Files
nage/engine/system/physics.ts
T
2026-04-05 18:03:03 +02:00

373 lines
6.9 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, getDotProduct, type Vector } from "#/engine/Vector.ts";
export enum Shape {
Circle,
Rect,
Polygon,
}
const CIRCLE = Shape.Circle;
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,
colliderA: Collider,
positionA: Vector,
velocityA: Vector,
colliderB: Collider,
positionB: Vector,
) => void;
export type Collider = {
shape: Shape;
body: Circle | Rect | Polygon;
buffer: CollisionBuffer;
offset: Vector;
width: number;
height: number;
};
export type Collision = {
cid: string;
normal: Vector;
time: number;
};
export function createCollider(
shape: Shape,
body: Circle | Rect | Polygon,
offset?: Vector,
bufferSize: number = 8,
): Collider {
let width = 0;
let height = 0;
switch (shape) {
case CIRCLE: {
const radius = (body as Circle).radius;
const size = radius * 2;
width = size;
height = size;
if (offset === undefined) {
offset = createVector(-radius, -radius);
}
break;
}
case RECT: {
width = (body as Rect).width;
height = (body as Rect).height;
if (offset === undefined) {
offset = createVector(-(width / 2), -(height / 2));
}
break;
}
case POLYGON: {
// TODO
if (offset === undefined) {
offset = createVector();
}
break;
}
}
return {
shape,
body,
buffer: createCollisionBuffer(bufferSize),
offset,
width,
height,
};
}
const inflAABB = {
x: 0,
y: 0,
width: 0,
height: 0,
};
function sweptAABB(
collision: Collision,
colliderA: Collider,
positionA: Vector,
velocityA: Vector,
colliderB: Collider,
positionB: Vector,
delta: number,
): null | number {
const ax = positionA.x + colliderA.offset.x;
const ay = positionA.y + colliderA.offset.y;
const bx = positionB.x + colliderB.offset.x;
const by = positionB.y + colliderB.offset.y;
inflAABB.x = bx - colliderA.width;
inflAABB.y = by - colliderA.height;
inflAABB.width = colliderB.width + colliderA.width;
inflAABB.height = colliderB.height + colliderA.height;
const disX = velocityA.x * delta;
const disY = velocityA.y * delta;
let txNear = (inflAABB.x - ax) / disX;
let txFar = (inflAABB.x + inflAABB.width - ax) / disX;
let tyNear = (inflAABB.y - ay) / disY;
let tyFar = (inflAABB.y + inflAABB.height - ay) / disY;
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;
}
collision.normal.x = 0;
collision.normal.y = 0;
if (txNear > tyNear) {
collision.normal.x = disX > 0 ? -1 : 1;
} else {
collision.normal.y = disY > 0 ? -1 : 1;
}
// thNear == -Infinity if velocity is 0
const time = Math.max(0, thNear);
collision.time = time;
return time;
}
function collideWithCirle(
collision: Collision,
cid: string,
colliderA: Collider,
positionA: Vector,
velocityA: Vector,
colliderB: Collider,
positionB: Vector,
) {}
function collideWithRect(
collision: Collision,
cid: string,
colliderA: Collider,
positionA: Vector,
velocityA: Vector,
colliderB: Collider,
positionB: Vector,
) {}
function collideWithPolygon(
collision: Collision,
cid: string,
colliderA: Collider,
positionA: Vector,
velocityA: Vector,
colliderB: Collider,
positionB: Vector,
) {}
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(),
time: 0,
};
}
export function moveAndCollide(
id: string,
velocity: Vector,
delta: number,
): Array<Collision> {
const colliders = $<Collider>("collider")!;
const positions = $<Vector>("position")!;
const selfColl = colliders.get(id)!.value;
const selfPos = positions.get(id)!.value;
const slice = selfColl.buffer.slice;
slice.length = 0;
for (const [cid, collider] of colliders.entries()) {
if (cid === id) {
continue;
}
const otherColl = collider.value;
const otherPos = positions.get(cid)!.value;
const collision = next(selfColl.buffer);
const tHit = sweptAABB(
collision,
selfColl,
selfPos,
velocity,
otherColl,
otherPos,
delta,
);
if (tHit === null) {
collision.cid = "";
continue;
}
collision.cid = cid;
switch (selfColl.shape) {
case CIRCLE: {
circleCollide[otherColl.shape](
collision,
cid,
selfColl,
selfPos,
velocity,
otherColl,
otherPos,
);
break;
}
case RECT: {
rectCollide[otherColl.shape](
collision,
cid,
selfColl,
selfPos,
velocity,
otherColl,
otherPos,
);
break;
}
case POLYGON: {
polygonCollide[otherColl.shape](
collision,
cid,
selfColl,
selfPos,
velocity,
otherColl,
otherPos,
);
break;
}
}
if (collision.cid.length > 0) {
slice.push(collision);
}
}
return slice;
}
export function moveAndSlide(
id: string,
velocity: Vector,
delta: number,
): void {
let timeLeft = 1;
const position = $<Vector>("position").get(id)!.value;
for (let i = 0; i < 4; i++) {
const collisions = moveAndCollide(id, velocity, delta);
if (collisions.length < 1) {
break;
}
let closest = collisions[0];
for (const collision of collisions) {
if (collision.time < closest.time) {
closest = collision;
}
}
const time = closest.time;
// if the collider overlap already
if (time === 0) {
break;
}
const scale = Math.max(0, time - 0.001);
position.x += velocity.x * delta * timeLeft * scale;
position.y += velocity.y * delta * timeLeft * scale;
const dot = getDotProduct(velocity, closest.normal);
velocity.x -= closest.normal.x * dot;
velocity.y -= closest.normal.y * dot;
timeLeft *= 1 - time;
}
velocity.x *= timeLeft;
velocity.y *= timeLeft;
}