Refactor shapes
This commit is contained in:
parent
eb39846b75
commit
006ab3c4e6
24 changed files with 203 additions and 256 deletions
26
frontend/src/scripts/drawing/drawables/drawable-tunnel.ts
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26
frontend/src/scripts/drawing/drawables/drawable-tunnel.ts
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@ -0,0 +1,26 @@
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import { IDrawable } from './i-drawable';
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import { TunnelShape } from '../../shapes/types/tunnel-shape';
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import { IDrawableDescriptor } from './i-drawable-descriptor';
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import { settings } from '../settings';
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export class DrawableTunnel extends TunnelShape implements IDrawable {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'lines',
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countMacroName: 'lineCount',
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shaderCombinationSteps: settings.shaderCombinations.lineSteps,
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};
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public serializeToUniforms(uniforms: any): void {
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const uniformName = DrawableTunnel.descriptor.uniformName;
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if (!uniforms.hasOwnProperty(uniformName)) {
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uniforms[uniformName] = [];
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}
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uniforms[uniformName].push({
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from: this.from,
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toFromDelta: this.toFromDelta,
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fromRadius: this.fromRadius,
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toRadius: this.toRadius,
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});
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}
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}
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@ -1,11 +1,6 @@
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import { vec2 } from 'gl-matrix';
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import { ImmutableBoundingBox } from '../../physics/containers/immutable-bounding-box';
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import { GameObject } from '../../objects/game-object';
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export interface IDrawable {
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serializeToUniforms(uniforms: any): void;
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distance(target: vec2): number;
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minimumDistance(target: vec2): number;
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readonly owner: GameObject;
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readonly boundingBox: ImmutableBoundingBox;
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serializeToUniforms(uniforms: any): void;
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}
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@ -1,6 +1,5 @@
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import { vec2, vec3 } from 'gl-matrix';
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import { GameObject } from '../../../objects/game-object';
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import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
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import { settings } from '../../settings';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { ILight } from './i-light';
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@ -20,24 +19,18 @@ export class CircleLight implements ILight {
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public lightness: number
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) {}
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boundingBox: ImmutableBoundingBox;
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public distance(target: vec2): number {
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return 0;
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}
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public minimumDistance(target: vec2): number {
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return 0;
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}
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public serializeToUniforms(uniforms: any): void {
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const listName = CircleLight.descriptor.uniformName;
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const uniformName = CircleLight.descriptor.uniformName;
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if (!uniforms.hasOwnProperty(listName)) {
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uniforms[listName] = [];
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if (!uniforms.hasOwnProperty(uniformName)) {
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uniforms[uniformName] = [];
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}
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uniforms[listName].push({
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uniforms[uniformName].push({
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center: this.center,
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radius: this.radius,
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value: this.value,
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@ -1,3 +1,4 @@
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import { vec2 } from 'gl-matrix';
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import { IDrawable } from '../i-drawable';
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export interface ILight extends IDrawable {}
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@ -2,7 +2,6 @@ import { ILight } from './i-light';
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import { vec2, vec3 } from 'gl-matrix';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { settings } from '../../settings';
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import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
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import { GameObject } from '../../../objects/game-object';
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export class PointLight implements ILight {
