I'm building a custom physics engine to accompany a level-editor. This image shows how the level-editor outputs levels:
Now, some explanation is in order. The curve is defined by the red points. After they are connected in threes by circles (yellow lines show these circles), a system connects them in a 'streamlined' way - as shown by the blue lines. This makes the curves flow seamlessly.
Now, these curves are 'irregular,' so to say. For the accompanying physics engine - how do I detect the angle made between a pixel on the curve and a colliding circle (per-pixel collision check)?
I already have a solution in mind, but as I'm not sure I'd like to receive some feedback/answers.
Thanks in advance!
irregular
are your curves? Aren't they cubic splines? If you invented them and it doesn't bother you in sharing the idea, put the math online so we may help. I think there's an ocean on info on spline-circle intersection out there. What did you look for before deciding it's not what you need/want? – teodron Aug 28 at 13:23