Improve physics
This commit is contained in:
parent
c21025caf6
commit
4ad60813c9
33 changed files with 457 additions and 382 deletions
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**/.classpath
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**/.dockerignore
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**/.env
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**/.git
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**/.gitignore
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**/.project
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**/.settings
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**/.toolstarget
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**/.vs
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**/.vscode
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**/*.*proj.user
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**/*.dbmdl
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**/*.jfm
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**/azds.yaml
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**/bin
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**/charts
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**/docker-compose*
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**/Dockerfile*
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**/node_modules
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**/npm-debug.log
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**/obj
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**/secrets.dev.yaml
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**/values.dev.yaml
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LICENSE
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README.md
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4
config/ConfigurationServer/.gitignore
vendored
4
config/ConfigurationServer/.gitignore
vendored
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bin
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obj
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.vs
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*.user
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<Project Sdk="Microsoft.NET.Sdk.Web">
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<PropertyGroup>
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<TargetFramework>netcoreapp3.1</TargetFramework>
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<DockerDefaultTargetOS>Linux</DockerDefaultTargetOS>
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<DockerfileContext>.</DockerfileContext>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Microsoft.VisualStudio.Azure.Containers.Tools.Targets" Version="1.10.9" />
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</ItemGroup>
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</Project>
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@ -1,25 +0,0 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 16
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VisualStudioVersion = 16.0.30309.148
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ConfigurationServer", "ConfigurationServer.csproj", "{CD78C1FA-1A88-4299-961B-2B5424DBEEDF}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{CD78C1FA-1A88-4299-961B-2B5424DBEEDF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{CD78C1FA-1A88-4299-961B-2B5424DBEEDF}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{CD78C1FA-1A88-4299-961B-2B5424DBEEDF}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{CD78C1FA-1A88-4299-961B-2B5424DBEEDF}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {5CE906F0-BAD5-4BD3-B3D7-1D26E4D6385C}
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EndGlobalSection
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EndGlobal
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@ -1,39 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.Extensions.Logging;
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namespace ConfigurationServer.Controllers
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{
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[ApiController]
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[Route("[controller]")]
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public class WeatherForecastController : ControllerBase
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{
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private static readonly string[] Summaries = new[]
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{
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"Freezing", "Bracing", "Chilly", "Cool", "Mild", "Warm", "Balmy", "Hot", "Sweltering", "Scorching"
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};
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private readonly ILogger<WeatherForecastController> _logger;
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public WeatherForecastController(ILogger<WeatherForecastController> logger)
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{
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_logger = logger;
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}
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[HttpGet]
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public IEnumerable<WeatherForecast> Get()
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{
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var rng = new Random();
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return Enumerable.Range(1, 5).Select(index => new WeatherForecast
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{
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Date = DateTime.Now.AddDays(index),
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TemperatureC = rng.Next(-20, 55),
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Summary = Summaries[rng.Next(Summaries.Length)]
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})
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.ToArray();
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}
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}
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}
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#See https://aka.ms/containerfastmode to understand how Visual Studio uses this Dockerfile to build your images for faster debugging.
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FROM mcr.microsoft.com/dotnet/core/aspnet:3.1-buster-slim AS base
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WORKDIR /app
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EXPOSE 80
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FROM mcr.microsoft.com/dotnet/core/sdk:3.1-buster AS build
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WORKDIR /src
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COPY ["ConfigurationServer.csproj", ""]
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RUN dotnet restore "./ConfigurationServer.csproj"
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COPY . .
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WORKDIR "/src/."
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RUN dotnet build "ConfigurationServer.csproj" -c Release -o /app/build
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FROM build AS publish
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RUN dotnet publish "ConfigurationServer.csproj" -c Release -o /app/publish
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FROM base AS final
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WORKDIR /app
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COPY --from=publish /app/publish .
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ENTRYPOINT ["dotnet", "ConfigurationServer.dll"]
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@ -1,26 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Microsoft.AspNetCore.Hosting;
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using Microsoft.Extensions.Configuration;
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using Microsoft.Extensions.Hosting;
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using Microsoft.Extensions.Logging;
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namespace ConfigurationServer
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{
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public class Program
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{
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public static void Main(string[] args)
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{
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CreateHostBuilder(args).Build().Run();
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}
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public static IHostBuilder CreateHostBuilder(string[] args) =>
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Host.CreateDefaultBuilder(args)
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.ConfigureWebHostDefaults(webBuilder =>
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{
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webBuilder.UseStartup<Startup>();
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});
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}
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}
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{
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"iisSettings": {
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"windowsAuthentication": false,
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"anonymousAuthentication": true,
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"iisExpress": {
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"applicationUrl": "http://localhost:63198",
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"sslPort": 0
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}
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},
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"$schema": "http://json.schemastore.org/launchsettings.json",
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"profiles": {
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"IIS Express": {
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"commandName": "IISExpress",
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"launchBrowser": true,
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"launchUrl": "weatherforecast",
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"environmentVariables": {
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"ASPNETCORE_ENVIRONMENT": "Development"
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}
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},
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"ConfigurationServer": {
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"commandName": "Project",
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"launchBrowser": true,
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"launchUrl": "weatherforecast",
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"environmentVariables": {
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"ASPNETCORE_ENVIRONMENT": "Development"
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},
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"applicationUrl": "http://localhost:5000"
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},
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"Docker": {
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"commandName": "Docker",
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"launchBrowser": true,
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"launchUrl": "{Scheme}://{ServiceHost}:{ServicePort}/weatherforecast",
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"publishAllPorts": true
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}
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}
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}
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Microsoft.AspNetCore.Builder;
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using Microsoft.AspNetCore.Hosting;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.Extensions.Configuration;
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using Microsoft.Extensions.DependencyInjection;
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using Microsoft.Extensions.Hosting;
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using Microsoft.Extensions.Logging;
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namespace ConfigurationServer
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{
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public class Startup
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{
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public Startup(IConfiguration configuration)
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{
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Configuration = configuration;
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}
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public IConfiguration Configuration { get; }
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// This method gets called by the runtime. Use this method to add services to the container.
