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ShimShamSam avatar ShimShamSam commented on September 27, 2024 1

The normal of the line you collide with is given via the Result object's overlap_x and overlap_y properties. Determining the resulting bounce angle is a matter of flipping the incoming angle across the axis that those two properties describe.

A more in-depth explanation can be found here. You might be able to find some better tutorials out there, but the concept is the same.

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ronkorving avatar ronkorving commented on September 27, 2024

Thanks for your answer, that should get me on my way.

I may be wrong, but could it be that many users of Collisions would find themselves with this requirement?

Perhaps variables like bounciness, etc. make this too complex a problem to add to the Result object and have it work for everybody. Perhaps instead of a solution in code, an example could be added to the docs?

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ShimShamSam avatar ShimShamSam commented on September 27, 2024

Rigid bodies make up only a small subset of use-cases for collision detection, so adding code specifically for it would be outside of the scope of this library. Collisions is meant to be a low-level library. If your project requires friction, bounciness, momentum, etc, you're better off using a physics engine (or writing your own that wraps around Collisions).

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ronkorving avatar ronkorving commented on September 27, 2024

Agreed 👍

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