Fix inv sqrt NaN issue

This commit is contained in:
Schluffe
2026-03-21 12:37:09 +01:00
parent fb5928dca7
commit bb4a9f505b
2 changed files with 32 additions and 33 deletions
+20 -28
View File
@@ -8,17 +8,11 @@ export function createVector(x: number = 0, y: number = 0): Vector {
} }
export function copyVector(vector: Vector): Vector { export function copyVector(vector: Vector): Vector {
return { return { x: vector.x, y: vector.y };
x: vector.x,
y: vector.y,
};
} }
export function fromPolar(angle: number, magnitude: number): Vector { export function fromPolar(angle: number, mag: number): Vector {
return { return { x: Math.cos(angle) * mag, y: Math.sin(angle) * mag };
x: Math.cos(angle) * magnitude,
y: Math.sin(angle) * magnitude,
};
} }
export function getAngle(vector: Vector): number { export function getAngle(vector: Vector): number {
@@ -36,33 +30,23 @@ export function getDistance(a: Vector, b: Vector): number {
return Math.sqrt(dx * dx + dy * dy); return Math.sqrt(dx * dx + dy * dy);
} }
export function getDistanceSquared(a: Vector, b: Vector): number { export function getDistanceSqrt(a: Vector, b: Vector): number {
const dx = a.x - b.x; const dx = a.x - b.x;
const dy = a.y - b.y; const dy = a.y - b.y;
return dx * dx + dy * dy; return dx * dx + dy * dy;
} }
export function getSquared(vector: Vector): number { export function getSqrt(vector: Vector): number {
return vector.x * vector.x + vector.y * vector.y; return vector.x * vector.x + vector.y * vector.y;
} }
export function setUnit(unit: Vector, a: Vector, b: Vector): void { export function setUnit(unit: Vector, a: Vector, b: Vector): void {
const dx = a.x - b.x; invScale(unit, a.x - b.x, a.y - b.y);
const dy = a.y - b.y;
const inv = 1.0 / Math.sqrt(dx * dx + dy * dy);
unit.x = dx * inv;
unit.y = dy * inv;
} }
export function setUnitNormal(unit: Vector, a: Vector, b: Vector): void { export function setUnitNormal(unit: Vector, a: Vector, b: Vector): void {
const nx = a.y - b.y; invScale(unit, a.y - b.y, b.x - a.x);
const ny = b.x - a.x;
const inv = 1.0 / Math.sqrt(nx * nx + ny * ny);
unit.x = nx * inv;
unit.y = ny * inv;
} }
export function getDotProduct(a: Vector, b: Vector): number { export function getDotProduct(a: Vector, b: Vector): number {
@@ -79,17 +63,25 @@ export function scale(vector: Vector, scalar: number): void {
} }
export function normalize(vector: Vector): void { export function normalize(vector: Vector): void {
const inv = 1.0 / Math.sqrt(vector.x * vector.x + vector.y * vector.y); invScale(vector, vector.x, vector.y);
vector.x *= inv; }
vector.y *= inv;
export function invScale(vector: Vector, x: number, y: number): void {
if (x === 0 && y === 0) {
return;
}
const inv = 1.0 / Math.sqrt(x * x + y * y);
vector.x = x * inv;
vector.y = y * inv;
} }
export function isZero(vector: Vector): boolean { export function isZero(vector: Vector): boolean {
return vector.x === 0 && vector.y === 0; return vector.x === 0 && vector.y === 0;
} }
export function isBelowThreshold(vector: Vector, threshold: number): boolean { export function isBelowAbs(vector: Vector, abs: number): boolean {
return Math.abs(vector.x) < threshold && Math.abs(vector.y) < threshold; return Math.abs(vector.x) < abs && Math.abs(vector.y) < abs;
} }
export function equals(a: Vector, b: Vector): boolean { export function equals(a: Vector, b: Vector): boolean {
+12 -5
View File
@@ -13,7 +13,12 @@ import {
moveAndCollide, moveAndCollide,
Shape, Shape,
} from "#/engine/system/physics.ts"; } from "#/engine/system/physics.ts";
import { createVector, type Vector } from "#/engine/Vector.ts"; import {
createVector,
normalize,
scale,
type Vector,
} from "#/engine/Vector.ts";
import charIdle from "#/game/assets/char-idle.png"; import charIdle from "#/game/assets/char-idle.png";
const speed = 0.05; const speed = 0.05;
@@ -36,10 +41,12 @@ process((id, delta) => {
position.y = pointer.position.y; position.y = pointer.position.y;
} }
velocity.x -= keyboardInput.arrowLeft ? speed : 0; velocity.x -= keyboardInput.arrowLeft ? 1 : 0;
velocity.x += keyboardInput.arrowRight ? speed : 0; velocity.x += keyboardInput.arrowRight ? 1 : 0;
velocity.y -= keyboardInput.arrowUp ? speed : 0; velocity.y -= keyboardInput.arrowUp ? 1 : 0;
velocity.y += keyboardInput.arrowDown ? speed : 0; velocity.y += keyboardInput.arrowDown ? 1 : 0;
normalize(velocity);
scale(velocity, speed);
position.x = Math.round(velocity.x * delta + position.x); position.x = Math.round(velocity.x * delta + position.x);
position.y = Math.round(velocity.y * delta + position.y); position.y = Math.round(velocity.y * delta + position.y);