This commit is contained in:
schmelczerandras 2020-08-04 22:07:39 +02:00
parent 24cc572e47
commit 345e183e34
30 changed files with 628 additions and 187 deletions

View file

@ -1,7 +1,11 @@
import { vec2 } from 'gl-matrix';
import { ImmutableBoundingBox } from '../../physics/containers/immutable-bounding-box';
import { GameObject } from '../../objects/game-object';
export interface IDrawable {
serializeToUniforms(uniforms: any): void;
distance(target: vec2): number;
minimumDistance(target: vec2): number;
readonly owner: GameObject;
readonly boundingBox: ImmutableBoundingBox;
}

View file

@ -2,6 +2,8 @@ import { ILight } from './i-light';
import { vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
import { GameObject } from '../../../objects/game-object';
export class CircleLight implements ILight {
public static descriptor: IDrawableDescriptor = {
@ -11,12 +13,15 @@ export class CircleLight implements ILight {
};
constructor(
public readonly owner: GameObject,
public center: vec2,
public radius: number,
public color: vec3,
public lightness: number
) {}
boundingBox: ImmutableBoundingBox;
public distance(target: vec2): number {
return 0;
}

View file

@ -2,6 +2,8 @@ import { ILight } from './i-light';
import { vec2, vec3 } from 'gl-matrix';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { settings } from '../../settings';
import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
import { GameObject } from '../../../objects/game-object';
export class PointLight implements ILight {
public static descriptor: IDrawableDescriptor = {
@ -10,13 +12,16 @@ export class PointLight implements ILight {
shaderCombinationSteps: settings.shaderCombinations.pointLightSteps,
};
constructor(
public constructor(
public readonly owner: GameObject,
public center: vec2,
public radius: number,
public color: vec3,
public lightness: number
) {}
boundingBox: ImmutableBoundingBox;
public distance(target: vec2): number {
return vec2.distance(this.center, target) - this.radius;
}

View file

@ -1,8 +1,14 @@
import { vec2 } from 'gl-matrix';
import { IPrimitive } from './i-primitive';
import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
import { GameObject } from '../../../objects/game-object';
export class Circle implements IPrimitive {
public constructor(public center = vec2.create(), public radius = 0) {}
public constructor(
public readonly owner: GameObject,
public center = vec2.create(),
public radius = 0
) {}
public serializeToUniforms(uniforms: any): void {
throw new Error('Method not implemented.');
@ -16,6 +22,16 @@ export class Circle implements IPrimitive {
return vec2.distance(this.center, target) - this.radius;
}
public get boundingBox(): ImmutableBoundingBox {
return new ImmutableBoundingBox(
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;
}

View file

@ -1,18 +0,0 @@
import { vec2 } from 'gl-matrix';
export class Rectangle {
public constructor(
public topLeft: vec2 = vec2.create(),
public size: vec2 = vec2.create()
) {}
public isInside(position: vec2): boolean {
const translated = vec2.subtract(vec2.create(), position, this.topLeft);
return (
0 <= translated.x &&
translated.x < this.size.x &&
0 <= translated.y &&
translated.y < this.size.y
);
}
}

View file

@ -1,10 +1,12 @@
import { vec2 } from 'gl-matrix';
import { clamp01 } from '../../../helper/clamp';
import { mix } from '../../../helper/mix';
import { Circle } from './circle';
import { IPrimitive } from './i-primitive';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { IPrimitive } from './i-primitive';
import { settings } from '../../settings';
import { Circle } from './circle';
import { mix } from '../../../helper/mix';
import { clamp01 } from '../../../helper/clamp';
import { ImmutableBoundingBox } from '../../../physics/containers/immutable-bounding-box';
import { GameObject } from '../../../objects/game-object';
export class TunnelShape implements IPrimitive {
public static descriptor: IDrawableDescriptor = {
@ -14,11 +16,11 @@ export class TunnelShape implements IPrimitive {
};
public readonly toFromDelta: vec2;
private toFromDeltaLength: number;
private boundingCircle: Circle;
constructor(
public readonly owner: GameObject,
public readonly from: vec2,
public readonly to: vec2,
public readonly fromRadius: number,
@ -27,12 +29,13 @@ export class TunnelShape implements IPrimitive {
this.toFromDelta = vec2.subtract(vec2.create(), to, from);
this.boundingCircle = new Circle(
this.owner,
vec2.fromValues(from.x / 2 + to.x / 2, from.y / 2 + to.y / 2),
Math.max(fromRadius, toRadius) + vec2.distance(from, to)
);
}
serializeToUniforms(uniforms: any): void {
public serializeToUniforms(uniforms: any): void {
if (!uniforms.hasOwnProperty(TunnelShape.descriptor.uniformName)) {
uniforms[TunnelShape.descriptor.uniformName] = [];
}
@ -45,6 +48,27 @@ export class TunnelShape implements IPrimitive {
});
}
public get boundingBox(): ImmutableBoundingBox {
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 ImmutableBoundingBox(this, xMin, xMax, yMin, yMax);
}
public distance(target: vec2): number {
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
const h = clamp01(

