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Schluffe
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@@ -6,14 +6,15 @@ give you the skeleton — you write the code.
## The idea
A single collision doesn't end the frame (step 08's "leftover that matters"). You
hit a wall at `t = 0.3`, slide, and **70% of the frame is still owed** — during
which you might hit *another* wall, slide again, and so on. So moving is a small
**loop**: sweep → stop at the nearest hit → slide → repeat with the leftover time.
A single collision doesn't end the frame (step 08's "leftover that matters").
You hit a wall at `t = 0.3`, slide, and **70% of the frame is still owed** —
during which you might hit _another_ wall, slide again, and so on. So moving is
a small **loop**: sweep → stop at the nearest hit → slide → repeat with the
leftover time.
We loop a **maximum of 4 times** (your engine's cap) — enough to handle a corner
(hit a wall, slide, hit the perpendicular wall, slide, stop) without ever risking
an infinite loop.
(hit a wall, slide, hit the perpendicular wall, slide, stop) without ever
risking an infinite loop.
## The algorithm
@@ -46,29 +47,32 @@ return pos
Two things worth understanding, not just copying:
- **`move = vel * timeLeft`.** `vel` is a *full-frame* displacement (how far you'd
go in a whole frame at this velocity). You only have `timeLeft` of the frame
left, so the actual travel is `vel * timeLeft`. `sweptAABB`'s returned `time` is
then a fraction *of that sub-move*, which is why `pos + move * time` is correct.
- **`move = vel * timeLeft`.** `vel` is a _full-frame_ displacement (how far
you'd go in a whole frame at this velocity). You only have `timeLeft` of the
frame left, so the actual travel is `vel * timeLeft`. `sweptAABB`'s returned
`time` is then a fraction _of that sub-move_, which is why `pos + move * time`
is correct.
- **The `EPSILON` backoff** (`max(0, hit.time - EPSILON)`). Stop a hair *short* of
the wall. If you land exactly on it, floating-point error can leave you a sliver
inside — and next iteration's sweep would start already-overlapping, reporting a
garbage negative-time "collision" that makes you stick or jitter. That tiny gap
is exactly the `Math.max(0, time - EPSILON)` in your real `moveAndSlide`. Now you
know *why* it's there. `EPSILON` is provided in `given.ts`.
- **The `EPSILON` backoff** (`max(0, hit.time - EPSILON)`). Stop a hair _short_
of the wall. If you land exactly on it, floating-point error can leave you a
sliver inside — and next iteration's sweep would start already-overlapping,
reporting a garbage negative-time "collision" that makes you stick or jitter.
That tiny gap is exactly the `Math.max(0, time - EPSILON)` in your real
`moveAndSlide`. Now you know _why_ it's there. `EPSILON` is provided in
`given.ts`.
> **Moving-vs-moving (why your real engine has `velocity - otherVel`).** Here the
> walls are static, so we sweep with plain `vel`. When the *other* body also moves,
> you sweep in its frame of reference by using the **relative** velocity
> `vel - otherVel` — then the exact same loop works, because from the other body's
> point of view it's standing still. That's the only difference between this kata
> and the full engine. The loop itself doesn't change.
> **Moving-vs-moving (why your real engine has `velocity - otherVel`).** Here
> the walls are static, so we sweep with plain `vel`. When the _other_ body also
> moves, you sweep in its frame of reference by using the **relative** velocity
> `vel - otherVel` — then the exact same loop works, because from the other
> body's point of view it's standing still. That's the only difference between
> this kata and the full engine. The loop itself doesn't change.
## Task
Implement `moveAndSlide(box, v, walls)` in `moveAndSlide.ts`. Everything you need —
`sweptAABB`, `slide`, the vector ops, `EPSILON` — is finished in `given.ts`.
Implement `moveAndSlide(box, v, walls)` in `moveAndSlide.ts`. Everything you
need — `sweptAABB`, `slide`, the vector ops, `EPSILON` — is finished in
`given.ts`.
```sh
bun test workshop/steps/10-move-and-slide