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@ -20,16 +19,10 @@ export class PointLight implements ILight {
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public lightness: number
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) {}
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boundingBox: ImmutableBoundingBox;
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public distance(target: vec2): number {
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return vec2.distance(this.center, target) - this.radius;
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}
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public minimumDistance(target: vec2): number {
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return vec2.distance(this.center, target) - this.radius;
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}
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public serializeToUniforms(uniforms: any): void {
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const listName = PointLight.descriptor.uniformName;
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@ -1,47 +0,0 @@
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import { vec2 } from 'gl-matrix';
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import { GameObject } from '../../../objects/game-object';
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import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
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import { IPrimitive } from './i-primitive';
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export class Circle implements IPrimitive {
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public constructor(
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public readonly owner: GameObject,
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public center = vec2.create(),
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public radius = 0
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) { }
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public serializeToUniforms(uniforms: any): void {
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throw new Error('Method not implemented.');
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}
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public distance(target: vec2): number {
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return vec2.distance(this.center, target) - this.radius;
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}
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public minimumDistance(target: vec2): number {
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return vec2.distance(this.center, target) - this.radius;
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}
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public get boundingBox(): ImmutableBoundingBox {
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return new ImmutableBoundingBox(
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this,
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this.center.x - this.radius,
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this.center.x + this.radius,
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this.center.y - this.radius,
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this.center.y + this.radius
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);
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}
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public isInside(target: vec2): boolean {
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return this.distance(target) < 0;
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}
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public areIntersecting(other: Circle): boolean {
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const distance = vec2.distance(this.center, other.center);
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return distance < this.radius + other.radius;
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}
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public clone(): Circle {
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return new Circle(this.owner, this.center, this.radius);
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}
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}
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@ -1,5 +0,0 @@
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import { IDrawable } from '../i-drawable';
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export interface IPrimitive extends IDrawable {
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clone(): IPrimitive
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}
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@ -1,99 +0,0 @@
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import { vec2 } from 'gl-matrix';
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import { clamp01 } from '../../../helper/clamp';
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import { mix } from '../../../helper/mix';
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import { GameObject } from '../../../objects/game-object';
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import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
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import { settings } from '../../settings';
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import { IDrawableDescriptor } from '../i-drawable-descriptor';
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import { Circle } from './circle';
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import { IPrimitive } from './i-primitive';
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export class TunnelShape implements IPrimitive {
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public static descriptor: IDrawableDescriptor = {
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uniformName: 'lines',
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countMacroName: 'lineCount',
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shaderCombinationSteps: settings.shaderCombinations.lineSteps,
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};
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public readonly toFromDelta: vec2;
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private boundingCircle: Circle;
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constructor(
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public readonly owner: GameObject,
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public readonly from: vec2,
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public readonly to: vec2,
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public readonly fromRadius: number,
