounces the circle off the square s corners. public function checkCornerCollision ( circle:CircleModel, corner_X:Number, corner_Y:Number, bounceAmount:Number ):void { //Vector between circle and particle (the square's corner) var v0:VectorModel = new VectorModel ( circle.xPos, circle.yPos, corner_X, corner_Y ); if(v0.m < circle.radius) { //Find the amount of overlap var overlap:Number = circle.radius - v0.m; circle.setX = circle.xPos - (overlap * v0.dx); circle.setY = circle.yPos - (overlap * v0.dy); //circle's motion vector var v1:VectorModel = new VectorModel ( circle.xPos, circle.yPos,
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circle.xPos + circle.vx, circle.yPos + circle.vy ); //Create the circle's bounce vector var bounce:VectorModel = VectorMath.bounce(v1, v0.ln); //Bounce the circle circle.vx = bounce.vx * bounceAmount; circle.vy = bounce.vy * bounceAmount; } } This code is almost identical to the circle-versus-particle code we looked in 3.
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To check for a collision between a circle and a triangle s hypotenuse, we apply a circle-versusline collision strategy. This is the same collision strategy we covered at the beginning of 3. The hypotenuse also determines how the regions are divided, as shown in Figure 4-42.
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Figure 4-42. Use a circle-versus-line collision strategy to check for a collision between the circle and the triangle s hypotenuse.
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To find out whether the circle is within the hypotenuse region, we just need to reach into our bag of tricks and roll this one onto the table: Extend a vector between the center of the circle and the start point of the hypotenuse. If the dot product between this vector and the hypotenuse is less than zero and greater than the negative value of the hypotenuse s magnitude, you know that it s within this region. Figure 4-43 shows what you need to find.
Figure 4-43. The dot product of the two vectors will tell you whether the circle is within the hypotenuse s region. Check back to 3 for a quick review of how this works, just in case you ve forgotten. You ll find a working example in the CircleVsTriangle folder, as shown in Figure 4-44.
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