So I built some time ago a little Breakout clone, and I wanted to upgrade it a little bit, mostly for the collisions. When I first made it I had a basic "collision" detection between my ball and my brick, which in fact considered the ball as another rectangle. But this created an issue with the edge collisions, so I thought I would change it. The thing is, I found some answers to my problem:
for example this image
and the last comment of this thread : circle/rect collision reaction but i could not find how to compute the final velocity vector.
So far I have :
- Found the closest point on the rectangle,
- created the normal and tangent vectors,
And now what I need is to somehow "divide the velocity vector into a normal component and a tangent component; negate the normal component and add the normal and tangent components to get the new Velocity vector" I'm sorry if this seems terribly easy but I could not get my mind around that ... code :
function collision(rect, circle){
var NearestX = Max(rect.x, Min(circle.pos.x, rect.x + rect.w));
var NearestY = Max(rect.y, Min(circle.pos.y, rect.y + rect.w));
var dist = createVector(circle.pos.x - NearestX, circle.pos.y - NearestY);
var dnormal = createVector(- dist.y, dist.x);
//change current circle vel according to the collision response
}
Thanks !
EDIT: Also found this but I didn't know if it is applicable at all points of the rectangle or only the corners.