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public void ConfigureServices(IServiceCollection services)
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{
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services.AddControllers();
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}
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// This method gets called by the runtime. Use this method to configure the HTTP request pipeline.
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public void Configure(IApplicationBuilder app, IWebHostEnvironment env)
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{
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if (env.IsDevelopment())
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{
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app.UseDeveloperExceptionPage();
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}
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app.UseRouting();
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app.UseAuthorization();
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app.UseEndpoints(endpoints =>
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{
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endpoints.MapControllers();
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});
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}
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}
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}
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using System;
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namespace ConfigurationServer
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{
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public class WeatherForecast
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{
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public DateTime Date { get; set; }
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public int TemperatureC { get; set; }
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public int TemperatureF => 32 + (int)(TemperatureC / 0.5556);
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public string Summary { get; set; }
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}
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}
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{
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"Logging": {
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"LogLevel": {
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"Default": "Information",
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"Microsoft": "Warning",
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"Microsoft.Hosting.Lifetime": "Information"
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}
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}
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}
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{
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"Logging": {
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"LogLevel": {
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"Default": "Information",
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"Microsoft": "Warning",
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"Microsoft.Hosting.Lifetime": "Information"
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}
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},
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"AllowedHosts": "*"
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}
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{
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"projects": {
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"default": "decla-red"
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"default": "decla-red
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}
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}
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}
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"webpack": "^4.43.0",
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"webpack-cli": "^3.3.11",
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"webpack-dev-server": "^3.10.3"
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},
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"dependencies": {
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"firebase": "^7.22.0"
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}
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}
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<link rel="shortcut icon" href="/favicon.ico" type="image/x-icon" />
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<link rel="icon" href="/favicon.ico" type="image/x-icon" />
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<title>Decla.red</title>
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<title>decla.red</title>
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</head>
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<body>
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<noscript>Javascript is required for this website.</noscript>
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import { glMatrix } from 'gl-matrix';
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import { Configuration } from './scripts/config/configuration';
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import { Game } from './scripts/game';
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import { Random } from './scripts/helper/random';
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import './styles/main.scss';
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glMatrix.setMatrixArrayType(Array);
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const main = async () => {
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await Configuration.initialize();
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try {
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Random.seed = 42;
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await new Game().start();
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30