View file

@ -1,7 +1,7 @@
import { vec2 } from 'gl-matrix';
export interface IProgram {
setDrawingRectangle(topLeft: vec2, size: vec2): void;
setDrawingRectangle(bottomLeft: vec2, size: vec2): void;
bindAndSetUniforms(values: { [name: string]: any }): void;
draw(): void;
delete(): void;

View file

@ -32,10 +32,10 @@ export abstract class Program implements IProgram {
this.setUniforms({ modelTransform: this.modelTransform, ...values });
}
public setDrawingRectangle(topLeft: vec2, size: vec2) {
public setDrawingRectangle(bottomLeft: vec2, size: vec2) {
mat2d.invert(this.modelTransform, this.ndcToUv);
mat2d.translate(this.modelTransform, this.modelTransform, topLeft);
mat2d.translate(this.modelTransform, this.modelTransform, bottomLeft);
mat2d.scale(this.modelTransform, this.modelTransform, size);
mat2d.multiply(this.modelTransform, this.modelTransform, this.ndcToUv);
}

View file

@ -1,6 +1,6 @@
import { vec2 } from 'gl-matrix';
import { IPrimitive } from './drawables/primitives/i-primitive';
import { ILight } from './drawables/lights/i-light';
import { IPrimitive } from './drawables/primitives/i-primitive';
export interface IRenderer {
startFrame(deltaTime: DOMHighResTimeStamp): void;

View file

@ -1,11 +1,10 @@
import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
import { IDrawable } from '../drawables/i-drawable';
import { settings } from '../settings';
import { vec2 } from 'gl-matrix';
import { Circle } from '../drawables/primitives/circle';
import { InfoText } from '../../objects/types/info-text';
import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
import { IDrawable } from '../drawables/i-drawable';
import { IDrawableDescriptor } from '../drawables/i-drawable-descriptor';
import { FrameBuffer } from '../graphics-library/frame-buffer/frame-buffer';
import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
import { settings } from '../settings';
export class RenderingPass {
private drawables: Array<IDrawable> = [];
@ -30,7 +29,8 @@ export class RenderingPass {
public render(
commonUniforms: any,
viewCircle: Circle,
viewBoxCenter: vec2,
viewBoxRadius: number,
inputTexture?: WebGLTexture
) {
this.frame.bindAndClear(inputTexture);
@ -38,7 +38,7 @@ export class RenderingPass {
const tileUvSize = vec2.fromValues(q, q);
const possiblyOnScreenDrawables = this.drawables.filter(
(p) => p.minimumDistance(viewCircle.center) < viewCircle.radius
(p) => p.minimumDistance(viewBoxCenter) < viewBoxRadius
);
const origin = vec2.transformMat2d(