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public readonly toRadius: number
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) {
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this.toFromDelta = vec2.subtract(vec2.create(), to, from);
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this.boundingCircle = new Circle(
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this.owner,
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vec2.fromValues(from.x / 2 + to.x / 2, from.y / 2 + to.y / 2),
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Math.max(fromRadius, toRadius) + vec2.distance(from, to)
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);
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}
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public serializeToUniforms(uniforms: any): void {
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if (!uniforms.hasOwnProperty(TunnelShape.descriptor.uniformName)) {
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uniforms[TunnelShape.descriptor.uniformName] = [];
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}
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uniforms[TunnelShape.descriptor.uniformName].push({
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from: this.from,
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toFromDelta: this.toFromDelta,
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fromRadius: this.fromRadius,
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toRadius: this.toRadius,
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});
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}
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public get boundingBox(): ImmutableBoundingBox {
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const xMin = Math.min(
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this.from.x - this.fromRadius,
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this.to.x - this.toRadius
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);
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const yMin = Math.min(
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this.from.y - this.fromRadius,
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this.to.y - this.toRadius
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);
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const xMax = Math.max(
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this.from.x + this.fromRadius,
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this.to.x + this.toRadius
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);
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const yMax = Math.max(
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this.from.y + this.fromRadius,
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this.to.y + this.toRadius
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);
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return new ImmutableBoundingBox(this, xMin, xMax, yMin, yMax);
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}
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public distance(target: vec2): number {
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const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
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const h = clamp01(
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vec2.dot(targetFromDelta, this.toFromDelta) /
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vec2.dot(this.toFromDelta, this.toFromDelta)
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);
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return (
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vec2.distance(
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targetFromDelta,
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vec2.scale(vec2.create(), this.toFromDelta, h)
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) - mix(this.fromRadius, this.toRadius, h)
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);
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}
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public minimumDistance(target: vec2): number {
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return this.boundingCircle.distance(target);
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}
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public clone(): TunnelShape {
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return new TunnelShape(
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this.owner,
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this.from,
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this.to,
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this.fromRadius,
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this.toRadius
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);
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}
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}
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@ -1,12 +1,12 @@
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import { vec2 } from 'gl-matrix';
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import { ILight } from './drawables/lights/i-light';
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import { IPrimitive } from './drawables/primitives/i-primitive';
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import { IDrawable } from './drawables/i-drawable';
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export interface IRenderer {
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startFrame(deltaTime: DOMHighResTimeStamp): void;
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finishFrame(): void;
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drawPrimitive(primitive: IPrimitive): void;
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drawShape(drawable: IDrawable): void;
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drawLight(light: ILight): void;
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drawInfoText(text: string): void;
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@ -38,7 +38,7 @@ export class RenderingPass {
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const tileUvSize = vec2.fromValues(q, q);
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const possiblyOnScreenDrawables = this.drawables.filter(
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(p) => p.minimumDistance(viewBoxCenter) < viewBoxRadius
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(p) => p.distance(viewBoxCenter) < viewBoxRadius
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);