frontend/src/scripts/config/configuration.ts
Normal file
30
frontend/src/scripts/config/configuration.ts
Normal file
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import * as firebase from 'firebase/app';
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import 'firebase/firebase-remote-config';
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export class Configuration {
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public static async initialize(): Promise<void> {
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const firebaseConfig = {
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apiKey: 'AIzaSyBG85dp-AhaCW-qi_6mu77wDPSipzipIF4',
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authDomain: 'decla-red.firebaseapp.com',
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projectId: 'decla-red',
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appId: '1:635208271441:web:c910843ae7e0549dadda70',
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};
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firebase.initializeApp(firebaseConfig);
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const remoteConfig = firebase.remoteConfig();
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remoteConfig.defaultConfig = {
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online_servers: 'hi',
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};
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remoteConfig.settings = {
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minimumFetchIntervalMillis: 3600 * 1000,
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fetchTimeoutMillis: 15 * 1000,
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} as any;
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await remoteConfig.ensureInitialized();
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await remoteConfig.fetchAndActivate();
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console.log(remoteConfig.getValue('online_servers'));
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}
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}
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import { vec2 } from 'gl-matrix';
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import { CircleLight, compile, Flashlight, InvertedTunnel, Renderer } from 'sdf-2d';
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import {
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Circle,
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CircleLight,
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compile,
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Flashlight,
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InvertedTunnel,
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Renderer,
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} from 'sdf-2d';
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import { CommandBroadcaster } from './commands/command-broadcaster';
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import { MoveToCommand } from './commands/move-to';
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import { RenderCommand } from './commands/render';
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import { StepCommand } from './commands/step';
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import { TeleportToCommand } from './commands/teleport-to';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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import { prettyPrint } from './helper/pretty-print';
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import { rgb } from './helper/rgb';
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@ -12,6 +18,7 @@ import { IGame } from './i-game';
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import { KeyboardListener } from './input/keyboard-listener';
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import { MouseListener } from './input/mouse-listener';
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import { TouchListener } from './input/touch-listener';
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import { GameObject } from './objects/game-object';
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import { Objects } from './objects/objects';
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import { Camera } from './objects/types/camera';
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import { Character } from './objects/types/character';
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@ -49,17 +56,21 @@ export class Game implements IGame {
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...InvertedTunnel.descriptor,
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shaderCombinationSteps: [0, 2, 4, 8, 16],
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},
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0, 1],
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},
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{
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...BlobShape.descriptor,
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shaderCombinationSteps: [0, 1],
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},
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{
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...Circle.descriptor,
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shaderCombinationSteps: [0, 2, 4, 8, 16],
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},
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{
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...CircleLight.descriptor,
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shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
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shaderCombinationSteps: [0, 1, 2, 4, 8],
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},
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{
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...Flashlight.descriptor,
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shaderCombinationSteps: [0, 1],
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},
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],
