Fix collision detection

This commit is contained in:
schmelczerandras 2020-08-17 18:55:47 +02:00
parent 006ab3c4e6
commit 5b4e67cbf0
9 changed files with 169 additions and 49 deletions

View file

@ -22,11 +22,11 @@ export const settings = {
tileMultiplier: 5,
shaderMacros: {
distanceScale: 64,
distanceOffset: 0.15,
distanceOffset: 0.0,
edgeSmoothing: 10,
},
shaderCombinations: {
lineSteps: [0, 1, 2, 3, 4, 8, 16, 32],
lineSteps: [0, 1, 2, 3, 4, 8, 16, 128],
circleLightSteps: [0, 1, 2, 3],
pointLightSteps: [0, 1, 2, 3],
},

View file

@ -58,7 +58,10 @@ void main() {
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
float lightCenterDistance = distance(circleLights[i].center, worldCoordinates);
/*if (lightCenterDistance < circleLights[i].radius) {
fragmentColor = vec4(1.0, 1.0, 0.0, 1.0);
return;
}*/
vec3 lightColorAtPosition = circleLights[i].value / pow(
lightCenterDistance / LIGHT_DROP + 1.0, 2.0
);

View file

@ -12,9 +12,9 @@ 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';
import { Random } from './helper/random';
export class Game {
private previousTime?: DOMHighResTimeStamp = null;
@ -28,6 +28,8 @@ export class Game {
const canvas: HTMLCanvasElement = document.querySelector('canvas#main');
const overlay: HTMLElement = document.querySelector('#overlay');
Random.seed = 42;
document.addEventListener(
'visibilitychange',
this.handleVisibilityChange.bind(this)

View file

@ -0,0 +1,18 @@
// src
// https://stackoverflow.com/questions/521295/seeding-the-random-number-generator-in-javascript
// Mulberry32
export abstract class Random {
private static _seed = Math.random();
public static set seed(value: number) {
Random._seed = value;
}
public static getRandom(): number {
let t = (Random._seed += 0x6d2b79f5);
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
}
}

View file

@ -0,0 +1,3 @@
import { vec2 } from 'gl-matrix';
export const rotate90Deg = (vec: vec2): vec2 => vec2.fromValues(-vec.y, vec.x);

View file

@ -9,18 +9,21 @@ import { TeleportToCommand } from '../../physics/commands/teleport-to';
import { Physics } from '../../physics/physics';
import { GameObject } from '../game-object';
import { Camera } from './camera';
import { IShape } from '../../shapes/i-shape';
import { rotate90Deg } from '../../helper/rotate-90-deg';
import { max } from 'gl-matrix/src/gl-matrix/vec2';
export class Character extends GameObject {
private keysDown: Set<string> = new Set();
private primitive: Circle;
private shape: Circle;
private static speed = 1.5;
constructor(private physics: Physics, private camera: Camera) {
super();
this.primitive = new Circle();
this.primitive.radius = 40;
this.shape = new Circle();
this.shape.radius = 80;
this.addCommandExecutor(StepCommand, this.stepHandler.bind(this));
this.addCommandExecutor(TeleportToCommand, (c) =>
@ -28,57 +31,100 @@ export class Character extends GameObject {
);
this.addCommandExecutor(KeyDownCommand, (c) => this.keysDown.add(c.key));
this.addCommandExecutor(KeyUpCommand, (c) => this.keysDown.delete(c.key));
this.addCommandExecutor(SwipeCommand, (c) =>
this.checkAndSetPosition(
vec2.add(
vec2.create(),
this.primitive.center,
vec2.multiply(vec2.create(), c.delta, this.camera.viewAreaSize)
)
)
);
this.addCommandExecutor(SwipeCommand, (c) => {
this.tryMoving(
vec2.multiply(vec2.create(), c.delta, this.camera.viewAreaSize)
);
});
}
private checkAndSetPosition(value: vec2) {
const nextPrimitive = this.primitive.clone();
nextPrimitive.center = value;
private tryMoving(delta: vec2, isFirstIteration = true) {
const maxStep = 2;
if (vec2.length(delta) > maxStep) {
let steppedDelta = vec2.normalize(vec2.create(), delta);
vec2.scale(steppedDelta, steppedDelta, maxStep - 0.001);
const intersects = this.physics
.findIntersecting(nextPrimitive.boundingBox)
.filter((b) => b.shape)
.map(
(b) => b.shape.distance(nextPrimitive.center) + nextPrimitive.radius
for (let i = 0; i <= vec2.length(delta) / maxStep - 1; i++) {
this.tryMoving(vec2.clone(steppedDelta), isFirstIteration);
}
steppedDelta = vec2.normalize(vec2.create(), delta);
vec2.scale(steppedDelta, steppedDelta, vec2.length(delta) % maxStep);
this.tryMoving(vec2.clone(steppedDelta), isFirstIteration);
return;
}
const nextShape = this.shape.clone();
vec2.add(nextShape.center, nextShape.center, delta);
const nextNearShapes = this.getNearShapesTo(nextShape);
if (nextNearShapes.length && nextNearShapes[0].distance < 0) {
this.setPosition(nextShape.center);
} else {
if (!isFirstIteration) {
return;
}
const currentNearShapes = this.getNearShapesTo(this.shape);
const intersecting = nextNearShapes
.filter(
(n) =>
currentNearShapes.find(
(c) => c.shape === n.shape && c.distance <= 0
) !== undefined
)
.sort((e) => Math.abs(e.distance));
const normal = intersecting[0].shape.normal(this.shape.center);
const maxDistance = intersecting.reduce((p, c) =>
p.distance > c.distance ? p : c
).distance;
vec2.add(
delta,
delta,
vec2.scale(vec2.create(), normal, -maxDistance - 2)
);
console.log(intersects);
if (intersects.find((d) => d < 0) !== undefined) {
this.setPosition(value);
this.tryMoving(delta, false);
}
}
private setPosition(value: vec2) {
// console.log('character', value);
private getNearShapesTo(
shape: Circle
): Array<{ shape: IShape; distance: number }> {
return this.physics
.findIntersecting(shape.boundingBox)
.filter((b) => b.shape)
.map((b) => ({
shape: b.shape,
distance: b.shape.distance(shape.center) + shape.radius,
}))
.sort((e) => e.distance);
}
this.primitive.center = value;
this.camera.sendCommand(new MoveToCommand(this.primitive.center));
private setPosition(value: vec2) {
this.shape.center = value;
this.camera.sendCommand(new MoveToCommand(this.shape.center));
}
public stepHandler(c: StepCommand) {
const deltaTime = c.deltaTimeInMiliseconds;
const up = ~~this.keysDown.has('w');
const down = ~~this.keysDown.has('s');
const left = ~~this.keysDown.has('a');
const right = ~~this.keysDown.has('d');
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 (movementVector.length > 0) {
if (vec2.length(movementVector) > 0) {
vec2.normalize(movementVector, movementVector);
vec2.scale(movementVector, movementVector, Character.speed * deltaTime);
this.checkAndSetPosition(
vec2.add(vec2.create(), this.primitive.center, movementVector)
);
this.tryMoving(movementVector);
}
}
}

