Fix collision detection issues

This commit is contained in:
schmelczerandras 2020-08-14 10:13:20 +02:00
parent 3c5d87a98b
commit 6d6284f717
6 changed files with 40 additions and 39 deletions

View file

@ -23,6 +23,7 @@ export const settings = {
shaderMacros: {
distanceScale: 64,
distanceOffset: 0.15,
//edgeSmoothing: 0,
edgeSmoothing: 10,
},
shaderCombinations: {

View file

@ -59,6 +59,10 @@ void main() {
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
float lightCenterDistance = distance(circleLights[i].center, worldCoordinates);
/*if (lightCenterDistance < circleLights[i].radius) {
lighting = vec3(1.0, 1.0, 0.0);
}*/
vec3 lightColorAtPosition = circleLights[i].value / pow(
lightCenterDistance / LIGHT_DROP + 1.0, 2.0
);

View file

@ -17,7 +17,7 @@ export class Camera extends GameObject {
super();
this.boundingBox = new BoundingBox(null);
physics.addDynamicBoundingBox(this.boundingBox);
//physics.addDynamicBoundingBox(this.boundingBox);
this.addCommandExecutor(BeforeRenderCommand, this.draw.bind(this));
this.addCommandExecutor(MoveToCommand, this.moveTo.bind(this));

View file

@ -43,17 +43,13 @@ export class Character extends GameObject {
const nextPrimitive = this.primitive.clone();
nextPrimitive.center = value;
console.log(this.physics
.findIntersecting(nextPrimitive.boundingBox)
.filter(b => b.value)
.map((b) => b.value.distance(nextPrimitive.center) + 2 * nextPrimitive.radius)
)
if (
this.physics
.findIntersecting(nextPrimitive.boundingBox)
.filter(b => b.value)
.map((b) => b.value.distance(nextPrimitive.center) + 2 * nextPrimitive.radius)
.filter((b) => b.value)
.map(
(b) => b.value.distance(nextPrimitive.center) + nextPrimitive.radius
)
.find((d) => d < 0) !== undefined
) {
this.setPosition(value);

View file

@ -12,11 +12,9 @@ class Node {
export class BoundingBoxTree {
root?: Node;
constructor(boxes?: Array<ImmutableBoundingBox>) {
if (boxes) {
constructor(boxes: Array<ImmutableBoundingBox> = []) {
this.build(boxes);
}
}
public build(boxes: Array<ImmutableBoundingBox>) {
this.root = this.buildRecursive(boxes, 0, null);
@ -83,7 +81,7 @@ export class BoundingBoxTree {
box: ImmutableBoundingBox
): Array<ImmutableBoundingBox> {
const maybeResults = this.findMaybeIntersecting(box, this.root, 0);
const results = maybeResults.filter(box.intersects.bind(box));
const results = maybeResults.filter((b) => b.intersects(box));
return results;
}
@ -96,17 +94,22 @@ export class BoundingBoxTree {
return [];
}
const comparisons: Array<(
a: ImmutableBoundingBox,
b: ImmutableBoundingBox
) => boolean> = [
(a, b) => a.xMin < b.xMax,
(a, b) => a.xMax > b.xMin,
(a, b) => a.yMin < b.yMax,
(a, b) => a.xMax > b.xMin,
];
if (depth % 4 == 0 && box.xMax < node.rectangle.xMin) {
return this.findMaybeIntersecting(box, node.left, depth + 1);
}
if (depth % 4 == 1 && box.xMin > node.rectangle.xMax) {
return this.findMaybeIntersecting(box, node.right, depth + 1);
}
if (depth % 4 == 2 && box.yMax < node.rectangle.yMin) {
return this.findMaybeIntersecting(box, node.left, depth + 1);
}
if (depth % 4 == 3 && box.yMin > node.rectangle.yMax) {
return this.findMaybeIntersecting(box, node.right, depth + 1);
}
if (comparisons[depth % 4](node.rectangle, box)) {
return [
node.rectangle,
...this.findMaybeIntersecting(box, node.left, depth + 1),
@ -114,9 +117,6 @@ export class BoundingBoxTree {
];
}
return this.findMaybeIntersecting(box, node.left, depth + 1);
}
private findParent(
box: ImmutableBoundingBox,
node: Node,
@ -124,7 +124,7 @@ export class BoundingBoxTree {
parent: Node
): [Node, number] {
if (node === null) {
return [parent, depth];
return [parent, depth - 1];
}
const dimension = depth % 4;

View file

@ -4,23 +4,23 @@ import { ImmutableBoundingBox } from './containers/immutable-bounding-box';
import { BoundingBoxBase } from './containers/bounding-box-base';
export class Physics {
private staticBoundingBoxesWaitList = [];
private isTreeInitialized = false;
private staticBoundingBoxesWaitList = [];
private staticBoundingBoxes = new BoundingBoxTree();
private dynamicBoundingBoxes = new BoundingBoxList();
public addStaticBoundingBox(boundingBox: ImmutableBoundingBox) {
if (!this.isTreeInitialized) {
this.staticBoundingBoxesWaitList.push(boundingBox);
} else {
this.staticBoundingBoxes.insert(boundingBox);
}
}
public addDynamicBoundingBox(boundingBox: BoundingBoxBase) {
if (this.isTreeInitialized) {
this.staticBoundingBoxes.insert(boundingBox);
} else {
this.dynamicBoundingBoxes.insert(boundingBox);
}
}
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
return [