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{
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@ -68,8 +79,6 @@ export class Game implements IGame {
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enableStopwatch: true,
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}
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);
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this.initializeScene();
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this.physics.start();
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}
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public async start(): Promise<void> {
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@ -89,6 +98,8 @@ export class Game implements IGame {
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enableHighDpiRendering: false,
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lightCutoffDistance: settings.lightCutoffDistance,
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});
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this.initializeScene();
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this.physics.start();
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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@ -100,6 +111,10 @@ export class Game implements IGame {
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return this.physics.findIntersecting(box);
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}
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public displayToWorldCoordinates(p: vec2): vec2 {
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return this.renderer.displayToWorldCoordinates(p);
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}
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private initializeScene() {
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createDungeon(this.objects, this.physics);
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createDungeon(this.objects, this.physics);
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@ -109,9 +124,6 @@ export class Game implements IGame {
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this.character = new Character(this.physics, this);
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this.objects.addObject(this.character);
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this.objects.addObject(this.camera);
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let pos: any = localStorage.getItem('characterPosition');
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pos = pos ? JSON.parse(pos) : vec2.fromValues(0, 0);
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this.character.sendCommand(new TeleportToCommand(pos));
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}
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private deltaTimeCalculator = new DeltaTimeCalculator();
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@ -134,7 +146,14 @@ export class Game implements IGame {
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this.renderer.renderDrawables();
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this.overlay.innerText = prettyPrint(this.renderer.insights);
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localStorage.setItem('characterPosition', JSON.stringify(this.character.position));
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requestAnimationFrame(this.gameLoop.bind(this));
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}
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public addObject(o: GameObject) {
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this.objects.addObject(o);
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}
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public removeObject(o: GameObject) {
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this.objects.removeObject(o);
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}
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}
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@ -1,6 +1,11 @@
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import { vec2 } from 'gl-matrix';
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import { GameObject } from './objects/game-object';
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import { BoundingBoxBase } from './physics/bounds/bounding-box-base';
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export interface IGame {
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readonly viewArea: BoundingBoxBase;
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findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase>;
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displayToWorldCoordinates(p: vec2): vec2;
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addObject(o: GameObject): void;
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removeObject(o: GameObject): void;
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}
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@ -1,6 +1,5 @@
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import { vec2 } from 'gl-matrix';
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import { CommandGenerator } from '../commands/command-generator';
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import { clamp01 } from '../helper/clamp';
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import { CursorMoveCommand } from './commands/cursor-move-command';
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||||
import { PrimaryActionCommand } from './commands/primary-action';
|
||||
import { SecondaryActionCommand } from './commands/secondary-action';
|
||||
|
|
@ -12,7 +11,7 @@ export class MouseListener extends CommandGenerator {
|
|||
|
||||
private isMouseDown = false;
|
||||
|
||||
constructor(private target: Element) {
|
||||
constructor(target: Element) {
|
||||
super();
|
||||
|
||||
target.addEventListener('mousedown', (event: MouseEvent) => {
|
||||
|
|
@ -59,11 +58,6 @@ export class MouseListener extends CommandGenerator {
|
|||
}
|
||||
|
||||
private positionFromEvent(event: MouseEvent): vec2 {
|
||||
const bb = this.target.getBoundingClientRect();
|
||||
|
||||
return vec2.fromValues(
|
||||
