edit: fine tune wall collision vibration

This commit is contained in:
zypherift
2026-03-04 23:09:27 +01:00
parent 94e6a13ab7
commit 1d00505ca7

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@@ -816,32 +816,42 @@ class _FloatingCardsSlideState extends State<_FloatingCardsSlide>
double vx = _velocities[i].dx;
double vy = _velocities[i].dy;
// capture incoming velocity components before any bounce damping
final double preVx = vx;
final double preVy = vy;
double impactSpeed = 0.0; // normal to the wall
bool hit = false;
if (pos.dx < minX) {
pos = Offset(minX, pos.dy);
vx = vx.abs() * _bounceDamping;
impactSpeed = math.max(impactSpeed, preVx.abs());
hit = true;
} else if (pos.dx > maxX) {
pos = Offset(maxX, pos.dy);
vx = -vx.abs() * _bounceDamping;
impactSpeed = math.max(impactSpeed, preVx.abs());
hit = true;
}
if (pos.dy < minY) {
pos = Offset(pos.dx, minY);
vy = vy.abs() * _bounceDamping;
impactSpeed = math.max(impactSpeed, preVy.abs());
hit = true;
} else if (pos.dy > maxY) {
pos = Offset(pos.dx, maxY);
vy = -vy.abs() * _bounceDamping;
impactSpeed = math.max(impactSpeed, preVy.abs());
hit = true;
}
_velocities[i] = _clampVel(Offset(vx, vy));
_positions[i] = pos;
if (hit && _velocities[i].distance > _vibrateSpeedThreshold) {
// vibrate only when the component toward the wall exceeded threshold
if (hit && impactSpeed > _vibrateSpeedThreshold) {
wallHitThisTick = true;
}
}