I am in the process of developing a very simple physics engine. The only non-static objects in it will be circles and the only collision detection I will be performing is between circles and line pieces.
For the purpose I am utilizing the principals described in Advanced Character Physics. That is, I do integration by using a simple Verlet integrator. I perform collision detection and response simply by calculating the distance between the circles and the line pieces and in case that the distance is less than the cirles radius I project the circle out of the line piece.
This works very well and the result is a practically perfect moving circle. The current state of the engine can be seen here: http://jsfiddle.net/8K4Wj/. This however, also shows the one major problem I am facing: The circle does not rotate at all.
As far as I can figure out there is three different collision cases that will have to be dealt with seperately:
- When the circle is colliding with a line vertex and is not rolling along the line.
- When the circle has just hit or rolled of a line. Then the exact point of impact will have to be calculated (how?) and the circle is rotated according to the distance between the impact position and the projected position.
- When the circle is rolling along a line. Then is it simply rotated according to the distance traveled since last frame.
Here is the closest I have got to solving the problem: http://jsfiddle.net/vYjzt/. But as the demo shows it doesn't handle the edge cases probably.
I have searched for a solution online but I can not find any material that deals with the given problem specifically (as I said the physics engine is relatively simple and I do not want to bother with complex physic simulation concepts).