Class: Engine::Physics::Components::SphereCollider
- Inherits:
-
Component
- Object
- Component
- Engine::Physics::Components::SphereCollider
show all
- Defined in:
- lib/engine/physics/components/sphere_collider.rb
Instance Attribute Summary collapse
Attributes inherited from Component
#game_object
Instance Method Summary
collapse
Methods inherited from Component
#_erase!, #destroy, #destroy!, #destroyed?, destroyed_components, erase_destroyed_components, method_added, #renderer?, #set_game_object, #start, #ui_renderer?, #update
Constructor Details
Returns a new instance of SphereCollider.
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# File 'lib/engine/physics/components/sphere_collider.rb', line 7
def initialize(radius)
@radius = radius
end
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Instance Attribute Details
#radius ⇒ Object
Returns the value of attribute radius.
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# File 'lib/engine/physics/components/sphere_collider.rb', line 5
def radius
@radius
end
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Instance Method Details
#collision_for(other_collider) ⇒ Object
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# File 'lib/engine/physics/components/sphere_collider.rb', line 11
def collision_for(other_collider)
distance = (game_object.pos - other_collider.game_object.pos).magnitude
min_distance = radius + other_collider.radius
return nil if distance >= min_distance
direction = (other_collider.game_object.pos - game_object.pos).normalize
collision_point = collision_point(direction, min_distance - distance)
magnitude = normal_impulse_magnitude(direction, other_collider, collision_point)
return nil if magnitude <= 0
normal_impulse = -direction * magnitude
tangential_impulse = tangential_impulse(other_collider, normal_impulse, collision_point)
puts "normal_impulse: #{normal_impulse}"
puts "tangential_impulse: #{tangential_impulse}"
puts "total impulse: #{normal_impulse + tangential_impulse}"
Engine::Physics::Collision.new(normal_impulse + tangential_impulse, collision_point)
end
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#inverse_mass ⇒ Object
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# File 'lib/engine/physics/components/sphere_collider.rb', line 37
def inverse_mass
1.0 / rigidbody.mass
end
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#rigidbody ⇒ Object
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# File 'lib/engine/physics/components/sphere_collider.rb', line 45
def rigidbody
game_object.components.find { |c| c.is_a?(Rigidbody) }
end
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#static? ⇒ Boolean
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# File 'lib/engine/physics/components/sphere_collider.rb', line 33
def static?
rigidbody.nil?
end
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#velocity(pos) ⇒ Object
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# File 'lib/engine/physics/components/sphere_collider.rb', line 41
def velocity(pos)
rigidbody&.velocity_at_point(pos) || Vector[0, 0, 0]
end
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