clamp01((event.clientX - bb.x) / bb.width),
|
||||
clamp01(1 - (event.clientY - bb.y) / bb.height)
|
||||
);
|
||||
return vec2.fromValues(event.clientX, event.clientY);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,5 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { CommandGenerator } from '../commands/command-generator';
|
||||
import { clamp01 } from '../helper/clamp';
|
||||
import { PrimaryActionCommand } from './commands/primary-action';
|
||||
import { SecondaryActionCommand } from './commands/secondary-action';
|
||||
import { SwipeCommand } from './commands/swipe';
|
||||
|
|
@ -39,11 +38,6 @@ export class TouchListener extends CommandGenerator {
|
|||
}
|
||||
|
||||
private positionFromEvent(event: TouchEvent): vec2 {
|
||||
const bb = this.target.getBoundingClientRect();
|
||||
|
||||
return vec2.fromValues(
|
||||
clamp01(1 - (event.touches[0].clientX - bb.x) / bb.width),
|
||||
clamp01((event.touches[0].clientY - bb.y) / bb.height)
|
||||
);
|
||||
return vec2.fromValues(event.touches[0].clientX, event.touches[0].clientY);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -20,6 +20,16 @@ export class Objects implements CommandReceiver {
|
|||
|
||||
public removeObject(o: GameObject) {
|
||||
this.objects.delete(o.id);
|
||||
|
||||
for (const command of this.objectsGroupedByAbilities.keys()) {
|
||||
if (o.reactsToCommand(command)) {
|
||||
const array = this.objectsGroupedByAbilities.get(command);
|
||||
array.splice(
|
||||
array.findIndex((i) => i.id == o.id),
|
||||
1
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public sendCommandToSingleObject(id: Id, e: Command) {
|
||||
|
|
|
|||
|
|
@ -1,37 +1,48 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { Flashlight } from 'sdf-2d';
|
||||
import { RenderCommand } from '../../graphics/commands/render';
|
||||
import { RenderCommand } from '../../commands/render';
|
||||
import { StepCommand } from '../../commands/step';
|
||||
import { TeleportToCommand } from '../../commands/teleport-to';
|
||||
import { rgb } from '../../helper/rgb';
|
||||
import { IGame } from '../../i-game';
|
||||
import { CursorMoveCommand } from '../../input/commands/cursor-move-command';
|
||||
import { KeyDownCommand } from '../../input/commands/key-down';
|
||||
import { KeyUpCommand } from '../../input/commands/key-up';
|
||||
import { PrimaryActionCommand } from '../../input/commands/primary-action';
|
||||
import { SwipeCommand } from '../../input/commands/swipe';
|
||||
import { BoundingBoxBase } from '../../physics/bounds/bounding-box-base';
|
||||
import { BoundingCircle } from '../../physics/bounds/bounding-circle';
|
||||
import { StepCommand } from '../../physics/commands/step';
|
||||
import { TeleportToCommand } from '../../physics/commands/teleport-to';
|
||||
import { PhysicsCircle } from '../../physics/bounds/physics-circle';
|
||||
import { DynamicPhysicalObject } from '../../physics/dynamic-physical-object';
|
||||
import { Physics } from '../../physics/physics';
|
||||
import { BlobShape } from '../../shapes/types/blob-shape';
|
||||
import { settings } from '../../settings';
|
||||
import { BlobShape } from '../../shapes/blob-shape';
|
||||
import { Projectile } from './projectile';
|
||||
|
||||
export class Character extends DynamicPhysicalObject {
|
||||
protected head: BoundingCircle;
|
||||
protected leftFoot: BoundingCircle;
|
||||
protected rightFoot: BoundingCircle;
|
||||
protected head: PhysicsCircle;
|
||||
protected leftFoot: PhysicsCircle;
|
||||
protected rightFoot: PhysicsCircle;
|
||||
|
||||
private keysDown: Set<string> = new Set();
|
||||
|
||||
private light = new Flashlight(
|
||||
vec2.fromValues(0, 0),
|
||||
private flashlight = new Flashlight(
|
||||
vec2.create(),
|
||||
rgb(1, 0.6, 0.45),
|
||||
0.5,
|
||||
vec2.fromValues(-1, 0)
|
||||
0.15,
|
||||
vec2.fromValues(1, 0),
|
||||
50
|
||||
);
|
||||
|
||||
private static walkForce = 0.005;
|
||||
private static jumpForce = 10;
|
||||
|
||||
private shape = new BlobShape();
|
||||
private boundingCircle = new BoundingCircle(this, vec2.create(), 50);
|
||||
private center = vec2.create();
|
||||
private static speed = 1.5;
|
||||
|
||||
private readonly headOffset = vec2.fromValues(0, 40);
|
||||
private readonly leftFootOffset = vec2.fromValues(-20, -10);
|
||||
private readonly rightFootOffset = vec2.fromValues(20, -10);
|
||||
|
||||
constructor(physics: Physics, private game: IGame) {
|
||||
super(physics, true);
|
||||
|
|
@ -41,13 +52,20 @@ export class Character extends DynamicPhysicalObject {
|
|||
this.addCommandExecutor(KeyDownCommand, (c) => this.keysDown.add(c.key));
|
||||
this.addCommandExecutor(KeyUpCommand, (c) => this.keysDown.delete(c.key));
|
||||
this.addCommandExecutor(StepCommand, this.stepHandler.bind(this));
|
||||
this.addCommandExecutor(CursorMoveCommand, this.directLight.bind(this));
|
||||
this.addCommandExecutor(PrimaryActionCommand, this.spawnProjectile.bind(this));
|
||||
this.addCommandExecutor(SwipeCommand, (c) => {
|
||||
this.tryMoving(vec2.multiply(vec2.create(), c.delta, this.game.viewArea.size));
|
||||
//this.tryMoving(vec2.multiply(vec2.create(), c.delta, this.game.viewArea.size));
|
||||
});
|
||||
|
||||
this.head = new BoundingCircle(this, this.center, 50);
|
||||
this.leftFoot = new BoundingCircle(this, this.center, 50);
|
||||
this.rightFoot = new BoundingCircle(this, this.center, 50);
|
||||
this.head = new PhysicsCircle(physics, this, vec2.clone(this.headOffset), 50);
|
||||
this.leftFoot = new PhysicsCircle(physics, this, vec2.clone(this.leftFootOffset), 20);
|
||||
this.rightFoot = new PhysicsCircle(
|
||||
physics,
|
||||
this,
|
||||
vec2.clone(this.rightFootOffset),
|
||||
20
|
||||
);
|
||||
|
||||
this.shape.setCircles([this.head, this.leftFoot, this.rightFoot]);
|
||||
|
||||
|
|
@ -60,11 +78,33 @@ export class Character extends DynamicPhysicalObject {
|
|||
|
||||
private draw(c: RenderCommand) {
|
||||
c.renderer.addDrawable(this.shape);
|
||||
c.renderer.addDrawable(this.light);
|
||||
c.renderer.addDrawable(this.flashlight);
|
||||
}
|
||||
|
||||
private directLight(e: CursorMoveCommand) {
|
||||
const pos = this.game.displayToWorldCoordinates(e.position);
|
||||
vec2.sub(pos, pos, this.head.center);
|
||||
this.flashlight.direction = pos;
