This commit is contained in:
Schluffe
2026-09-04 13:57:52 +02:00
parent 71cfa64793
commit e961887953
24 changed files with 340 additions and 360 deletions
+17 -16
View File
@@ -7,8 +7,8 @@ entry/exit time of one sweep") finally fuse. A **moving point vs a static box**.
A point at `p` moves by `v` over the frame. A static box has a left/right edge
(its x-interval) and a top/bottom edge (its y-interval). The point is inside the
**box** only while it's inside the x-interval **and** the y-interval *at the same
time*.
**box** only while it's inside the x-interval **and** the y-interval _at the
same time_.
So run `sweepInterval` twice:
@@ -18,7 +18,7 @@ spanY = sweepInterval(p.y, v.y, box.y, box.y + box.h) // the y-edges
```
Each gives you a time-window `[entry, exit]` during which the point is inside
*that one axis's* strip. You're inside the box during the **overlap of the two
_that one axis's_ strip. You're inside the box during the **overlap of the two
windows**:
```
@@ -28,7 +28,7 @@ exit = min(spanX.exit, spanY.exit) // out of the box once you leave the FIR
Read those two lines until they feel obvious — they're the whole algorithm:
- You're only truly *inside the box* once you've entered **both** strips, so the
- You're only truly _inside the box_ once you've entered **both** strips, so the
real entry is the **later** of the two entries → `max`.
- You **leave** the box the instant you exit **either** strip → the **earlier**
exit → `min`.
@@ -36,28 +36,29 @@ Read those two lines until they feel obvious — they're the whole algorithm:
### When is there NO hit?
1. **A span is `null`** — on some axis the point isn't moving and is already
outside that strip. It can never be inside the box. Return `null` immediately.
outside that strip. It can never be inside the box. Return `null`
immediately.
2. **`entry > exit`** — the two windows never overlap. The point is inside one
strip, then the other, but never both at once. That's the classic "flies past
the corner" miss.
3. **`entry >= 1` or `exit <= 0`** — the windows overlap, but not *during this
frame* (it's entirely in the future, or entirely in the past). Not our problem
this frame.
3. **`entry >= 1` or `exit <= 0`** — the windows overlap, but not _during this
frame_ (it's entirely in the future, or entirely in the past). Not our
problem this frame.
### The normal (which wall did we hit?)
When you do collide, you also want to know **which face** you hit, so the response
later can push you back the right way. That's the `normal` — a unit vector
pointing out of the surface you struck.
When you do collide, you also want to know **which face** you hit, so the
response later can push you back the right way. That's the `normal` — a unit
vector pointing out of the surface you struck.
The trick: **the axis you entered *last* is the axis you actually hit.** Compare
The trick: **the axis you entered _last_ is the axis you actually hit.** Compare
the two entry times — whichever is larger is the blocking axis:
- if `spanX.entry > spanY.entry` → you hit a **vertical** wall (left/right face).
The normal is horizontal, pointing back against your x-motion:
- if `spanX.entry > spanY.entry` → you hit a **vertical** wall (left/right
face). The normal is horizontal, pointing back against your x-motion:
`normal = { x: v.x > 0 ? -1 : 1, y: 0 }`.
- otherwise → you hit a **horizontal** wall (top/bottom). The normal is vertical:
`normal = { x: 0, y: v.y > 0 ? -1 : 1 }`.
- otherwise → you hit a **horizontal** wall (top/bottom). The normal is
vertical: `normal = { x: 0, y: v.y > 0 ? -1 : 1 }`.
(Moving right and hitting something → the surface pushes you left → normal `-1`.
That sign rule is all there is to it.)