View file

@ -2,6 +2,7 @@ import { vec2 } from 'gl-matrix';
import { Physics } from '../../physics/physics';
import { Objects } from '../objects';
import { Tunnel } from '../types/tunnel';
import { Random } from '../../helper/random';
export const createDungeon = (objects: Objects, physics: Physics): Tunnel => {
let previousRadius = 350;
@ -10,10 +11,10 @@ export const createDungeon = (objects: Objects, physics: Physics): Tunnel => {
let first: Tunnel;
for (let i = 0; i < 50000; i += 500) {
const deltaHeight = (Math.random() - 0.5) * 2000;
const deltaHeight = (Random.getRandom() - 0.5) * 2000;
const height = previousEnd.y + deltaHeight;
const currentEnd = vec2.fromValues(i, height);
const currentToRadius = Math.random() * 300 + 150;
const currentToRadius = Random.getRandom() * 300 + 150;
const tunnel = new Tunnel(
physics,
@ -29,15 +30,15 @@ export const createDungeon = (objects: Objects, physics: Physics): Tunnel => {
objects.addObject(tunnel);
/*if (deltaHeight > 0 && Math.random() > 0.8) {
/*if (deltaHeight > 0 && Random.getRandom() > 0.8) {
objects.addObject(
new Lamp(
currentEnd,
Math.random() * 20 + 30,
Random.getRandom() * 20 + 30,
vec3.scale(
vec3.create(),
vec3.normalize(vec3.create(), vec3.fromValues(0.5, 0.1, 0.8)),
Math.random() * 0.5 + 0.5
Random.getRandom() * 0.5 + 0.5
),
1
)

View file

@ -36,6 +36,6 @@ export class Circle implements IShape {
}
public clone(): Circle {
return new Circle(this.center, this.radius);
return new Circle(vec2.clone(this.center), this.radius);
}
}

View file

@ -3,6 +3,7 @@ import { BoundingBox } from '../bounding-box';
import { clamp01 } from '../../helper/clamp';
import { mix } from '../../helper/mix';
import { IShape } from '../i-shape';
import { rotate90Deg } from '../../helper/rotate-90-deg';
export class TunnelShape implements IShape {
public readonly isInverted = true;
@ -39,8 +40,49 @@ export class TunnelShape implements IShape {
return new BoundingBox(this, xMin, xMax, yMin, yMax);
}
public normal(from: vec2): vec2 {
throw new Error('Unimplemented');
public normal(target: vec2): vec2 {
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
const h = clamp01(
vec2.dot(targetFromDelta, this.toFromDelta) /
vec2.dot(this.toFromDelta, this.toFromDelta)
);
let diff = vec2.create();
if (h == 1) {
vec2.subtract(diff, target, this.to);
} else if (h == 0) {
vec2.subtract(diff, target, this.from);
} else {
const side = Math.sign(
this.toFromDelta.x * targetFromDelta.y -
this.toFromDelta.y * targetFromDelta.x
);
const normal = rotate90Deg(this.toFromDelta);
vec2.normalize(normal, normal);
const translatedFrom = vec2.add(
vec2.create(),
this.from,
vec2.scale(vec2.create(), normal, side * this.fromRadius)
);
const translatedTo = vec2.add(
vec2.create(),
this.to,
vec2.scale(vec2.create(), normal, side * this.toRadius)
);
diff = rotate90Deg(
vec2.subtract(vec2.create(), translatedTo, translatedFrom)
);
vec2.scale(diff, diff, side);
}
return vec2.normalize(diff, diff);
}
public distance(target: vec2): number {
@ -60,6 +102,11 @@ export class TunnelShape implements IShape {
}
public clone(): TunnelShape {
return new TunnelShape(this.from, this.to, this.fromRadius, this.toRadius);
return new TunnelShape(
vec2.clone(this.from),
vec2.clone(this.to),
this.fromRadius,
this.toRadius
);
}
}