Files
nage/engine/system/physics.ts
T
2026-03-19 23:58:20 +01:00

126 lines
2.3 KiB
TypeScript

import type { Circle } from "#/engine/Circle.ts";
import type { Polygon } from "#/engine/Polygon.ts";
import type { Rect } from "#/engine/Rect.ts";
import $ from "#/engine/Scene.ts";
import { createVector, type Vector } from "#/engine/Vector.ts";
export enum Shape {
Cirle,
Rect,
Polygon,
}
const CIRCLE = Shape.Cirle;
const RECT = Shape.Rect;
const POLYGON = Shape.Polygon;
type ShapeType = Shape.Cirle | Shape.Rect | Shape.Polygon;
type CollisionBuffer = {
size: number;
mask: number;
cursor: number;
pool: Array<Collision>;
slice: Array<Collision>;
};
function createCollisionBuffer(size: number): CollisionBuffer {
if ((size & (size - 1)) !== 0) {
throw new Error("size must be a power of two");
}
const pool: Array<Collision> = [];
for (let i = 0; i < size; i++) {
pool.push(createCollision());
}
return {
size,
mask: size - 1,
cursor: 0,
pool,
slice: [],
};
}
function next(buffer: CollisionBuffer): Collision {
return buffer.pool[buffer.cursor++ & buffer.mask];
}
export type Collision = {
cid: string;
normal: Vector;
position: Vector;
depth: 0;
angle: 0;
};
function createCollision(): Collision {
return {
cid: "",
normal: createVector(),
position: createVector(),
depth: 0,
angle: 0,
};
}
export class Collider {
shapeType: ShapeType;
body: Circle | Rect | Polygon;
buffer: CollisionBuffer;
constructor(
shape: ShapeType,
body: Circle | Rect | Polygon,
bufferSize: number = 8,
) {
this.shapeType = shape;
this.body = body;
this.buffer = createCollisionBuffer(bufferSize);
}
// FIXME: sTruCtUrEd ClOnE >.<
collideWithCircle(collision: Collision, cid: string): void {
collision.cid = cid;
}
}
export function moveAndCollide(
id: string,
velocity: Vector,
delta: number,
): Array<Collision> {
const colliders = $<Collider>("collider")!;
const self = colliders.get(id)!;
console.log(id, self);
const slice = self.value.buffer.slice;
slice.length = 0;
for (const [cid, collider] of colliders.entries()) {
if (cid === id) {
continue;
}
const collision = next(self.value.buffer);
switch (collider.value.shapeType) {
case CIRCLE: {
// FIXME: sTruCtUrEd ClOnE >.<
self.value.collideWithCircle(collision, cid);
break;
}
case RECT: {
break;
}
case POLYGON: {
break;
}
}
if (collision.cid.length > 0) {
slice.push(collision);
}
}
return slice;
}