Improve physics

This commit is contained in:
schmelczerandras 2020-10-03 17:57:16 +02:00
parent c21025caf6
commit 4ad60813c9
33 changed files with 457 additions and 382 deletions

View file

@ -1,5 +1,5 @@
{
"projects": {
"default": "decla-red"
"default": "decla-red
}
}
}

View file

@ -60,5 +60,8 @@
"webpack": "^4.43.0",
"webpack-cli": "^3.3.11",
"webpack-dev-server": "^3.10.3"
},
"dependencies": {
"firebase": "^7.22.0"
}
}

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@ -12,7 +12,7 @@
<link rel="shortcut icon" href="/favicon.ico" type="image/x-icon" />
<link rel="icon" href="/favicon.ico" type="image/x-icon" />
<title>Decla.red</title>
<title>decla.red</title>
</head>
<body>
<noscript>Javascript is required for this website.</noscript>

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@ -1,4 +1,5 @@
import { glMatrix } from 'gl-matrix';
import { Configuration } from './scripts/config/configuration';
import { Game } from './scripts/game';
import { Random } from './scripts/helper/random';
import './styles/main.scss';
@ -6,6 +7,8 @@ import './styles/main.scss';
glMatrix.setMatrixArrayType(Array);
const main = async () => {
await Configuration.initialize();
try {
Random.seed = 42;
await new Game().start();

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@ -0,0 +1,30 @@
import * as firebase from 'firebase/app';
import 'firebase/firebase-remote-config';
export class Configuration {
public static async initialize(): Promise<void> {
const firebaseConfig = {
apiKey: 'AIzaSyBG85dp-AhaCW-qi_6mu77wDPSipzipIF4',
authDomain: 'decla-red.firebaseapp.com',
projectId: 'decla-red',
appId: '1:635208271441:web:c910843ae7e0549dadda70',
};
firebase.initializeApp(firebaseConfig);
const remoteConfig = firebase.remoteConfig();
remoteConfig.defaultConfig = {
online_servers: 'hi',
};
remoteConfig.settings = {
minimumFetchIntervalMillis: 3600 * 1000,
fetchTimeoutMillis: 15 * 1000,
} as any;
await remoteConfig.ensureInitialized();
await remoteConfig.fetchAndActivate();
console.log(remoteConfig.getValue('online_servers'));
}
}

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@ -1,10 +1,16 @@
import { vec2 } from 'gl-matrix';
import { CircleLight, compile, Flashlight, InvertedTunnel, Renderer } from 'sdf-2d';
import {
Circle,
CircleLight,
compile,
Flashlight,
InvertedTunnel,
Renderer,
} from 'sdf-2d';
import { CommandBroadcaster } from './commands/command-broadcaster';
import { MoveToCommand } from './commands/move-to';
import { RenderCommand } from './commands/render';
import { StepCommand } from './commands/step';
import { TeleportToCommand } from './commands/teleport-to';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { prettyPrint } from './helper/pretty-print';
import { rgb } from './helper/rgb';
@ -12,6 +18,7 @@ import { IGame } from './i-game';
import { KeyboardListener } from './input/keyboard-listener';
import { MouseListener } from './input/mouse-listener';
import { TouchListener } from './input/touch-listener';
import { GameObject } from './objects/game-object';
import { Objects } from './objects/objects';
import { Camera } from './objects/types/camera';
import { Character } from './objects/types/character';
@ -49,17 +56,21 @@ export class Game implements IGame {
...InvertedTunnel.descriptor,
shaderCombinationSteps: [0, 2, 4, 8, 16],
},
{
...Flashlight.descriptor,
shaderCombinationSteps: [0, 1],
},
{
...BlobShape.descriptor,
shaderCombinationSteps: [0, 1],
},
{
...Circle.descriptor,
shaderCombinationSteps: [0, 2, 4, 8, 16],
},
{
...CircleLight.descriptor,
shaderCombinationSteps: [0, 1, 2, 4, 8, 16],
shaderCombinationSteps: [0, 1, 2, 4, 8],
},
{
...Flashlight.descriptor,
shaderCombinationSteps: [0, 1],
},
],
{
@ -68,8 +79,6 @@ export class Game implements IGame {
enableStopwatch: true,
}
);
this.initializeScene();
this.physics.start();
}
public async start(): Promise<void> {
@ -89,6 +98,8 @@ export class Game implements IGame {
enableHighDpiRendering: false,
lightCutoffDistance: settings.lightCutoffDistance,
});
this.initializeScene();
this.physics.start();
requestAnimationFrame(this.gameLoop.bind(this));
}
@ -100,6 +111,10 @@ export class Game implements IGame {
return this.physics.findIntersecting(box);
}
public displayToWorldCoordinates(p: vec2): vec2 {
return this.renderer.displayToWorldCoordinates(p);
}
private initializeScene() {
createDungeon(this.objects, this.physics);
createDungeon(this.objects, this.physics);
@ -109,9 +124,6 @@ export class Game implements IGame {
this.character = new Character(this.physics, this);
this.objects.addObject(this.character);
this.objects.addObject(this.camera);
let pos: any = localStorage.getItem('characterPosition');
pos = pos ? JSON.parse(pos) : vec2.fromValues(0, 0);
this.character.sendCommand(new TeleportToCommand(pos));
}
private deltaTimeCalculator = new DeltaTimeCalculator();
@ -134,7 +146,14 @@ export class Game implements IGame {
this.renderer.renderDrawables();
this.overlay.innerText = prettyPrint(this.renderer.insights);
localStorage.setItem('characterPosition', JSON.stringify(this.character.position));
requestAnimationFrame(this.gameLoop.bind(this));
}
public addObject(o: GameObject) {
this.objects.addObject(o);
}
public removeObject(o: GameObject) {
this.objects.removeObject(o);
}
}

View file

@ -1,6 +1,11 @@
import { vec2 } from 'gl-matrix';
import { GameObject } from './objects/game-object';
import { BoundingBoxBase } from './physics/bounds/bounding-box-base';
export interface IGame {
readonly viewArea: BoundingBoxBase;
findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase>;
displayToWorldCoordinates(p: vec2): vec2;
addObject(o: GameObject): void;
removeObject(o: GameObject): void;
}

View file

@ -1,6 +1,5 @@
import { vec2 } from 'gl-matrix';
import { CommandGenerator } from '../commands/command-generator';
import { clamp01 } from '../helper/clamp';
import { CursorMoveCommand } from './commands/cursor-move-command';
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);
}
}

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@ -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);
}
}

View file

@ -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) {

View file

@ -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)
);
}
}

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@ -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);
}
}

View file

@ -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(

View file

@ -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,

View file

@ -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;
}

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@ -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;
}
}

View file

@ -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));
}

View file

@ -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();

View file

@ -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> {

View file

@ -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,
};

View file

@ -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
);
}