Make physics more fun
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41 changed files with 511 additions and 334 deletions
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@ -1,36 +1,35 @@
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import { vec2, vec3 } from 'gl-matrix';
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import { last, Random, settings } from 'shared';
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import { Random, settings } from 'shared';
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import { LampPhysical } from '../objects/lamp-physical';
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import { StonePhysical } from '../objects/stone-physical';
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import { PlanetPhysical } from '../objects/planet-physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { Physical } from '../physics/physical';
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import { evaluateSdf } from '../physics/functions/evaluate-sdf';
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import { Physical } from '../physics/physicals/physical';
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export const createDungeon = (objectContainer: PhysicalContainer) => {
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const width = 100000;
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const height = 10000;
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const objects: Array<Physical> = [];
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const lights: Array<Physical> = [];
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let previousEnd = vec2.fromValues(-width / 2, 0);
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while (previousEnd.x < width / 2) {
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const { stone, end } = createFloorElement(previousEnd);
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objects.push(stone);
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previousEnd = end;
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}
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const calculateDistanceField = (target: vec2): number =>
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objects.reduce((min, i) => (min = Math.min(min, i.distance(target))), 1000);
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const worldSize = vec2.length(
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vec2.fromValues(
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settings.worldTopEdge - settings.worldBottomEdge,
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settings.worldRightEdge - settings.worldLeftEdge,
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),
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);
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for (let i = 0; i < worldSize / 400; i++) {
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console.log('planet', i);
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for (let i = 0; i < 400; i++) {
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let position: vec2;
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do {
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position = vec2.fromValues(
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Random.getRandomInRange(-width / 2, width / 2),
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Random.getRandomInRange(0, height),
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Random.getRandomInRange(settings.worldLeftEdge, settings.worldRightEdge),
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Random.getRandomInRange(settings.worldBottomEdge, settings.worldTopEdge),
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);
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} while (
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calculateDistanceField(position) < 800 ||
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calculateDistanceField(position) > 2000
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evaluateSdf(position, objects) < 800 ||
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evaluateSdf(position, objects) > 2500
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);
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objects.push(
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@ -38,27 +37,22 @@ export const createDungeon = (objectContainer: PhysicalContainer) => {
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position,
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Random.getRandomInRange(300, 800),
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Random.getRandomInRange(300, 800),
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Random.getRandomInRange(10, 40),
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Random.getRandomInRange(20, 40),
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),
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);
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}
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let tryCount = 0;
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lightGeneration: for (let i = 0; i < 300; i++) {
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console.log(i);
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for (let i = 0; i < worldSize / 350; i++) {
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console.log('light', i);
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let position: vec2;
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do {
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position = vec2.fromValues(
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Random.getRandomInRange(-width / 2, width / 2),
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Random.getRandomInRange(-1000, height),
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Random.getRandomInRange(settings.worldLeftEdge, settings.worldRightEdge),
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Random.getRandomInRange(settings.worldBottomEdge, settings.worldTopEdge),
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);
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if (tryCount++ > 1e4) {
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break lightGeneration;
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}
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} while (
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calculateDistanceField(position) < 200 ||
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lights.find((l) => l.distance(position) < 1200)
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evaluateSdf(position, objects) < 200 ||
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lights.find((l) => l.distance(position) < 1800)
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);
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lights.push(
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new LampPhysical(
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@ -84,7 +78,7 @@ const createBlob = (
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width: number,
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height: number,
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randomness: number,
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): StonePhysical => {
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): PlanetPhysical => {
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const vertices = [];
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for (let i = 0; i < settings.polygonEdgeCount; i++) {
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@ -99,29 +93,5 @@ const createBlob = (
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),
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);
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}
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return new StonePhysical(vertices);
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};
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const createFloorElement = (
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start: vec2,
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): {
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stone: StonePhysical;
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end: vec2;
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} => {
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const vertices: Array<vec2> = [vec2.fromValues(start.x, -10000), start];
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let previousX = start.x;
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let previousY = start.y;
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for (let i = 0; i < settings.polygonEdgeCount - 3; i++) {
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previousX += Random.getRandomInRange(200, 800);
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previousY += Random.getRandomInRange(-100, 100);
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vertices.push(vec2.fromValues(previousX, previousY));
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}
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const end = last(vertices)!;
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vertices.push(vec2.fromValues(end.x, -10000));
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return {
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stone: new StonePhysical(vertices),
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end,
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};
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return new PlanetPhysical(vertices);
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};
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