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Partial collision between an object


Partial collision between an object

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Partial collision between an object
Tag : python , By : Ansari
Date : November 29 2020, 04:01 AM

hop of those help? Frst, you don't want to check if the car mask overlaps with the track mask. You want to check if the car mask overlaps with the not-track mask.
Also, your offset is wrong. You have to check not-track-mask.overlap(car-mask, car-position) instead of car-mask.overlap(track-mask, car-position).
import pygame
import pygame.freetype
from pygame.math import Vector2

pygame.init()
clock = pygame.time.Clock()

WIDTH = 900
HEIGHT = 550
screen = pygame.display.set_mode((WIDTH, HEIGHT))

track_image = pygame.image.load("trackimagelinkinthepost.png").convert_alpha()

REDCAR_ORIGINAL = pygame.Surface((50, 30), pygame.SRCALPHA)
redangle = 0
redspeed = 2
pos_red = Vector2(200, 200)
vel_red = Vector2(redspeed, 0)

redcar = REDCAR_ORIGINAL
pygame.draw.polygon(REDCAR_ORIGINAL, pygame.Color('dodgerblue'), [(0, 30), (50, 20), (50, 10), (0, 0)])

mask_red = pygame.mask.from_surface(redcar)
off_mask = pygame.mask.from_surface(track_image)
off_mask.invert()

font = pygame.freetype.SysFont(None, 42, True, True)
s=False
run = True
while run:
  for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

  keys = pygame.key.get_pressed()
  if keys[pygame.K_LEFT]:
      redangle += 3
      vel_red.rotate_ip(-3)
      redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
      mask_red = pygame.mask.from_surface(redcar)

  elif keys[pygame.K_RIGHT]:
      redangle -= 3
      vel_red.rotate_ip(3)
      redcar = pygame.transform.rotate(REDCAR_ORIGINAL, redangle)
      mask_red = pygame.mask.from_surface(redcar)

  pos_red += vel_red
  redcar_pos = list(int(v) for v in pos_red)

  offtrack = off_mask.overlap(mask_red, redcar_pos)

  screen.fill(pygame.Color('grey12'))
  screen.blit(track_image, (0, 0))

  if offtrack:
    font.render_to(screen, (250, 20), '!!! OFFTRACK !!!', pygame.Color('orange'))

  screen.blit(redcar, redcar_pos)
  pygame.display.flip()
  clock.tick(60)

pygame.quit()  

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Object Collision Programming (Multiple collision case)


Tag : development , By : sadboy
Date : March 29 2020, 07:55 AM
Hope this helps The problem is that for a two body collision, conservation of energy and momentum are basically sufficient for determining the outcome, but for a three body problem this is no longer the case. Even if you do do what Mark and Daren suggest, and determine all colliding bodies within a timestep, it doesn't really get you anywhere, because 1) you still won't know how to move the objects after the collision; and 2) the primary question in how many objects to consider during each collision isn't the timestep but the deformation of the objects, and if you treat this correctly the sequence of updating within a timestep wont matter. For example, if you have very soft objects, they will probably be in contact for many timesteps, and very hard objects only a few timesteps.
A good answer to this problem is a bit tricky, and the reason for this is contained in your bonus question, that is, what's the mechanism. The mechanism is basically just the things you're not considering in your simplified problem: deformation of the objects, slip, rotation, etc, but these will generally be dominant issues in three body collision.

SpriteKit only detecting partial collision on physics body


Tag : objective-c , By : Mark
Date : March 29 2020, 07:55 AM
like below fixes the issue There are two test cases that needs to be in your didBeginContact: 1) if contact.bodyA is the hero and contact.bodyB is the obstacle and 2) if contact.bodyA is the obstacle and contact.bodyB is the hero. You are likely handling only one case. Here's an example of how to do that:
-(void)didBeginContact:(SKPhysicsContact *)contact
{
    if ((contact.bodyA.categoryBitMask == heroCategory && contact.bodyB.categoryBitMask obstacleCategory)
          || (contact.bodyA.categoryBitMask == obstacleCategory && contact.bodyB.categoryBitMask == heroCategory)) {

       // Do something here
    }
}

Multiple partial views. Id collision


Tag : asp.net-mvc-4 , By : Ir0nh1de
Date : March 29 2020, 07:55 AM
To fix this issue You can give the tables different id attributes by passing a value from the main view to the partial using ViewDataDictionary
Main view
<h2>Important incidents</h2>
@Html.Partial("Incidents", Model.Where(...), new ViewDataDictionary { { "id", "important" } })
<h2>Other incidents</h2>
@Html.Partial("Incidents", Model.Where(...), new ViewDataDictionary { { "id", "other" } })

<script type="text/javascript">
  $('#important').DataTable();
  $('#other').DataTable();
<table id="@ViewData["id"]">
  ....
</table>

AS3 - Detect WHERE a collision occurred and ROTATE everything AFTER the collision point of the object by 90 degrees


Tag : actionscript-3 , By : user180941
Date : March 29 2020, 07:55 AM
wish helps you I figured out how to do this. If you are interested you can find the code at raphaelhennessy.com/misc/LightStage.zip

Partial Collision Error


Tag : python , By : dummyadresse
Date : March 29 2020, 07:55 AM
hope this fix your issue I am currently trying to make a version of Pong using pygame, but I am having some issues with detecting the collision between the ball and the paddle. I got the detection working with both paddles, but I soon came to realize that the left player cannot move their paddle when the ball collides with it without the ball passing through. The player on the right has no such issue, and keeping the left player still allows the ball to reflect normally. , If the player is moving during the collision, you are always setting
self.vx = -((self.speed**2 - self.vy**2) ** .5)
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