WIP
This commit is contained in:
+98
-36
@@ -2,7 +2,12 @@ import type { Circle } from "#/engine/Circle.ts";
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import type { Polygon } from "#/engine/Polygon.ts";
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import type { Rect } from "#/engine/Rect.ts";
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import $ from "#/engine/Scene.ts";
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import { createVector, getDotProduct, type Vector } from "#/engine/Vector.ts";
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import {
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createVector,
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getDotProduct,
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invScale,
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type Vector,
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} from "#/engine/Vector.ts";
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export enum Shape {
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Circle,
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@@ -95,6 +100,31 @@ export function createCollider(
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};
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}
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function castOnCircle(
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dx: number,
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dy: number,
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vx: number,
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vy: number,
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radius: number,
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): number | null {
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const a = vx * vx + vy * vy;
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const b = 2 * (dx * vx + dy * vy);
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const c = dx * dx + dy * dy - radius * radius;
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let dis = b * b - 4 * a * c;
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if (dis < 0) {
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return null;
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}
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dis = Math.sqrt(dis);
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const time = (-b - dis) / (2 * a);
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if (time >= 0 && time <= 1) {
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return time;
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}
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return null;
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}
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const inflAABB = {
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x: 0,
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y: 0,
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@@ -179,52 +209,84 @@ function circleOnCircle(
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const bx = positionB.x + colliderB.offset.x;
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const by = positionB.y + colliderB.offset.y;
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const inflRadius =
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(colliderA.body as Circle).radius + (colliderB.body as Circle).radius;
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const dx = ax - bx;
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const dy = ay - by;
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const vx = velocityA.x * delta;
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const vy = velocityA.y * delta;
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const radius =
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(colliderA.body as Circle).radius + (colliderB.body as Circle).radius;
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const disX = velocityA.x * delta;
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const disY = velocityA.y * delta;
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const time = castOnCircle(dx, dy, vx, vy, radius);
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if (time === null) {
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collision.cid = "";
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collision.time = 0;
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collision.normal.x = 0;
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collision.normal.y = 0;
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const a = disX * disX + disY * disY;
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const b = 2 * (dx * disX + dy * disY);
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const c = dx * dx + dy * dy - inflRadius * inflRadius;
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let disc = b * b - 4 * a * c;
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if (disc >= 0) {
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disc = Math.sqrt(disc);
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const time = (-b - disc) / (2 * a);
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if (time >= 0 && time <= 1) {
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const nx = dx + disX * time;
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const ny = dy + disY * time;
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const inv = 1.0 / Math.sqrt(nx * nx + ny * ny);
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collision.normal.x = nx * inv;
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collision.normal.y = ny * inv;
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collision.time = time;
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return;
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}
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return;
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}
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collision.cid = "";
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collision.time = 0;
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collision.normal.x = 0;
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collision.normal.y = 0;
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collision.time = time;
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invScale(collision.normal, dx + vx * time, dy + vy * time);
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}
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const inflCircleAABB = {
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x: 0,
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y: 0,
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width: 0,
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height: 0,
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};
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function circleOnRect(
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collision: Collision,
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colliderA: Collider,
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positionA: Vector,
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velocityA: Vector,
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colliderB: Collider,
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positionB: Vector,
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circleColl: Collider,
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circlePos: Vector,
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circleVel: Vector,
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rectColl: Collider,
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rectPos: Vector,
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delta: number,
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) {}
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) {
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const cx = circlePos.x + circleColl.offset.x;
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const cy = circlePos.y + circleColl.offset.y;
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const rx = rectPos.x + rectColl.offset.x;
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const ry = rectPos.y + rectColl.offset.y;
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const radius = (circleColl.body as Circle).radius;
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inflCircleAABB.x = rx - radius;
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inflCircleAABB.y = ry - radius;
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inflCircleAABB.width = rectColl.width + radius;
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inflCircleAABB.height = rectColl.height + radius;
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const disX = circleVel.x * delta;
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const disY = circleVel.y * delta;
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let txNear = (inflCircleAABB.x - cx) / disX;
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let txFar = (inflCircleAABB.x + inflCircleAABB.width - cx) / disX;
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let tyNear = (inflCircleAABB.y - cy) / disY;
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let tyFar = (inflCircleAABB.y + inflCircleAABB.width - cy) / disY;
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if (txNear > txFar) {
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[txNear, txFar] = [txFar, txNear];
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}
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if (tyNear > tyFar) {
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[tyNear, tyFar] = [tyFar, tyNear];
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}
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// no collision at all
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if (txNear > tyFar || tyNear > txFar) {
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return;
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}
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const thNear = Math.max(txNear, tyNear);
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const thFar = Math.min(txFar, tyFar);
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// thFar < 0, collision is behind a frame
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// thNear > 1, collision is ahead a frame
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if (thFar < 0 || thNear > 1) {
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return;
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}
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// WIP
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}
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function circleOnPolygon(
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collision: Collision,
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