2D reflecting a point off a circle
I need a function to reflect off a circle at the point of impact.
Here's the basic way I want it to work:
I can also use the x and y position of both the point of the circle and point as well as their speeds. Anyone?
Thanks.
Here's the basic way I want it to work:
Code:
void reflect(float AngleBetweenCircleAndPoint, float *PointMovementAngle)
{
//calculate stuffs here
PointMovementAngle=TheEndResult;
return;
}Thanks.
Basic idea is to think of a line CP from the center of the circle to the point of impact P. Then compute the angle that the inbound ray makes with that line at P. Then reflect that angle around the line CP.
Sorry, I don't have code handy but this has come up on the forums before, so you should be able to get code for it that way. (Though the code examples I remember were using vector math.)
Sorry, I don't have code handy but this has come up on the forums before, so you should be able to get code for it that way. (Though the code examples I remember were using vector math.)
Measure twice, cut once, curse three or four times.
Possibly Related Threads...
| Thread: | Author | Replies: | Views: | Last Post | |
| When one circle is touching | Miglu | 5 | 2,698 |
Aug 29, 2010 08:31 AM Last Post: AnotherJake |
|
| Ball Bouncing in a circle | strikerjax | 6 | 4,072 |
Jul 6, 2009 02:39 PM Last Post: strikerjax |
|