View file

@ -1,34 +1,29 @@
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { CircleLight } from '../drawables/lights/circle-light';
import { ILight } from '../drawables/lights/i-light';
import { PointLight } from '../drawables/lights/point-light';
import { IPrimitive } from '../drawables/primitives/i-primitive';
import { TunnelShape } from '../drawables/primitives/tunnel-shape';
// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
import { IRenderer } from '../i-renderer';
import caveFragmentShader from '../shaders/cave-distance-fs.glsl';
import lightsFragmentShader from '../shaders/lights-shading-fs.glsl';
import caveVertexShader from '../shaders/passthrough-distance-vs.glsl';
import lightsVertexShader from '../shaders/passthrough-shading-vs.glsl';
// import lightsShader from '../shaders/rainbow-shading-fs.glsl';
import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
import { IProgram } from '../graphics-library/program/i-program';
import { UniformArrayAutoScalingProgram } from '../graphics-library/program/uniform-array-autoscaling-program';
import { IRenderer } from '../i-renderer';
import { Circle } from '../drawables/primitives/circle';
import { IPrimitive } from '../drawables/primitives/i-primitive';
import { Rectangle } from '../drawables/primitives/rectangle';
import { ILight } from '../drawables/lights/i-light';
import { settings } from '../settings';
import { FpsAutoscaler } from './fps-autoscaler';
import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
import { RenderingPass } from './rendering-pass';
import { TunnelShape } from '../drawables/primitives/tunnel-shape';
import { CircleLight } from '../drawables/lights/circle-light';
import { PointLight } from '../drawables/lights/point-light';
export class WebGl2Renderer implements IRenderer {
private gl: WebGL2RenderingContext;
private stopwatch?: WebGlStopwatch;
private viewBox: Rectangle = new Rectangle();
private viewCircle: Circle = new Circle();
private viewBoxBottomLeft = vec2.create();
private cameraPosition = vec2.create();
private viewBoxSize = vec2.create();
private cursorPosition = vec2.create();
private distanceFieldFrameBuffer: IntermediateFrameBuffer;
@ -38,6 +33,15 @@ export class WebGl2Renderer implements IRenderer {
private autoscaler: FpsAutoscaler;
private matrices: {
distanceScreenToWorld?: mat2d;
worldToDistanceUV?: mat2d;
cursorPosition?: mat2d;
ndcToUv?: mat2d;
uvToWorld?: mat2d;
viewBoxSize?: mat2d;
} = { ndcToUv: mat2d.fromValues(0.5, 0, 0, 0.5, 0.5, 0.5) };
constructor(private canvas: HTMLCanvasElement, private overlay: HTMLElement) {
this.gl = getWebGl2Context(canvas);
@ -85,64 +89,69 @@ export class WebGl2Renderer implements IRenderer {
}
public finishFrame() {
const uniforms = this.calculateOwnUniforms();
this.lightingPass.addDrawable(
new PointLight(uniforms.cursorPosition, 200, vec3.fromValues(1, 1, 0), 1)
);
this.distancePass.render(uniforms, this.viewCircle);
this.lightingPass.render(
uniforms,
this.viewCircle,
this.distanceFieldFrameBuffer.colorTexture
);
this.stopwatch?.stop();
}
private calculateOwnUniforms(): any {
const distanceScreenToWorld = this.getScreenToWorldTransform(
this.distanceFieldFrameBuffer.getSize()
);
const uvToWorld = mat2d.fromTranslation(
mat2d.create(),
this.viewBox.topLeft
);
mat2d.scale(uvToWorld, uvToWorld, this.viewBox.size);
const worldToDistanceUV = mat2d.scale(
mat2d.create(),
distanceScreenToWorld,
this.distanceFieldFrameBuffer.getSize()
);
mat2d.invert(worldToDistanceUV, worldToDistanceUV);
const ndcToUv = mat2d.fromScaling(
mat2d.create(),
vec2.fromValues(0.5, 0.5)
);
mat2d.translate(ndcToUv, ndcToUv, vec2.fromValues(1, 1));
this.calculateMatrices();
const cursorPosition = this.screenUvToWorldCoordinate(this.cursorPosition);
return {
distanceScreenToWorld,
worldToDistanceUV,
cursorPosition,
ndcToUv,
uvToWorld,
viewBoxSize: this.viewBox.size,
};
this.lightingPass.addDrawable(
new PointLight(null, cursorPosition, 200, vec3.fromValues(1, 1, 0), 1)
);
const viewBoxRadius = vec2.length(
vec2.scale(vec2.create(), this.viewBoxSize, 0.5)
);
this.distancePass.render(
{ ...this.matrices, cursorPosition },
this.cameraPosition,
viewBoxRadius
);
this.lightingPass.render(
{ ...this.matrices, cursorPosition },
this.cameraPosition,
viewBoxRadius,
this.distanceFieldFrameBuffer.colorTexture
);
this.stopwatch?.stop();
}
private calculateMatrices() {
this.matrices.uvToWorld = mat2d.fromTranslation(
mat2d.create(),
this.viewBoxBottomLeft
);
mat2d.scale(
this.matrices.uvToWorld,
this.matrices.uvToWorld,
this.viewBoxSize
);
this.matrices.distanceScreenToWorld = this.getScreenToWorldTransform(
this.distanceFieldFrameBuffer.getSize()
);
this.matrices.worldToDistanceUV = mat2d.scale(
mat2d.create(),
this.matrices.distanceScreenToWorld,
this.distanceFieldFrameBuffer.getSize()
);
mat2d.invert(
this.matrices.worldToDistanceUV,
this.matrices.worldToDistanceUV
);
}
private getScreenToWorldTransform(screenSize: vec2) {
const transform = mat2d.fromTranslation(
mat2d.create(),
this.viewBox.topLeft
this.viewBoxBottomLeft
);
mat2d.scale(
transform,
transform,
vec2.divide(vec2.create(), this.viewBox.size, screenSize)
vec2.divide(vec2.create(), this.viewBoxSize, screenSize)
);
mat2d.translate(transform, transform, vec2.fromValues(0.5, 0.5));
@ -160,12 +169,10 @@ export class WebGl2Renderer implements IRenderer {
}
public setCameraPosition(position: vec2) {
this.viewBox.topLeft = position;
const halfDiagonal = vec2.scale(vec2.create(), this.viewBox.size, 0.5);
this.viewCircle.center = vec2.add(
vec2.create(),
this.viewBox.topLeft,
halfDiagonal
this.cameraPosition = position;
this.viewBoxBottomLeft = vec2.fromValues(
this.cameraPosition.x - this.viewBoxSize.x / 2,
this.cameraPosition.y - this.viewBoxSize.y / 2
);
}
@ -177,21 +184,10 @@ export class WebGl2Renderer implements IRenderer {
const canvasAspectRatio =
this.canvas.clientWidth / this.canvas.clientHeight;
this.viewBox.size = vec2.fromValues(
return (this.viewBoxSize = vec2.fromValues(
Math.sqrt(size * canvasAspectRatio),
Math.sqrt(size / canvasAspectRatio)
);
const halfDiagonal = vec2.scale(vec2.create(), this.viewBox.size, 0.5);
this.viewCircle.center = vec2.add(
vec2.create(),
this.viewBox.topLeft,
halfDiagonal
);
this.viewCircle.radius = vec2.length(halfDiagonal);
return this.viewBox.size;
));
}
public drawInfoText(text: string) {

