Comments (4)
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.
from collisions.
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?
from collisions.
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).
from collisions.
Agreed 👍
from collisions.
Related Issues (20)
- confusing example about Line HOT 2
- maybe can extended collision results HOT 1
- Sweeping and linecasting HOT 1
- Raycasting?
- How to use without ES6 import? HOT 6
- Can't import with browserify and babel HOT 7
- Why you just don't use require? HOT 1
- Typescript definitions? HOT 1
- Is it possible to report contact point(s)? HOT 1
- multiplayer sample HOT 6
- mjs couse trouble in create-react-app HOT 9
- Could you release 2.0.14 to npm?
- Check Poylgon before insert?
- Encapsulating body within a higher level object HOT 2
- Collisions sometimes not detecting
- Collisions not working when browser tab changes HOT 2
- Circle collision issue HOT 3
- BVH insert issue
- Declaration file HOT 1
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from collisions.