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const origin = vec2.transformMat2d(
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@ -2,8 +2,6 @@ import { mat2d, vec2 } from 'gl-matrix';
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import { CircleLight } from '../drawables/lights/circle-light';
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import { ILight } from '../drawables/lights/i-light';
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import { PointLight } from '../drawables/lights/point-light';
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import { IPrimitive } from '../drawables/primitives/i-primitive';
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import { TunnelShape } from '../drawables/primitives/tunnel-shape';
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// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
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import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
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@ -16,6 +14,8 @@ import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
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import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { RenderingPass } from './rendering-pass';
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import { IDrawable } from '../drawables/i-drawable';
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import { DrawableTunnel } from '../drawables/drawable-tunnel';
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export class WebGl2Renderer implements IRenderer {
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private gl: WebGL2RenderingContext;
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@ -50,7 +50,7 @@ export class WebGl2Renderer implements IRenderer {
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this.distancePass = new RenderingPass(
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this.gl,
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[caveVertexShader, caveFragmentShader],
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[TunnelShape.descriptor],
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[DrawableTunnel.descriptor],
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this.distanceFieldFrameBuffer
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);
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@ -71,8 +71,8 @@ export class WebGl2Renderer implements IRenderer {
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} catch {}
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}
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public drawPrimitive(primitive: IPrimitive) {
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this.distancePass.addDrawable(primitive);
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public drawShape(shape: IDrawable) {
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this.distancePass.addDrawable(shape);
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}
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public drawLight(light: ILight) {
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@ -94,14 +94,11 @@ export class WebGl2Renderer implements IRenderer {
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vec2.scale(vec2.create(), this.viewBoxSize, 0.5)
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);
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this.distancePass.render(
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this.uniforms,
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this.cameraPosition,
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viewBoxRadius
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);
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this.distancePass.render(this.uniforms, this.cameraPosition, viewBoxRadius);
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this.lightingPass.render(
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this.uniforms, this.cameraPosition,
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this.uniforms,
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this.cameraPosition,
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viewBoxRadius,
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this.distanceFieldFrameBuffer.colorTexture
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);
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@ -111,7 +108,7 @@ export class WebGl2Renderer implements IRenderer {
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private get uniforms(): any {
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const cursorPosition = this.screenUvToWorldCoordinate(this.cursorPosition);
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return { ...this.matrices, cursorPosition, viewBoxSize: this.viewBoxSize }
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return { ...this.matrices, cursorPosition, viewBoxSize: this.viewBoxSize };
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}
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private calculateMatrices() {
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@ -3,7 +3,7 @@ import { BeforeRenderCommand } from '../../drawing/commands/before-render';
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import { CursorMoveCommand } from '../../input/commands/cursor-move-command';
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import { ZoomCommand } from '../../input/commands/zoom';
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import { MoveToCommand } from '../../physics/commands/move-to';
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import { BoundingBox } from '../../physics/containers/bounding-box';
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import { BoundingBox } from '../../shapes/bounding-box';
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import { Physics } from '../../physics/physics';
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import { GameObject } from '../game-object';
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import { Lamp } from './lamp';
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@ -1,5 +1,5 @@
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import { vec2 } from 'gl-matrix';
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import { Circle } from '../../drawing/drawables/primitives/circle';
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import { Circle } from '../../shapes/types/circle';
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import { KeyDownCommand } from '../../input/commands/key-down';
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import { KeyUpCommand } from '../../input/commands/key-up';
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import { SwipeCommand } from '../../input/commands/swipe';