View file

@ -6,6 +6,7 @@ precision mediump float;
#define POINT_LIGHT_COUNT {pointLightCount}
uniform mat3 modelTransform;
uniform mat3 cameraTransform;
uniform mat3 ndcToUv;
uniform mat3 uvToWorld;

View file

@ -6,16 +6,22 @@ import { timeIt } from './helper/timing';
import { KeyboardListener } from './input/keyboard-listener';
import { MouseListener } from './input/mouse-listener';
import { TouchListener } from './input/touch-listener';
import { ObjectContainer } from './objects/object-container';
import { Objects } from './objects/objects';
import { InfoText } from './objects/types/info-text';
import { createCharacter } from './objects/world/create-character';
import { createDungeon } from './objects/world/create-dungeon';
import { RenderCommand } from './drawing/commands/render';
import { Physics } from './physics/physics';
import { MoveToCommand } from './physics/commands/move-to';
import { TeleportToCommand } from './physics/commands/teleport-to';
import { IRenderer } from './drawing/i-renderer';
export class Game {
private previousTime?: DOMHighResTimeStamp = null;
private objects: ObjectContainer = new ObjectContainer();
private renderer: WebGl2Renderer;
private objects = new Objects();
private physics = new Physics();
private renderer: IRenderer;
private previousFpsValues: Array<number> = [];
constructor() {
@ -39,14 +45,18 @@ export class Game {
this.renderer = new WebGl2Renderer(canvas, overlay);
this.initializeScene();
this.physics.start();
requestAnimationFrame(this.gameLoop.bind(this));
}
private initializeScene() {
this.objects.addObject(new InfoText());
createCharacter(this.objects);
createDungeon(this.objects);
createDungeon(this.objects);
const start = createDungeon(this.objects, this.physics);
createDungeon(this.objects, this.physics);
const character = createCharacter(this.objects, this.physics);
console.log('start', start.from);
character.sendCommand(new TeleportToCommand(start.from));
}
private handleVisibilityChange() {

