Files
nage/engine/system/physics.ts
T
2026-03-24 22:43:39 +01:00

271 lines
5.4 KiB
TypeScript

import type { Circle } from "#/engine/Circle.ts";
import type { Polygon } from "#/engine/Polygon.ts";
import { createRect, fillRect, type Rect, strokeRect } from "#/engine/Rect.ts";
import $ from "#/engine/Scene.ts";
import { createVector, getDistance, type Vector } from "#/engine/Vector.ts";
import { viewport } from "#/engine/Viewport.ts";
export enum Shape {
Cirle,
Rect,
Polygon,
}
const CIRCLE = Shape.Cirle;
const RECT = Shape.Rect;
const POLYGON = Shape.Polygon;
type CollisionBuffer = {
size: number;
mask: number;
cursor: number;
pool: Array<Collision>;
slice: Array<Collision>;
};
type Collide = (
collision: Collision,
cid: string,
self: Collider,
velocity: Vector,
other: Collider,
) => void;
export type Collider = {
shape: Shape;
body: Circle | Rect | Polygon;
aabb: Rect;
buffer: CollisionBuffer;
};
export type Collision = {
cid: string;
normal: Vector;
position: Vector;
depth: number;
angle: number;
time: number;
};
export function createCollider(
shape: Shape,
body: Circle | Rect | Polygon,
bufferSize: number = 8,
): Collider {
let aabb = createRect(createVector(), 0, 0);
switch (shape) {
case CIRCLE: {
const radius = (body as Circle).radius;
const size = radius * 2;
aabb.width = size;
aabb.height = size;
aabb.position.x = body.position.x - radius;
aabb.position.y = body.position.y - radius;
break;
}
case RECT: {
aabb = body as Rect;
break;
}
case POLYGON: {
break;
}
}
return {
shape,
body,
aabb,
buffer: createCollisionBuffer(bufferSize),
};
}
const inflAABB = createRect(createVector(), 0, 0);
function sweptAABB(
self: Collider,
velocity: Vector,
other: Collider,
delta: number,
): null | number {
inflAABB.position.x = other.aabb.position.x - self.aabb.width;
inflAABB.position.y = other.aabb.position.y - self.aabb.height;
inflAABB.width = other.aabb.width + self.aabb.width;
inflAABB.height = other.aabb.height + self.aabb.height;
const displacementX = velocity.x * delta;
const displacementY = velocity.y * delta;
let txNear = (inflAABB.position.x - self.aabb.position.x) / displacementX;
let txFar =
(inflAABB.position.x + inflAABB.width - self.aabb.position.x) /
displacementX;
let tyNear = (inflAABB.position.y - self.aabb.position.y) / displacementY;
let tyFar =
(inflAABB.position.y + inflAABB.height - self.aabb.position.y) /
displacementY;
if (txNear > txFar) {
[txNear, txFar] = [txFar, txNear];
}
if (tyNear > tyFar) {
[tyNear, tyFar] = [tyFar, tyNear];
}
// no collision at all
if (txNear > tyFar || tyNear > txFar) {
return null;
}
const thNear = Math.max(txNear, tyNear);
const thFar = Math.min(txFar, tyFar);
// thFar < 0, collision is behind a frame
// thNear > 1, collision is ahead a frame
if (thFar < 0 || thNear > 1) {
return null;
}
// -Infinity if velocity is 0
return Math.max(0, thNear);
}
function collideWithCirle(
collision: Collision,
cid: string,
self: Collider,
velocity: Vector,
other: Collider,
) {
collision.cid = cid;
}
function collideWithRect(
collision: Collision,
cid: string,
self: Collider,
velocity: Vector,
other: Collider,
) {
collision.cid = cid;
const inflX = other.aabb.position.x - self.aabb.width;
const inflY = other.aabb.position.y - self.aabb.height;
collision.depth = getDistance(createVector(inflX, inflY), self.aabb.position);
}
function collideWithPolygon(
collision: Collision,
cid: string,
self: Collider,
velocity: Vector,
other: Collider,
) {
collision.cid = cid;
}
const circleCollide: Array<Collide> = [
collideWithCirle,
collideWithRect,
collideWithPolygon,
];
const rectCollide: Array<Collide> = [
collideWithCirle,
collideWithRect,
collideWithPolygon,
];
const polygonCollide: Array<Collide> = [
collideWithCirle,
collideWithRect,
collideWithPolygon,
];
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];
}
function createCollision(): Collision {
return {
cid: "",
normal: createVector(),
position: createVector(),
depth: 0,
angle: 0,
time: 0,
};
}
export function moveAndCollide(
id: string,
velocity: Vector,
delta: number,
): Array<Collision> {
const colliders = $<Collider>("collider")!;
const positions = $<Vector>("position")!;
const self = colliders.get(id)!.value;
const pos = positions.get(id)!.value;
self.aabb.position.x = pos.x;
self.aabb.position.y = pos.y;
const slice = self.buffer.slice;
slice.length = 0;
for (const [cid, collider] of colliders.entries()) {
if (cid === id) {
continue;
}
const other = collider.value;
const tHit = sweptAABB(self, velocity, other, delta);
if (tHit === null) {
continue;
}
const collision = next(self.buffer);
collision.time = tHit;
switch (self.shape) {
case CIRCLE: {
circleCollide[other.shape](collision, cid, self, velocity, other);
break;
}
case RECT: {
rectCollide[other.shape](collision, cid, self, velocity, other);
break;
}
case POLYGON: {
polygonCollide[other.shape](collision, cid, self, velocity, other);
break;
}
}
if (collision.cid.length > 0) {
slice.push(collision);
}
}
return slice;
}