|
||||
}
|
||||
|
||||
private spawnProjectile(e: PrimaryActionCommand) {
|
||||
const pos = this.game.displayToWorldCoordinates(e.position);
|
||||
const direction = vec2.sub(vec2.create(), pos, this.head.center);
|
||||
vec2.normalize(direction, direction);
|
||||
const start = vec2.add(
|
||||
vec2.create(),
|
||||
this.head.center,
|
||||
vec2.scale(vec2.create(), direction, this.head.radius)
|
||||
);
|
||||
|
||||
vec2.scale(direction, direction, 5);
|
||||
|
||||
const projectile = new Projectile(this.game, this.physics, start, direction);
|
||||
this.game.addObject(projectile);
|
||||
}
|
||||
|
||||
public get position(): vec2 {
|
||||
return this.center;
|
||||
return this.head.center;
|
||||
}
|
||||
|
||||
public getBoundingCircles(): Array<BoundingCircle> {
|
||||
|
|
@ -75,28 +115,74 @@ export class Character extends DynamicPhysicalObject {
|
|||
return this.head.boundingBox;
|
||||
}
|
||||
|
||||
private tryMoving(delta: vec2) {
|
||||
this.physics.tryMovingDynamicCircle(this.head, delta);
|
||||
}
|
||||
|
||||
private setPosition(value: vec2) {
|
||||
//this.head.center = value;
|
||||
this.light.center = vec2.add(vec2.create(), value, vec2.fromValues(50, -40));
|
||||
this.head.center = vec2.clone(value);
|
||||
this.leftFoot.center = vec2.clone(value);
|
||||
this.rightFoot.center = vec2.clone(value);
|
||||
}
|
||||
|
||||
public stepHandler(c: StepCommand) {
|
||||
const deltaTime = c.deltaTimeInMiliseconds;
|
||||
const up = ~~(this.keysDown.has('w') || this.keysDown.has('arrowup'));
|
||||
const down = ~~(this.keysDown.has('s') || this.keysDown.has('arrowdown'));
|
||||
const left = ~~(this.keysDown.has('a') || this.keysDown.has('arrowleft'));
|
||||
const right = ~~(this.keysDown.has('d') || this.keysDown.has('arrowright'));
|
||||
|
||||
const movementVector = vec2.fromValues(right - left, up - down);
|
||||
if (vec2.length(movementVector) > 0) {
|
||||
vec2.normalize(movementVector, movementVector);
|
||||
vec2.scale(movementVector, movementVector, Character.speed * deltaTime);
|
||||
const isAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
|
||||
const up =
|
||||
~~(
|
||||
!isAirborne &&
|
||||
(this.keysDown.has('w') || this.keysDown.has('arrowup') || this.keysDown.has(' '))
|
||||
) * Character.jumpForce;
|
||||
const down = ~~(
|
||||
!isAirborne &&
|
||||
(this.keysDown.has('s') || this.keysDown.has('arrowdown'))
|
||||
);
|
||||
const left =
|
||||
~~(this.keysDown.has('a') || this.keysDown.has('arrowleft')) *
|
||||
Character.walkForce *
|
||||
deltaTime;
|
||||
const right =
|
||||
~~(this.keysDown.has('d') || this.keysDown.has('arrowright')) *
|
||||
Character.walkForce *
|
||||
deltaTime;
|
||||
|
||||
this.tryMoving(movementVector);
|
||||
}
|
||||
const movementForce = vec2.fromValues(right - left, up - down);
|
||||
this.head.applyForce(movementForce, deltaTime);
|
||||
this.head.applyForce(settings.gravitationalForce, deltaTime);
|
||||
|
||||
const bodyCenter = vec2.sub(vec2.create(), this.head.center, this.headOffset);
|
||||
|
||||
const leftFootPositon = vec2.add(vec2.create(), bodyCenter, this.leftFootOffset);
|
||||
const rightFootPositon = vec2.add(vec2.create(), bodyCenter, this.rightFootOffset);
|
||||
|
||||
const leftFootDelta = vec2.sub(vec2.create(), this.leftFoot.center, leftFootPositon);
|
||||
const rightFootDelta = vec2.sub(
|
||||
vec2.create(),
|
||||
this.rightFoot.center,
|
||||
rightFootPositon
|
||||
);
|
||||
|
||||
vec2.scale(leftFootDelta, leftFootDelta, 0.0006);
|
||||
vec2.scale(rightFootDelta, rightFootDelta, 0.0006);
|
||||
|
||||
this.head.applyForce(leftFootDelta, deltaTime);
|
||||
this.head.applyForce(rightFootDelta, deltaTime);
|
||||
|
||||
vec2.scale(leftFootDelta, leftFootDelta, -0.5);
|
||||
vec2.scale(rightFootDelta, rightFootDelta, -0.5);
|
||||
|
||||
this.leftFoot.applyForce(movementForce, deltaTime);
|
||||
this.rightFoot.applyForce(movementForce, deltaTime);
|
||||
this.leftFoot.applyForce(leftFootDelta, deltaTime);
|
||||
this.rightFoot.applyForce(rightFootDelta, deltaTime);
|
||||
this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
|
||||
this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
|
||||
|
||||
this.head.step(deltaTime);
|
||||
this.leftFoot.step(deltaTime);
|
||||
this.rightFoot.step(deltaTime);
|
||||
|
||||
this.flashlight.center = vec2.add(
|
||||
vec2.create(),
|
||||
this.head.center,
|
||||
vec2.fromValues(0, 0)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
54
frontend/src/scripts/objects/types/projectile.ts
Normal file
54
frontend/src/scripts/objects/types/projectile.ts
Normal file
|
|
@ -0,0 +1,54 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { Circle } from 'sdf-2d';
|
||||
import { RenderCommand } from '../../commands/render';
|
||||
import { StepCommand } from '../../commands/step';
|
||||
import { IGame } from '../../i-game';
|
||||
import { BoundingBoxBase } from '../../physics/bounds/bounding-box-base';
|
||||
import { BoundingCircle } from '../../physics/bounds/bounding-circle';
|
||||
import { PhysicsCircle } from '../../physics/bounds/physics-circle';
|
||||
import { DynamicPhysicalObject } from '../../physics/dynamic-physical-object';
|
||||
import { Physics } from '../../physics/physics';
|
||||
import { settings } from '../../settings';
|
||||
|
||||
export class Projectile extends DynamicPhysicalObject {
|
||||
private shape: Circle;
|
||||
private bounding: PhysicsCircle;
|
||||
|
||||
constructor(private game: IGame, physics: Physics, position: vec2, velocity: vec2) {
|
||||
super(physics, true);
|
||||
|
||||
this.shape = new Circle(position, 20);
|
||||
this.bounding = new PhysicsCircle(physics, this, position, 20);
|
||||
|
||||
this.bounding.applyForce(velocity, 100);
|
||||
|
||||
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
|
||||
this.addCommandExecutor(StepCommand, this.step.bind(this));
|
||||
|
||||
this.addToPhysics();
|
||||
}
|
||||
|
||||
private draw(c: RenderCommand) {
|
||||
c.renderer.addDrawable(this.shape);
|
||||
}
|
||||
|
||||
private step(c: StepCommand) {
|
||||
this.bounding.applyForce(settings.gravitationalForce, c.deltaTimeInMiliseconds);
|
||||
if (this.bounding.step(c.deltaTimeInMiliseconds)) {
|
||||
this.game.removeObject(this);
|
||||