View file

@ -1,33 +1,16 @@
import { vec2 } from 'gl-matrix';
import { Command } from '../commands/command';
import { CommandReceiver } from '../commands/command-receiver';
import { IdentityManager } from '../identity/identity-manager';
import { Objects } from './objects';
import { Physics } from '../physics/physics';
export abstract class GameObject implements CommandReceiver {
public readonly id = IdentityManager.generateId();
protected _position = vec2.create();
public get position(): vec2 {
return this._position;
}
protected _boundingBoxSize = vec2.create();
public get boundingBoxSize(): vec2 {
return this._boundingBoxSize;
}
private commandExecutors: {
[commandType: string]: (e: Command) => void;
} = {};
// can only be called inside the constructor
protected addCommandExecutor<T extends Command>(
commandType: new () => T,
handler: (command: T) => void
) {
this.commandExecutors[new commandType().type] = handler;
}
public reactsToCommand(commandType: string): boolean {
return this.commandExecutors.hasOwnProperty(commandType);
}
@ -39,4 +22,12 @@ export abstract class GameObject implements CommandReceiver {
this.commandExecutors[commandType](command);
}
}
// can only be called inside the constructor
protected addCommandExecutor<T extends Command>(
commandType: new () => T,
handler: (command: T) => void
) {
this.commandExecutors[new commandType().type] = handler;
}
}

View file

@ -3,7 +3,7 @@ import { CommandReceiver } from '../commands/command-receiver';
import { Id } from '../identity/identity';
import { GameObject } from './game-object';
export class ObjectContainer implements CommandReceiver {
export class Objects implements CommandReceiver {
private objects: Map<Id, GameObject> = new Map();
private objectsGroupedByAbilities: Map<string, Array<GameObject>> = new Map();

View file

@ -5,14 +5,20 @@ import { GameObject } from '../game-object';
import { Lamp } from './lamp';
import { ZoomCommand } from '../../input/commands/zoom';
import { MoveToCommand } from '../../physics/commands/move-to';
import { BoundingBox } from '../../physics/containers/bounding-box';
import { Physics } from '../../physics/physics';
export class Camera extends GameObject {
private inViewArea = 1920 * 1080 * 5;
private cursorPosition = vec2.create();
private boundingBox: BoundingBox;
constructor(private light: Lamp) {
constructor(physics: Physics, private light: Lamp) {
super();
this.boundingBox = new BoundingBox(null);
physics.addDynamicBoundingBox(this.boundingBox);
this.addCommandExecutor(BeforeRenderCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));
this.addCommandExecutor(
@ -22,20 +28,27 @@ export class Camera extends GameObject {
this.addCommandExecutor(ZoomCommand, this.zoom.bind(this));
}
public get viewAreaSize(): vec2 {
return this.boundingBox.size;
}
private draw(c: BeforeRenderCommand) {
c.renderer.setCameraPosition(this.position);
console.log('camera', this.boundingBox.topLeft);
c.renderer.setCameraPosition(this.boundingBox.topLeft);
c.renderer.setCursorPosition(this.cursorPosition);
this._boundingBoxSize = c.renderer.setInViewArea(this.inViewArea);
this.boundingBox.size = c.renderer.setInViewArea(this.inViewArea);
}
private moveTo(c: MoveToCommand) {
this._position = c.position;
console.log('camera', c.position);
this.boundingBox.topLeft = c.position;
this.light.sendCommand(
new MoveToCommand(
vec2.add(
vec2.create(),
c.position,
vec2.scale(vec2.create(), this.boundingBoxSize, 0.5)
vec2.scale(vec2.create(), this.boundingBox.size, 0.5)
)
)
);

View file

@ -1,37 +1,80 @@
import { vec2 } from 'gl-matrix';
import { GameObject } from '../game-object';
import { Camera } from './camera';
import { StepCommand } from '../../physics/commands/step';
import { Circle } from '../../drawing/drawables/primitives/circle';
import { KeyDownCommand } from '../../input/commands/key-down';
import { KeyUpCommand } from '../../input/commands/key-up';
import { SwipeCommand } from '../../input/commands/swipe';
import { MoveToCommand } from '../../physics/commands/move-to';
import { StepCommand } from '../../physics/commands/step';
import { TeleportToCommand } from '../../physics/commands/teleport-to';
import { BoundingBox } from '../../physics/containers/bounding-box';
import { Physics } from '../../physics/physics';
import { GameObject } from '../game-object';
import { Camera } from './camera';
export class Character extends GameObject {
private keysDown: Set<string> = new Set();
private static speed = 0.5;
private primitive: Circle;
private static speed = 1.5;
constructor(private camera: Camera) {
constructor(private physics: Physics, private camera: Camera) {
super();
this.primitive = new Circle(this);
this.primitive.radius = 20;
this.addCommandExecutor(StepCommand, this.stepHandler.bind(this));
this.addCommandExecutor(TeleportToCommand, (c) =>
this.setPosition(c.position)
);
this.addCommandExecutor(KeyDownCommand, (c) => this.keysDown.add(c.key));
this.addCommandExecutor(KeyUpCommand, (c) => this.keysDown.delete(c.key));
this.addCommandExecutor(SwipeCommand, (c) =>
this.setPosition(
this.checkAndSetPosition(
vec2.add(
vec2.create(),
this.position,
vec2.multiply(vec2.create(), c.delta, this.camera.boundingBoxSize)
this.primitive.center,
vec2.multiply(vec2.create(), c.delta, this.camera.viewAreaSize)
)
)
);
}
private checkAndSetPosition(value: vec2) {
const size = this.camera.viewAreaSize;
const realCenter = vec2.fromValues(
value.x + size.x / 2,
value.y + size.y / 2
);
const targetBoundingBox = new BoundingBox(
null,
value.x + size.x / 2,
value.x + size.x / 2 + 10,
value.y + size.y / 2,
value.y + size.y / 2 + 10
);
console.log(
this.physics
.findIntersecting(targetBoundingBox)
.map((b) => b.value.distance(realCenter))
);
if (
this.physics
.findIntersecting(targetBoundingBox)
.map((b) => b.value.distance(realCenter))
.find((d) => d < 0) !== undefined
) {
this.setPosition(value);
}
}
private setPosition(value: vec2) {
this._position = value;
this.camera.sendCommand(new MoveToCommand(this.position));
console.log('character', value);
this.primitive.center = value;
this.camera.sendCommand(new MoveToCommand(this.primitive.center));
}
public stepHandler(c: StepCommand) {
@ -44,16 +87,11 @@ export class Character extends GameObject {
const movementVector = vec2.fromValues(right - left, up - down);
if (movementVector.length > 0) {
this.setPosition(
vec2.add(
vec2.create(),
this.position,
vec2.scale(
vec2.create(),
vec2.normalize(movementVector, movementVector),
Character.speed * deltaTime
)
)
vec2.normalize(movementVector, movementVector);
vec2.scale(movementVector, movementVector, Character.speed * deltaTime);
this.checkAndSetPosition(
vec2.add(vec2.create(), this.primitive.center, movementVector)
);
}
}

View file

@ -10,7 +10,7 @@ export class Lamp extends GameObject {
constructor(center: vec2, radius: number, color: vec3, lightness: number) {
super();
this.light = new CircleLight(center, radius, color, lightness);
this.light = new CircleLight(this, center, radius, color, lightness);
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));

View file

@ -1,16 +1,25 @@
import { vec2 } from 'gl-matrix';
import { TunnelShape } from '../../drawing/drawables/primitives/tunnel-shape';
import { GameObject } from '../game-object';
import { RenderCommand } from '../../drawing/commands/render';
import { Physics } from '../../physics/physics';
import { TunnelShape } from '../../drawing/drawables/primitives/tunnel-shape';
export interface Line {}
export class Tunnel extends GameObject {
private primitive: TunnelShape;
constructor(from: vec2, to: vec2, fromRadius: number, toRadius: number) {
constructor(
physics: Physics,
public readonly from: vec2,
to: vec2,
fromRadius: number,
toRadius: number
) {
super();
this.primitive = new TunnelShape(from, to, fromRadius, toRadius);
this.primitive = new TunnelShape(this, from, to, fromRadius, toRadius);
physics.addStaticBoundingBox(this.primitive.boundingBox);
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
}

View file

@ -1,10 +1,15 @@
import { vec2, vec3 } from 'gl-matrix';
import { ObjectContainer } from '../object-container';
import { Objects } from '../objects';
import { Camera } from '../types/camera';
import { Character } from '../types/character';
import { Lamp } from '../types/lamp';
import { Physics } from '../../physics/physics';
import { GameObject } from '../game-object';
export const createCharacter = (objects: ObjectContainer) => {
export const createCharacter = (
objects: Objects,
physics: Physics
): GameObject => {
const light = new Lamp(
vec2.create(),
40,
@ -12,8 +17,11 @@ export const createCharacter = (objects: ObjectContainer) => {
2
);
const camera = new Camera(light);
const camera = new Camera(physics, light);
const character = new Character(physics, camera);
objects.addObject(light);
objects.addObject(camera);
objects.addObject(new Character(camera));
objects.addObject(character);
return character;
};

View file

@ -1,22 +1,35 @@
import { vec2, vec3 } from 'gl-matrix';
import { ObjectContainer } from '../object-container';
import { Lamp } from '../types/lamp';
import { Objects } from '../objects';
import { Tunnel } from '../types/tunnel';
import { Physics } from '../../physics/physics';
import { GameObject } from '../game-object';
export const createDungeon = (objects: ObjectContainer) => {
export const createDungeon = (objects: Objects, physics: Physics): Tunnel => {
let previousRadius = 350;
let previousEnd = vec2.create();
for (let i = 0; i < 500000; i += 500) {
let first: Tunnel;
for (let i = 0; i < 1; i += 500) {
const deltaHeight = (Math.random() - 0.5) * 2000;
const height = previousEnd.y + deltaHeight;
const currentEnd = vec2.fromValues(i, height);
const currentToRadius = Math.random() * 300 + 150;
objects.addObject(
new Tunnel(previousEnd, currentEnd, previousRadius, currentToRadius)
const tunnel = new Tunnel(
physics,
previousEnd,
currentEnd,
previousRadius,
currentToRadius
);
if (!first) {
first = tunnel;
}
objects.addObject(tunnel);
/*if (deltaHeight > 0 && Math.random() > 0.8) {
objects.addObject(
new Lamp(
@ -35,4 +48,6 @@ export const createDungeon = (objects: ObjectContainer) => {
previousEnd = currentEnd;
previousRadius = currentToRadius;
}
return first;
};

View file

@ -0,0 +1,12 @@
import { vec2 } from 'gl-matrix';
import { Command } from '../../commands/command';
export class TeleportToCommand extends Command {
public constructor(public readonly position?: vec2) {
super();
}
public get type(): string {
return 'TeleportToCommand';
}
}

View file

@ -0,0 +1,61 @@
import { vec2 } from 'gl-matrix';
import { IPrimitive } from '../../drawing/drawables/primitives/i-primitive';
export abstract class BoundingBoxBase {
constructor(
public readonly value: IPrimitive,
protected _xMin: number,
protected _xMax: number,
protected _yMin: number,
protected _yMax: number
) {}
public get 0(): number {
return this._xMin;
}
public get 1(): number {
return this._xMax;
}
public get 2(): number {
return this._yMin;
}
public get 3(): number {
return this._yMax;
}
public get xMin(): number {
return this._xMin;
}
public get xMax(): number {
return this._xMax;
}
public get yMin(): number {
return this._yMin;
}
public get yMax(): number {
return this._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 intersects(other: BoundingBoxBase): boolean {
return (
this._xMin < other._xMax &&
this._xMax > other._xMin &&
this._yMin < other._yMax &&
this._yMax > other._yMin
);
}
}

View file

@ -0,0 +1,13 @@
import { BoundingBoxBase } from './bounding-box-base';
export class BoundingBoxList {
constructor(private boundingBoxes: Array<BoundingBoxBase> = []) {}
public insert(box: BoundingBoxBase) {
this.boundingBoxes.push(box);
}
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
return this.boundingBoxes.filter((b) => b.intersects(box));
}
}

View file

@ -0,0 +1,138 @@
import { ImmutableBoundingBox } from './immutable-bounding-box';
// source: https://github.com/ubilabs/kd-tree-javascript/blob/master/kdTree.js
class Node {
public left?: Node = null;
public right?: Node = null;
constructor(public rectangle: ImmutableBoundingBox, public parent: Node) {}
}
export class BoundingBoxTree {
root?: Node;
constructor(boxes?: Array<ImmutableBoundingBox>) {
if (boxes) {
this.build(boxes);
}
}
public build(boxes: Array<ImmutableBoundingBox>) {
this.root = this.buildRecursive(boxes, 0, null);
}
private buildRecursive(
boxes: Array<ImmutableBoundingBox>,
depth: number,
parent: Node
): Node {
if (boxes.length === 0) {
return null;
}
if (boxes.length === 1) {
return new Node(boxes[0], parent);
}
const dimension = depth % 4;
boxes.sort((a, b) => a[dimension] - b[dimension]);
const median = Math.floor(boxes.length / 2);
const node = new Node(boxes[median], parent);
node.left = this.buildRecursive(boxes.slice(0, median), depth + 1, node);
node.right = this.buildRecursive(boxes.slice(median + 1), depth + 1, node);
return node;
}
public insert(box: ImmutableBoundingBox) {
const [insertPosition, depth] = this.findParent(box, this.root, 0, null);
if (insertPosition === null) {
this.root = new Node(box, null);
} else {
const node = new Node(box, insertPosition);
const dimension = depth % 4;
if (box[dimension] < insertPosition.rectangle[dimension]) {
insertPosition.left = node;
} else {
insertPosition.right = node;
}
}
}
public print() {
this.printRecursive(this.root, 0);
}
private printRecursive(node: Node, tabCount: number) {
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> {
const maybeResults = this.findMaybeIntersecting(box, this.root, 0);
const results = maybeResults.filter(box.intersects.bind(box));
return results;
}
private findMaybeIntersecting(
box: ImmutableBoundingBox,
node: Node,
depth: number
): Array<ImmutableBoundingBox> {
if (node === null) {
return [];
}
const comparisons: Array<(
a: ImmutableBoundingBox,
b: ImmutableBoundingBox
) => boolean> = [
(a, b) => a.xMin < b.xMax,
(a, b) => a.xMax > b.xMin,
(a, b) => a.yMin < b.yMax,
(a, b) => a.xMax > b.xMin,
];
if (comparisons[depth % 4](node.rectangle, box)) {
return [
node.rectangle,
...this.findMaybeIntersecting(box, node.left, depth + 1),
...this.findMaybeIntersecting(box, node.right, depth + 1),
];
}
return this.findMaybeIntersecting(box, node.left, depth + 1);
}
private findParent(
box: ImmutableBoundingBox,
node: Node,
depth: number,
parent: Node
): [Node, number] {
if (node === null) {
return [parent, depth];
}
const dimension = depth % 4;
if (box[dimension] < node.rectangle[dimension]) {
return this.findParent(box, node.left, depth + 1, node);
}
return this.findParent(box, node.right, depth + 1, node);
}
}

View file

@ -0,0 +1,32 @@
import { vec2 } from 'gl-matrix';
import { BoundingBoxBase } from './bounding-box-base';
import { IPrimitive } from '../../drawing/drawables/primitives/i-primitive';
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 set size(value: vec2) {
this._xMax = this.xMin + value.x;
this._yMin = this.yMax - value.y;
}
}

View file

@ -0,0 +1,14 @@
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);
}
}

View file

@ -0,0 +1,36 @@
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';
export class Physics {
private staticBoundingBoxesWaitList = [];
private isTreeInitialized = false;
private staticBoundingBoxes = new BoundingBoxTree();
private dynamicBoundingBoxes = new BoundingBoxList();
public addStaticBoundingBox(boundingBox: ImmutableBoundingBox) {
this.staticBoundingBoxesWaitList.push(boundingBox);
}
public addDynamicBoundingBox(boundingBox: BoundingBoxBase) {
if (this.isTreeInitialized) {
this.staticBoundingBoxes.insert(boundingBox);
} else {
this.dynamicBoundingBoxes.insert(boundingBox);
}
}
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
return [
...this.staticBoundingBoxes.findIntersecting(box),
...this.dynamicBoundingBoxes.findIntersecting(box),
];
}
public start() {
this.staticBoundingBoxes.build(this.staticBoundingBoxesWaitList);
this.isTreeInitialized = true;
}
}