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@ -19,7 +19,7 @@ export class Character extends GameObject {
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constructor(private physics: Physics, private camera: Camera) {
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super();
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this.primitive = new Circle(this);
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this.primitive = new Circle();
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this.primitive.radius = 40;
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this.addCommandExecutor(StepCommand, this.stepHandler.bind(this));
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@ -45,9 +45,9 @@ export class Character extends GameObject {
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const intersects = this.physics
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.findIntersecting(nextPrimitive.boundingBox)
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.filter((b) => b.value)
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.filter((b) => b.shape)
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.map(
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(b) => b.value.distance(nextPrimitive.center) + nextPrimitive.radius
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(b) => b.shape.distance(nextPrimitive.center) + nextPrimitive.radius
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);
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console.log(intersects);
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@ -2,12 +2,11 @@ import { vec2 } from 'gl-matrix';
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import { GameObject } from '../game-object';
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import { RenderCommand } from '../../drawing/commands/render';
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import { Physics } from '../../physics/physics';
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import { TunnelShape } from '../../drawing/drawables/primitives/tunnel-shape';
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export interface Line {}
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import { TunnelShape } from '../../shapes/types/tunnel-shape';
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import { DrawableTunnel } from '../../drawing/drawables/drawable-tunnel';
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export class Tunnel extends GameObject {
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private primitive: TunnelShape;
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private shape: DrawableTunnel;
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constructor(
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physics: Physics,
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@ -18,12 +17,12 @@ export class Tunnel extends GameObject {
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) {
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super();
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this.primitive = new TunnelShape(this, from, to, fromRadius, toRadius);
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physics.addStaticBoundingBox(this.primitive.boundingBox);
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this.shape = new DrawableTunnel(from, to, fromRadius, toRadius);
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physics.addStaticBoundingBox(this.shape.boundingBox);
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this.addCommandExecutor(RenderCommand, this.draw.bind(this));
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}
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private draw(c: RenderCommand) {
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c.renderer.drawPrimitive(this.primitive);
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c.renderer.drawShape(this.shape);
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}
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}
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@ -1,4 +1,4 @@
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import { BoundingBoxBase } from './bounding-box-base';
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import { BoundingBoxBase } from '../../shapes/bounding-box-base';
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export class BoundingBoxList {
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constructor(private boundingBoxes: Array<BoundingBoxBase> = []) {}
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|
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@ -1,7 +1,7 @@
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import { ImmutableBoundingBox } from './immutable-bounding-box';
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// source: https://github.com/ubilabs/kd-tree-javascript/blob/master/kdTree.js
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import { ImmutableBoundingBox } from '../../shapes/immutable-bounding-box';
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class Node {
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public left?: Node = null;
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public right?: Node = null;
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@ -63,20 +63,6 @@ export class BoundingBoxTree {
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}
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}
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public print() {
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this.printRecursive(this.root, 0);
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}
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private printRecursive(node: Node, tabCount: number) {
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||||
if (node === null) {
|
||||
return;
|
||||
}
|
||||
|
||||
console.log(' '.repeat(tabCount) + '- ' + node.rectangle.value);
|
||||
this.printRecursive(node.left, tabCount + 2);
|
||||
this.printRecursive(node.right, tabCount + 2);
|
||||
}
|
||||
|
||||
public findIntersecting(
|
||||
box: ImmutableBoundingBox
|
||||
): Array<ImmutableBoundingBox> {
|
||||
|
|
|
|||
|
|
@ -1,14 +0,0 @@
|
|||
import { BoundingBoxBase } from './bounding-box-base';
|
||||
import { IPrimitive } from '../../drawing/drawables/primitives/i-primitive';
|
||||
|
||||
export class ImmutableBoundingBox extends BoundingBoxBase {
|
||||
constructor(
|
||||
value: IPrimitive,
|
||||
xMin: number = 0,
|
||||
xMax: number = 0,
|
||||
yMin: number = 0,
|
||||
yMax: number = 0
|
||||
) {
|
||||
super(value, xMin, xMax, yMin, yMax);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