this.physics.removeDynamicBoundingBox(this.getBoundingBox());
|
||||
}
|
||||
}
|
||||
|
||||
public getBoundingCircles(): BoundingCircle[] {
|
||||
return [this.bounding];
|
||||
}
|
||||
|
||||
public getBoundingBox(): BoundingBoxBase {
|
||||
return this.bounding.boundingBox;
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
return this.bounding.distance(target);
|
||||
}
|
||||
}
|
||||
|
|
@ -7,6 +7,7 @@ import { Physics } from '../../physics/physics';
|
|||
import { StaticPhysicalObject } from '../../physics/static-physical-object';
|
||||
|
||||
export class Tunnel extends StaticPhysicalObject {
|
||||
public readonly isInverted = true;
|
||||
private shape: InvertedTunnel;
|
||||
|
||||
constructor(
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ export const createDungeon = (objects: Objects, physics: Physics) => {
|
|||
|
||||
objects.addObject(tunnel);
|
||||
|
||||
if (++tunnelsCountSinceLastLight > 3 && Random.getRandom() > 0.6) {
|
||||
if (++tunnelsCountSinceLastLight > 3 && Random.getRandom() > 0.7) {
|
||||
objects.addObject(
|
||||
new Lamp(
|
||||
currentEnd,
|
||||
|
|
|
|||
|
|
@ -6,7 +6,11 @@ import { BoundingBoxBase } from './bounding-box-base';
|
|||
export class BoundingCircle {
|
||||
private _boundingBox: BoundingBox;
|
||||
|
||||
constructor(public readonly owner, private _center: vec2, private _radius: number) {
|
||||
constructor(
|
||||
public readonly owner: PhysicalObject,
|
||||
private _center: vec2,
|
||||
private _radius: number
|
||||
) {
|
||||
this._boundingBox = new BoundingBox(owner);
|
||||
this.recalculateBoundingBox();
|
||||
}
|
||||
|
|
@ -33,6 +37,10 @@ export class BoundingCircle {
|
|||
return vec2.distance(target, this.center) - this.radius;
|
||||
}
|
||||
|
||||
public distanceBetween(target: BoundingCircle): number {
|
||||
return vec2.distance(target.center, this.center) - this.radius - target.radius;
|
||||
}
|
||||
|
||||
public areIntersecting(other: PhysicalObject): boolean {
|
||||
return other.distance(this.center) < this.radius;
|
||||
}
|
||||
|
|
|
|||
73
frontend/src/scripts/physics/bounds/physics-circle.ts
Normal file
73
frontend/src/scripts/physics/bounds/physics-circle.ts
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { clamp } from '../../helper/clamp';
|
||||
import { settings } from '../../settings';
|
||||
import { PhysicalObject } from '../physical-object';
|
||||
import { Physics } from '../physics';
|
||||
import { BoundingCircle } from './bounding-circle';
|
||||
|
||||
export class PhysicsCircle extends BoundingCircle {
|
||||
private velocity = vec2.create();
|
||||
private _isAirborne = true;
|
||||
|
||||
public get isAirborne(): boolean {
|
||||
return this._isAirborne;
|
||||
}
|
||||
|
||||
constructor(
|
||||
private readonly physics: Physics,
|
||||
owner: PhysicalObject,
|
||||
center: vec2,
|
||||
radius: number
|
||||
) {
|
||||
super(owner, center, radius);
|
||||
}
|
||||
|
||||
public resetVelocity() {
|
||||
this.velocity = vec2.create();
|
||||
}
|
||||
|
||||
public applyForce(force: vec2, timeInMilliseconds: number) {
|
||||
vec2.add(
|
||||
this.velocity,
|
||||
this.velocity,
|
||||
vec2.scale(vec2.create(), force, timeInMilliseconds)
|
||||
);
|
||||
|
||||
vec2.set(
|
||||
this.velocity,
|
||||
clamp(this.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
|
||||
clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY)
|
||||
);
|
||||
}
|
||||
|
||||
public step(timeInMilliseconds: number): boolean {
|
||||
vec2.scale(
|
||||
this.velocity,
|
||||
this.velocity,
|
||||
Math.pow(settings.velocityAttenuation, timeInMilliseconds)
|
||||
);
|
||||
const distance = vec2.scale(vec2.create(), this.velocity, timeInMilliseconds);
|
||||
const distanceLength = vec2.length(distance);
|
||||
const stepCount = Math.ceil(distanceLength / settings.physicsMaxStep);
|
||||
vec2.scale(distance, distance, 1 / stepCount);
|
||||
|
||||
let wasHit = false;
|
||||
|
||||
for (let i = 0; i < stepCount; i++) {
|
||||
const { normal, tangent, hitSurface } = this.physics.tryMovingDynamicCircle(
|
||||
this,
|
||||
distance
|
||||
);
|
||||
if (hitSurface) {
|
||||
vec2.scale(this.velocity, tangent, vec2.dot(tangent, this.velocity));
|
||||
wasHit = true;
|
||||
}
|
||||
|
||||
this._isAirborne = !(
|
||||
hitSurface && vec2.dot(normal, settings.gravitationalForce) < 0
|
||||
);
|
||||
}
|
||||
|
||||
return wasHit;
|
||||
}
|
||||
}
|
||||
|
|
@ -7,6 +7,13 @@ export class BoundingBoxList {
|
|||
this.boundingBoxes.push(box);
|
||||
}
|
||||
|
||||
public remove(box: BoundingBoxBase) {
|
||||
this.boundingBoxes.splice(
|
||||
this.boundingBoxes.findIndex((i) => i === box),
|
||||
1
|
||||
);
|
||||
}
|
||||
|
||||
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
|
||||
return this.boundingBoxes.filter((b) => b.intersects(box));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,6 +6,7 @@ import { Physics } from './physics';
|
|||
export abstract class PhysicalObject extends GameObject {
|
||||
public abstract getBoundingBox(): BoundingBoxBase;
|
||||
public abstract distance(target: vec2): number;
|
||||
public readonly isInverted: boolean = false;
|
||||
|
||||
constructor(protected physics: Physics, public readonly canCollide: boolean) {
|
||||
super();
|
||||
|
|
|
|||
|
|
@ -1,4 +1,6 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { rotate90Deg } from '../helper/rotate-90-deg';
|
||||
import { settings } from '../settings';
|
||||
import { BoundingBoxBase } from './bounds/bounding-box-base';
|
||||
import { BoundingCircle } from './bounds/bounding-circle';
|
||||
import { ImmutableBoundingBox } from './bounds/immutable-bounding-box';
|
||||
|
|
@ -23,11 +25,19 @@ export class Physics {
|
|||
this.dynamicBoundingBoxes.insert(boundingBox);
|
||||
}
|
||||
|
||||
public removeDynamicBoundingBox(boundingBox: BoundingBoxBase) {
|
||||
this.dynamicBoundingBoxes.remove(boundingBox);
|
||||
}
|
||||
|
||||
public tryMovingDynamicCircle(
|
||||
circle: BoundingCircle,
|
||||
delta: vec2,
|
||||
invocationCount = 0
|
||||
) {
|
||||
delta: vec2
|
||||
): {
|
||||
realDelta: vec2;
|
||||
hitSurface: boolean;
|
||||
normal?: vec2;
|
||||
tangent?: vec2;
|
||||
} {
|
||||
circle.center = vec2.add(circle.center, circle.center, delta);
|
||||
|
||||
const intersecting = this.findIntersecting(circle.boundingBox).filter(
|
||||
|
|
@ -35,48 +45,65 @@ export class Physics {
|
|||
b.owner !== circle.owner && circle.areIntersecting(b.owner) && b.owner.canCollide
|
||||
);
|
||||
|
||||
const pointCount = 16;
|
||||
const points = circle.getPerimeterPoints(pointCount);
|
||||
if (intersecting.length === 0) {
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: false,
|
||||
};
|
||||
}
|
||||
|
||||
const distancesOfPoints = points.map((point) => ({
|
||||
point,
|
||||
distances: intersecting.map((i) => i.owner.distance(point)).sort((a, b) => a - b),
|
||||
}));
|
||||
const points = circle.getPerimeterPoints(settings.hitDetectionCirclePointCount);
|
||||
|
||||
const distancesOfPoints = points
|
||||
.map((point) => ({
|
||||
point,
|
||||
closest: intersecting
|
||||
.map((i) => ({
|
||||
inverted: i.isInverted,
|
||||
distance: i.owner.distance(point),
|
||||
}))
|
||||
.sort((a, b) => a.distance - b.distance)[0],
|
||||
}))
|
||||
.filter((i) => i.closest);
|
||||
|
||||
const distancesOfIntersectingPoints = distancesOfPoints.filter(
|
||||
(d) => d.distances[0] > 0
|
||||
(d) =>
|
||||
(d.closest.distance > 0 && d.closest.inverted) ||
|
||||
(d.closest.distance < 0 && !d.closest.inverted)
|
||||
);
|
||||
|
||||
if (distancesOfIntersectingPoints.length === 0) {
|
||||
return;
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: false,
|
||||
};
|
||||
}
|
||||
|
||||
const distanceToLeastIntersectingForEachPoint = distancesOfIntersectingPoints.map(
|
||||
(pointDistances) => ({
|
||||
point: pointDistances.point,
|
||||
distance: pointDistances.distances[0],
|
||||
})
|
||||
);
|
||||
|
||||
const deltas = distanceToLeastIntersectingForEachPoint.map((pointDistance) => {
|
||||
const deltas = distancesOfIntersectingPoints.map((pointDistance) => {
|
||||
vec2.subtract(pointDistance.point, circle.center, pointDistance.point);
|
||||
vec2.normalize(pointDistance.point, pointDistance.point);
|
||||
|
||||
vec2.scale(pointDistance.point, pointDistance.point, pointDistance.distance);
|
||||
vec2.scale(
|
||||
pointDistance.point,
|
||||
pointDistance.point,
|
||||
(pointDistance.closest.inverted ? 1 : -1) * pointDistance.closest.distance
|
||||
);
|
||||
return pointDistance.point;
|
||||
});
|
||||
|
||||
const sumDelta = vec2.fromValues(0, 0);
|
||||
const approxNormal = deltas.reduce(
|
||||
(sum, current) => vec2.add(sum, sum, current),
|
||||
vec2.create()
|
||||
);
|
||||
vec2.scale(approxNormal, approxNormal, 1 / deltas.length);
|
||||
|
||||
deltas.forEach((d) => vec2.add(sumDelta, sumDelta, d));
|
||||
circle.center = vec2.add(circle.center, circle.center, approxNormal);
|
||||
|
||||
vec2.scale(sumDelta, sumDelta, 1 / deltas.length);
|
||||
|
||||
if (invocationCount > 10) {
|
||||
return;
|
||||
}
|
||||
|
||||
this.tryMovingDynamicCircle(circle, sumDelta, ++invocationCount);
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: true,
|
||||
normal: vec2.normalize(approxNormal, approxNormal),
|
||||
tangent: rotate90Deg(approxNormal),
|
||||
};
|
||||
}
|
||||
|
||||
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
|
||||
|
|
|
|||
|
|
@ -1,5 +1,12 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
|
||||
export const settings = {
|
||||
lightCutoffDistance: 600,
|
||||
hitDetectionCirclePointCount: 8,
|
||||
hitDetectionCirclePointCount: 32,
|
||||
hitDetectionMaxOverlap: 0.01,
|
||||
physicsMaxStep: 5,
|
||||
gravitationalForce: vec2.fromValues(0, -0.015),
|
||||
maxVelocityX: 1.5,
|
||||
maxVelocityY: 8,
|
||||
velocityAttenuation: 0.99,
|
||||
};
|
||||
|
|
|
|||
|
|
@ -11,13 +11,12 @@ export class BlobShape extends Drawable {
|
|||
uniform vec2 rightFootCenters[BLOB_COUNT];
|
||||
uniform float headRadii[BLOB_COUNT];
|
||||
uniform float footRadii[BLOB_COUNT];
|
||||
//uniform float ks[BLOB_COUNT];
|
||||
|
||||
float smoothMin(float a, float b)
|
||||
float blobSmoothMin(float a, float b)
|
||||
{
|
||||
const float k = 80.0;
|
||||
float res = exp2( -k*a ) + exp2( -k*b );
|
||||
return -log2( res )/k;
|
||||
const float k = 300.0;
|
||||
float res = exp2(-k * a) + exp2(-k * b);
|
||||
return -log2(res) / k;
|
||||
}
|
||||
|
||||
float circleDistance(vec2 circleCenter, float radius, vec2 target) {
|
||||
|
|
@ -34,8 +33,31 @@ export class BlobShape extends Drawable {
|
|||
float rightFootDistance = circleDistance(rightFootCenters[i], footRadii[i], target);
|
||||
|
||||
float res = min(
|
||||
smoothMin(headDistance, leftFootDistance),
|
||||
smoothMin(headDistance, rightFootDistance)
|
||||
blobSmoothMin(headDistance, leftFootDistance),
|
||||
blobSmoothMin(headDistance, rightFootDistance)
|
||||
);
|
||||
|
||||
vec2 leftEyeOffset = vec2(-headRadii[i] * 0.35, headRadii[i] * 0.2);
|
||||
vec2 rightEyeOffset = vec2(headRadii[i] * 0.35, headRadii[i] * 0.2);
|
||||
|
||||
res = max(
|
||||
res,
|
||||
-circleDistance(headCenters[i] + leftEyeOffset, headRadii[i] * 0.25, target)
|
||||
);
|
||||
|
||||
res = max(
|
||||
res,
|
||||
-circleDistance(headCenters[i] + rightEyeOffset, headRadii[i] * 0.25, target)
|
||||
);
|
||||
|
||||
res = min(
|
||||
res,
|
||||
circleDistance(headCenters[i] + leftEyeOffset + vec2(0, -headRadii[i] * 0.175), headRadii[i] * 0.25, target)
|
||||
);
|
||||
|
||||
res = min(
|
||||
res,
|
||||
circleDistance(headCenters[i] + rightEyeOffset + vec2(0, -headRadii[i] * 0.175), headRadii[i] * 0.25, target)
|
||||
);
|
||||
|
||||
minDistance = min(minDistance, res);
|
||||
|
|
@ -57,6 +79,7 @@ export class BlobShape extends Drawable {
|
|||
shaderCombinationSteps: [0, 1, 10],
|
||||
empty: new BlobShape(),
|
||||
};
|
||||
|
||||
protected head: BoundingCircle;
|
||||
protected leftFoot: BoundingCircle;
|
||||
protected rightFoot: BoundingCircle;
|
||||
|
|
@ -79,10 +102,12 @@ export class BlobShape extends Drawable {
|
|||
}
|
||||
|
||||
public minDistance(target: vec2): number {
|
||||
return Math.min(
|
||||
this.head.distance(target),
|
||||
this.leftFoot.distance(target),
|
||||
this.rightFoot.distance(target)
|
||||
return (
|
||||
Math.min(
|
||||
this.head.distance(target),
|
||||
this.leftFoot.distance(target),
|
||||
this.rightFoot.distance(target)
|
||||
) / 2
|
||||
);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue