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  Slide on collision behavior  (Read 1264 times)
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Offline hawkwind

Junior Member




Java games rock!


« Posted 2004-12-14 12:51:39 »

Does anyone have an example or article on how to handle colliding, at an angle, with say a wall.  I would like to slide along the wall instead of stopping
Offline Catharsis

Junior Member




EGR Software rocks!


« Reply #1 - Posted 2004-12-15 00:44:25 »

Quote
Does anyone have an example or article on how to handle colliding, at an angle, with say a wall.  I would like to slide along the wall instead of stopping


You need 3 things:
- collision point   (tuple3f)
- original end point (tuple3f)
- colliding plane normal (vector3f)

The new end destination is projected by the normal of the colliding plane.

some psuedo code for the process using the vecmath library.

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projectVec = new Vector3f();
newEndPoint = new Tuple3f();

projectVec.sub(origEndPoint, collidePoint);
newEndPoint.scaleAdd(-projectVec.dot(collidingPlaneNormal), collidingPlaneNormal, origEndPoint);


This should work... Of course optimize it for your need. Also remember that the new end point also needs to be checked for a collision between the 1st colliding point as well.


Founder & Principal Architect; EGR Software LLC
http://www.typhonrt.org/
http://www.egrsoftware.com/
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