import { BoundingBoxTree } from './containers/bounding-box-tree';
|
||||
import { BoundingBoxList } from './containers/bounding-box-list';
|
||||
import { ImmutableBoundingBox } from './containers/immutable-bounding-box';
|
||||
import { BoundingBoxBase } from './containers/bounding-box-base';
|
||||
import { ImmutableBoundingBox } from '../shapes/immutable-bounding-box';
|
||||
import { BoundingBoxBase } from '../shapes/bounding-box-base';
|
||||
|
||||
export class Physics {
|
||||
private isTreeInitialized = false;
|
||||
|
|
|
|||
|
|
@ -1,13 +1,13 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { IPrimitive } from '../../drawing/drawables/primitives/i-primitive';
|
||||
import { IShape } from './i-shape';
|
||||
|
||||
export abstract class BoundingBoxBase {
|
||||
constructor(
|
||||
public readonly value: IPrimitive,
|
||||
protected _xMin: number,
|
||||
protected _xMax: number,
|
||||
protected _yMin: number,
|
||||
protected _yMax: number
|
||||
public readonly shape: IShape,
|
||||
protected _xMin: number = 0,
|
||||
protected _xMax: number = 0,
|
||||
protected _yMin: number = 0,
|
||||
protected _yMax: number = 0
|
||||
) {}
|
||||
|
||||
public get 0(): number {
|
||||
|
|
@ -1,32 +1,33 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { BoundingBoxBase } from './bounding-box-base';
|
||||
import { IPrimitive } from '../../drawing/drawables/primitives/i-primitive';
|
||||
import { ImmutableBoundingBox } from './immutable-bounding-box';
|
||||
|
||||
export class BoundingBox extends BoundingBoxBase {
|
||||
constructor(
|
||||
value: IPrimitive,
|
||||
xMin: number = 0,
|
||||
xMax: number = 0,
|
||||
yMin: number = 0,
|
||||
yMax: number = 0
|
||||
) {
|
||||
super(value, xMin, xMax, yMin, yMax);
|
||||
}
|
||||
|
||||
public get topLeft(): vec2 {
|
||||
return vec2.fromValues(this._xMin, this._yMax);
|
||||
}
|
||||
|
||||
public get size(): vec2 {
|
||||
return vec2.fromValues(this._xMax - this._xMin, this._yMax - this._yMin);
|
||||
}
|
||||
public set topLeft(value: vec2) {
|
||||
this._xMin = value.x;
|
||||
this._yMax = value.y;
|
||||
}
|
||||
|
||||
public get size(): vec2 {
|
||||
return vec2.fromValues(this._xMax - this._xMin, this._yMax - this._yMin);
|
||||
}
|
||||
|
||||
public set size(value: vec2) {
|
||||
this._xMax = this.xMin + value.x;
|
||||
this._yMin = this.yMax - value.y;
|
||||
}
|
||||
|
||||
public cloneAsImmutable(): ImmutableBoundingBox {
|
||||
return new ImmutableBoundingBox(
|
||||
this.shape,
|
||||
this.xMin,
|
||||
this.xMax,
|
||||
this.yMin,
|
||||
this.yMax
|
||||
);
|
||||
}
|
||||
}
|
||||
12
frontend/src/scripts/shapes/i-shape.ts
Normal file
12
frontend/src/scripts/shapes/i-shape.ts
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
import { BoundingBox } from './bounding-box';
|
||||
import { vec2 } from 'gl-matrix';
|
||||
|
||||
export interface IShape {
|
||||
readonly isInverted: boolean;
|
||||
readonly boundingBox: BoundingBox;
|
||||
|
||||
distance(target: vec2): number;
|
||||
normal(from: vec2): vec2;
|
||||
|
||||
clone(): IShape;
|
||||
}
|
||||
3
frontend/src/scripts/shapes/immutable-bounding-box.ts
Normal file
3
frontend/src/scripts/shapes/immutable-bounding-box.ts
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
import { BoundingBoxBase } from './bounding-box-base';
|
||||
|
||||
export class ImmutableBoundingBox extends BoundingBoxBase {}
|
||||
41
frontend/src/scripts/shapes/types/circle.ts
Normal file
41
frontend/src/scripts/shapes/types/circle.ts
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { IShape } from '../i-shape';
|
||||
import { BoundingBox } from '../bounding-box';
|
||||
|
||||
export class Circle implements IShape {
|
||||
public readonly isInverted = false;
|
||||
|
||||
public constructor(public center = vec2.create(), public radius = 0) {}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
return vec2.distance(this.center, target) - this.radius;
|
||||
}
|
||||
|
||||
public normal(from: vec2): vec2 {
|
||||
const diff = vec2.subtract(vec2.create(), from, this.center);
|
||||
return vec2.normalize(diff, diff);
|
||||
}
|
||||
|
||||
public get boundingBox(): BoundingBox {
|
||||
return new BoundingBox(
|
||||
this,
|
||||
this.center.x - this.radius,
|
||||
this.center.x + this.radius,
|
||||
this.center.y - this.radius,
|
||||
this.center.y + this.radius
|
||||
);
|
||||
}
|
||||
|
||||
public isInside(target: vec2): boolean {
|
||||
return this.distance(target) < 0;
|
||||
}
|
||||
|
||||
public areIntersecting(other: Circle): boolean {
|
||||
const distance = vec2.distance(this.center, other.center);
|
||||
return distance < this.radius + other.radius;
|
||||
}
|
||||
|
||||
public clone(): Circle {
|
||||
return new Circle(this.center, this.radius);
|
||||
}
|
||||
}
|
||||
65
frontend/src/scripts/shapes/types/tunnel-shape.ts
Normal file
65
frontend/src/scripts/shapes/types/tunnel-shape.ts
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { BoundingBox } from '../bounding-box';
|
||||
import { clamp01 } from '../../helper/clamp';
|
||||
import { mix } from '../../helper/mix';
|
||||
import { IShape } from '../i-shape';
|
||||
|
||||
export class TunnelShape implements IShape {
|
||||
public readonly isInverted = true;
|
||||
|
||||
public readonly toFromDelta: vec2;
|
||||
|
||||
constructor(
|
||||
public readonly from: vec2,
|
||||
public readonly to: vec2,
|
||||
public readonly fromRadius: number,
|
||||
public readonly toRadius: number
|
||||
) {
|
||||
this.toFromDelta = vec2.subtract(vec2.create(), to, from);
|
||||
}
|
||||
|
||||
public get boundingBox(): BoundingBox {
|
||||
const xMin = Math.min(
|
||||
this.from.x - this.fromRadius,
|
||||
this.to.x - this.toRadius
|
||||
);
|
||||
const yMin = Math.min(
|
||||
this.from.y - this.fromRadius,
|
||||
this.to.y - this.toRadius
|
||||
);
|
||||
const xMax = Math.max(
|
||||
this.from.x + this.fromRadius,
|
||||
this.to.x + this.toRadius
|
||||
);
|
||||
const yMax = Math.max(
|
||||
this.from.y + this.fromRadius,
|
||||
this.to.y + this.toRadius
|
||||
);
|
||||
|
||||
return new BoundingBox(this, xMin, xMax, yMin, yMax);
|
||||
}
|
||||
|
||||
public normal(from: vec2): vec2 {
|
||||
throw new Error('Unimplemented');
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
|
||||
|
||||
const h = clamp01(
|
||||
vec2.dot(targetFromDelta, this.toFromDelta) /
|
||||
vec2.dot(this.toFromDelta, this.toFromDelta)
|
||||
);
|
||||
|
||||
return (
|
||||
vec2.distance(
|
||||
targetFromDelta,
|
||||
vec2.scale(vec2.create(), this.toFromDelta, h)
|
||||
) - mix(this.fromRadius, this.toRadius, h)
|
||||
);
|
||||
}
|
||||
|
||||
public clone(): TunnelShape {
|
||||
return new TunnelShape(this.from, this.to, this.fromRadius, this.toRadius);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue