Make physics more fun

This commit is contained in:
schmelczerandras 2020-10-16 11:48:52 +02:00
parent 155e360c8e
commit 89fafeafd3
41 changed files with 511 additions and 334 deletions

View file

@ -8,20 +8,70 @@ import {
clamp,
last,
GameObject,
Circle,
} from 'shared';
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { CirclePhysical } from './circle-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { Spring } from './spring';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { ProjectilePhysical } from './projectile-physical';
import { interpolateAngles } from '../helper/interpolate-angles';
import { forceAtPosition } from '../physics/functions/force-at-position';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
@serializesTo(CharacterBase)
export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
export class CharacterPhysical
extends CharacterBase
implements DynamicPhysical, ReactsToCollision {
public readonly canCollide = true;
public readonly canMove = true;
private static readonly headRadius = 50;
private static readonly feetRadius = 20;
// offsets are meassured from (0, 0)
private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
private static readonly desiredRightFootOffset = vec2.fromValues(20, 0);
private static readonly centerOfMass = vec2.scale(
vec2.create(),
vec2.add(
vec2.create(),
vec2.add(
vec2.create(),
CharacterPhysical.desiredHeadOffset,
CharacterPhysical.desiredLeftFootOffset,
),
CharacterPhysical.desiredRightFootOffset,
),
1 / 3,
);
private static readonly headOffset = vec2.subtract(
vec2.create(),
CharacterPhysical.desiredHeadOffset,
CharacterPhysical.centerOfMass,
);
private static readonly leftFootOffset = vec2.subtract(
vec2.create(),
CharacterPhysical.desiredLeftFootOffset,
CharacterPhysical.centerOfMass,
);
private static readonly rightFootOffset = vec2.subtract(
vec2.create(),
CharacterPhysical.desiredRightFootOffset,
CharacterPhysical.centerOfMass,
);
public static readonly boundRadius =
(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2;
private isDestroyed = false;
private jumpEnergyLeft = settings.defaultJumpEnergy;
private direction = 0;
private currentPlanet?: PlanetPhysical;
private lastMovementWasRelative = false;
private secondsSinceOnSurface = 1000;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
@ -29,37 +79,31 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
public bound: CirclePhysical;
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
public handleMovementAction(c: MoveActionCommand) {
this.movementActions.push(c);
}
private static readonly headOffset = vec2.fromValues(0, 40);
private static readonly headRadius = 50;
private static readonly feetRadius = 20;
private static readonly leftFootOffset = vec2.fromValues(-20, -35);
private static readonly rightFootOffset = vec2.fromValues(20, -35);
private lastMovementAction: MoveActionCommand = new MoveActionCommand(
vec2.create(),
false,
);
constructor(
public readonly colorIndex: number,
private readonly container: PhysicalContainer,
startPosition: vec2,
) {
super(id(), colorIndex);
this.head = new CirclePhysical(
vec2.clone(CharacterPhysical.headOffset),
vec2.add(vec2.create(), startPosition, CharacterPhysical.headOffset),
CharacterPhysical.headRadius,
this,
container,
);
this.leftFoot = new CirclePhysical(
vec2.clone(CharacterPhysical.leftFootOffset),
vec2.add(vec2.create(), startPosition, CharacterPhysical.leftFootOffset),
CharacterPhysical.feetRadius,
this,
container,
);
this.rightFoot = new CirclePhysical(
vec2.clone(CharacterPhysical.rightFootOffset),
vec2.add(vec2.create(), startPosition, CharacterPhysical.rightFootOffset),
CharacterPhysical.feetRadius,
this,
container,
@ -70,12 +114,16 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.bound = new CirclePhysical(
vec2.create(),
(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2,
CharacterPhysical.boundRadius,
this,
container,
);
}
public handleMovementAction(c: MoveActionCommand) {
this.movementActions.push(c);
}
public onCollision(other: GameObject) {
if (other instanceof ProjectilePhysical) {
other.destroy();
@ -110,7 +158,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
);
}
private sumAndResetMovementActions(): vec2 {
private averageAndResetMovementActions(): vec2 {
let direction: vec2;
if (this.movementActions.length === 0) {
direction = vec2.clone(this.lastMovementAction.direction);
@ -122,6 +170,9 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
vec2.scale(direction, direction, 1 / this.movementActions.length);
this.lastMovementWasRelative =
this.movementActions.find((a) => a.isCharacterRelative) !== undefined;
this.lastMovementAction = last(this.movementActions)!;
this.movementActions = [];
}
@ -129,82 +180,104 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
return direction;
}
public step(deltaTimeInMiliseconds: number) {
const deltaTime = deltaTimeInMiliseconds / 1000;
const direction = this.sumAndResetMovementActions();
const feetAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
const isAirborne = feetAirborne && this.head.isAirborne;
this.jumpEnergyLeft += isAirborne ? -deltaTime : deltaTime;
this.jumpEnergyLeft = clamp(this.jumpEnergyLeft, 0, settings.defaultJumpEnergy);
public step(deltaTime: number) {
if ((this.secondsSinceOnSurface += deltaTime) > 1) {
this.currentPlanet = undefined;
}
const xMax = deltaTime * settings.maxAccelerationX;
const yMax = this.jumpEnergyLeft > 0 ? settings.maxAccelerationY : 0;
const movementForce = vec2.multiply(
direction,
direction,
vec2.fromValues(xMax, yMax),
const intersectingWithForcefield = this.container.findIntersecting(
getBoundingBoxOfCircle(
new Circle(
this.center,
CharacterPhysical.boundRadius + settings.maxGravityDistance,
),
),
);
const actualGravity = forceAtPosition(this.center, intersectingWithForcefield);
Spring.step(
this.leftFoot,
this.rightFoot,
vec2.distance(CharacterPhysical.leftFootOffset, CharacterPhysical.rightFootOffset),
300,
deltaTime,
);
const direction = this.averageAndResetMovementActions();
const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
if (!this.currentPlanet) {
this.applyForce(this.leftFoot, actualGravity, deltaTime);
this.applyForce(this.rightFoot, actualGravity, deltaTime);
const sumForce = vec2.subtract(vec2.create(), actualGravity, movementForce);
this.setDirection(
vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
deltaTime,
);
} else {
const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
if (movementForce.y > settings.maxAcceleration / 4) {
vec2.scale(leftFootGravity, leftFootGravity, 0.35);
vec2.scale(rightFootGravity, rightFootGravity, 0.35);
}
this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
if (this.lastMovementWasRelative) {
vec2.rotate(movementForce, movementForce, vec2.create(), this.direction);
}
const headGravity = this.currentPlanet!.getForce(this.head.center);
if (vec2.length(headGravity) < vec2.length(actualGravity) / 2) {
this.currentPlanet = undefined;
}
this.setDirection(headGravity, deltaTime);
}
this.applyForce(this.head, movementForce, deltaTime);
this.applyForce(this.leftFoot, movementForce, deltaTime);
this.applyForce(this.rightFoot, movementForce, deltaTime);
if (feetAirborne) {
this.applyForce(this.head, settings.gravitationalForce, deltaTime);
this.stepBodyPart(this.leftFoot, deltaTime);
this.stepBodyPart(this.rightFoot, deltaTime);
this.keepPosture();
}
private setDirection(direction: vec2, deltaTime: number) {
this.direction = interpolateAngles(
this.direction,
Math.atan2(direction.y, direction.x) + Math.PI / 2,
Math.pow(4, deltaTime),
);
}
private keepPosture() {
const bodyCenter = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(bodyCenter, bodyCenter, this.rightFoot.center);
vec2.scale(bodyCenter, bodyCenter, 1 / 3);
this.springMove(this.leftFoot, bodyCenter, CharacterPhysical.leftFootOffset);
this.springMove(this.rightFoot, bodyCenter, CharacterPhysical.rightFootOffset);
this.springMove(this.head, bodyCenter, CharacterPhysical.headOffset);
}
private springMove(object: CirclePhysical, center: vec2, offset: vec2) {
// todo: make time-independent
const springConstant = 0.35;
const desiredPosition = vec2.add(vec2.create(), center, offset);
vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
const positionDelta = vec2.subtract(desiredPosition, desiredPosition, object.center);
vec2.scale(positionDelta, positionDelta, springConstant);
const hitObject = object.tryMove(positionDelta);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
this.applyForce(this.leftFoot, settings.gravitationalForce, deltaTime);
this.applyForce(this.rightFoot, settings.gravitationalForce, deltaTime);
}
this.head.step2(deltaTime);
this.leftFoot.step2(deltaTime);
this.rightFoot.step2(deltaTime);
private stepBodyPart(part: CirclePhysical, deltaTime: number) {
const hitObject = part.step2(deltaTime);
let sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(sumBody, sumBody, this.rightFoot.center);
vec2.scale(sumBody, sumBody, 1 / 3);
const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
const headDelta = vec2.subtract(headPosition, headPosition, this.head.center);
vec2.scale(headDelta, headDelta, 0.5);
this.head.tryMove(headDelta);
sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(sumBody, sumBody, this.rightFoot.center);
vec2.scale(sumBody, sumBody, 1 / 3);
const leftFootPosition = vec2.add(
vec2.create(),
sumBody,
CharacterPhysical.leftFootOffset,
);
const leftFootDelta = vec2.subtract(
leftFootPosition,
leftFootPosition,
this.leftFoot.center,
);
vec2.scale(leftFootDelta, leftFootDelta, 1);
this.leftFoot.tryMove(leftFootDelta);
const rightFootPosition = vec2.add(
vec2.create(),
sumBody,
CharacterPhysical.rightFootOffset,
);
const rightFootDelta = vec2.subtract(
rightFootPosition,
rightFootPosition,
this.rightFoot.center,
);
vec2.scale(rightFootDelta, rightFootDelta, 1);
this.rightFoot.tryMove(rightFootDelta);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
}
public applyForce(circle: CirclePhysical, force: vec2, timeInSeconds: number) {

View file

@ -1,31 +1,28 @@
import { vec2 } from 'gl-matrix';
import { Circle, GameObject, serializesTo, settings } from 'shared';
import { Physical } from '../physics/physical';
import { PhysicalBase } from '../physics/physicals/physical-base';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { moveCircle } from '../physics/move-circle';
import { moveCircle } from '../physics/functions/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { DynamicPhysical } from '../physics/containers/dynamic-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import {
ReactsToCollision,
reactsToCollision,
} from '../physics/physicals/reacts-to-collision';
@serializesTo(Circle)
export class CirclePhysical implements Circle, DynamicPhysical {
export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollision {
readonly canCollide = true;
readonly canMove = true;
private _isAirborne = true;
public velocity = vec2.create();
public get isAirborne(): boolean {
return this._isAirborne;
}
private _boundingBox: BoundingBox;
constructor(
private _center: vec2,
private _radius: number,
public owner: DynamicPhysical,
public owner: GameObject,
private readonly container: PhysicalContainer,
private restitution = 0,
) {
@ -47,7 +44,9 @@ export class CirclePhysical implements Circle, DynamicPhysical {
}
public onCollision(other: GameObject) {
this.owner.onCollision(other);
if (reactsToCollision(this.owner)) {
this.owner.onCollision(other);
}
}
public get gameObject(): GameObject {
@ -71,11 +70,11 @@ export class CirclePhysical implements Circle, DynamicPhysical {
return vec2.distance(target.center, this.center) - this.radius - target.radius;
}
public areIntersecting(other: Physical): boolean {
public areIntersecting(other: PhysicalBase): boolean {
return other.distance(this.center) < this.radius;
}
public isInside(other: Physical): boolean {
public isInside(other: PhysicalBase): boolean {
return other.distance(this.center) < -this.radius;
}
@ -94,9 +93,9 @@ export class CirclePhysical implements Circle, DynamicPhysical {
);
}
public step(deltaTime: number) {}
public step(_: number) {}
public step2(deltaTimeInSeconds: number): boolean {
public step2(deltaTimeInSeconds: number): GameObject | undefined {
vec2.scale(
this.velocity,
this.velocity,
@ -108,7 +107,7 @@ export class CirclePhysical implements Circle, DynamicPhysical {
const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
vec2.scale(delta, delta, 1 / stepCount);
let wasHit = false;
let lastHit: GameObject | undefined;
for (let i = 0; i < stepCount; i++) {
const distance = vec2.scale(
@ -120,7 +119,11 @@ export class CirclePhysical implements Circle, DynamicPhysical {
const intersecting = this.container.findIntersecting(this.boundingBox);
this.radius -= vec2.length(distance);
const { normal, hitSurface } = moveCircle(this, vec2.clone(distance), intersecting);
const { normal, hitSurface, hitObject } = moveCircle(
this,
vec2.clone(distance),
intersecting,
);
if (hitSurface) {
vec2.subtract(
@ -133,40 +136,37 @@ export class CirclePhysical implements Circle, DynamicPhysical {
),
);
wasHit = true;
lastHit = hitObject;
}
}
this._isAirborne = !wasHit;
return wasHit;
return lastHit;
}
public tryMove(delta: vec2) {
public tryMove(delta: vec2): GameObject | undefined {
const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
vec2.scale(delta, delta, 1 / stepCount);
let wasHit = false;
let lastHit: GameObject | undefined;
for (let i = 0; i < stepCount; i++) {
this.radius += vec2.length(delta);
const intersecting = this.container.findIntersecting(this.boundingBox);
this.radius -= vec2.length(delta);
const { normal, hitSurface } = moveCircle(this, vec2.clone(delta), intersecting);
const { tangent, hitSurface, hitObject } = moveCircle(
this,
vec2.clone(delta),
intersecting,
);
if (hitSurface) {
vec2.subtract(
delta,
delta,
vec2.scale(normal!, normal!, vec2.dot(normal!, delta)),
);
wasHit = true;
delta = vec2.scale(delta, tangent!, vec2.length(delta));
lastHit = hitObject;
}
}
this._isAirborne = !wasHit;
return wasHit;
return lastHit;
}
public toArray(): Array<any> {

View file

@ -2,7 +2,7 @@ import { vec2, vec3 } from 'gl-matrix';
import { LampBase, settings, id, serializesTo } from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/containers/static-physical';
import { StaticPhysical } from '../physics/physicals/static-physical';
@serializesTo(LampBase)
export class LampPhysical extends LampBase implements StaticPhysical {
@ -32,6 +32,10 @@ export class LampPhysical extends LampBase implements StaticPhysical {
return this;
}
public getForce(_: vec2): vec2 {
return vec2.create();
}
public distance(target: vec2): number {
return vec2.distance(this.center, target);
}

View file

@ -1,18 +1,31 @@
import { vec2 } from 'gl-matrix';
import { clamp01, id, serializesTo, StoneBase } from 'shared';
import {
clamp,
clamp01,
id,
rotate90Deg,
rotateMinus90Deg,
serializesTo,
settings,
PlanetBase,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/containers/static-physical';
import { StaticPhysical } from '../physics/physicals/static-physical';
@serializesTo(StoneBase)
export class StonePhysical extends StoneBase implements StaticPhysical {
@serializesTo(PlanetBase)
export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public readonly canCollide = true;
public readonly canMove = false;
private center: vec2;
private _boundingBox?: ImmutableBoundingBox;
constructor(vertices: Array<vec2>) {
super(id(), vertices);
this.center = vertices.reduce((sum, v) => vec2.add(sum, sum, v), vec2.create());
vec2.scale(this.center, this.center, 1 / vertices.length);
}
public distance(target: vec2): number {
@ -72,6 +85,46 @@ export class StonePhysical extends StoneBase implements StaticPhysical {
return this._boundingBox;
}
public getForce(position: vec2): vec2 {
const height = this.distance(position);
let closestIndex = 0;
this.vertices.forEach((v, i) => {
if (
vec2.distance(position, v) < vec2.distance(position, this.vertices[closestIndex])
) {
closestIndex = i;
}
});
const afterClosest = this.vertices[(closestIndex + 1) % this.vertices.length];
const closest = this.vertices[closestIndex];
const beforeClosest = this.vertices[
(closestIndex - 1 + this.vertices.length) % this.vertices.length
];
const diff = vec2.subtract(vec2.create(), position, closest);
const edge1 = vec2.subtract(vec2.create(), afterClosest, closest);
const edge2 = vec2.subtract(vec2.create(), closest, beforeClosest);
const normalizedDiff = vec2.normalize(vec2.create(), diff);
const currentEdge =
vec2.dot(vec2.normalize(vec2.create(), rotate90Deg(edge1)), normalizedDiff) >
vec2.dot(vec2.normalize(vec2.create(), rotate90Deg(edge2)), normalizedDiff)
? edge1
: edge2;
vec2.normalize(currentEdge, currentEdge);
const normal = rotateMinus90Deg(currentEdge);
const scale = clamp(
settings.maxGravityQ * ((settings.maxGravityDistance / height) ** 3 - 1),
0,
settings.maxGravityStrength,
);
return vec2.scale(normal, normal, scale);
}
public get gameObject(): this {
return this;
}

View file

@ -2,11 +2,15 @@ import { vec2 } from 'gl-matrix';
import { id, settings, serializesTo, ProjectileBase, GameObject } from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
@serializesTo(ProjectileBase)
export class ProjectilePhysical extends ProjectileBase implements DynamicPhysical {
export class ProjectilePhysical
extends ProjectileBase
implements DynamicPhysical, ReactsToCollision {
public readonly canCollide = true;
public readonly canMove = true;
private isDestroyed = false;
@ -55,14 +59,16 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
}
}
public step(deltaTimeInMiliseconds: number) {
const deltaTime = deltaTimeInMiliseconds / 1000;
public step(deltaTime: number) {
const gravity = vec2.create();
const intersecting = this.container.findIntersecting(this.boundingBox);
intersecting.forEach((i) => {
if (i instanceof PlanetPhysical) {
vec2.add(gravity, gravity, i.getForce(this.center));
}
});
vec2.add(
this.velocity,
this.velocity,
vec2.scale(vec2.create(), settings.gravitationalForce, deltaTime),
);
vec2.add(this.velocity, this.velocity, vec2.scale(vec2.create(), gravity, deltaTime));
this.object.velocity = this.velocity;
this.object.step2(deltaTime);

View file

@ -1,37 +0,0 @@
import { vec2 } from 'gl-matrix';
import { Circle } from 'shared';
import { CirclePhysical } from './circle-physical';
export class Spring {
constructor(
private a: CirclePhysical | Circle,
private b: CirclePhysical | Circle,
private distance: number,
private strength: number,
) {}
public step(deltaTimeInSeconds: number) {
Spring.step(this.a, this.b, this.distance, this.strength, deltaTimeInSeconds);
}
public static step(
a: CirclePhysical | Circle,
b: CirclePhysical | Circle,
distance: number,
strength: number,
deltaTimeInSeconds: number,
) {
const length = vec2.dist(a.center, b.center) - distance;
const abDirection = vec2.subtract(vec2.create(), b.center, a.center);
vec2.normalize(abDirection, abDirection);
const force = vec2.scale(abDirection, abDirection, strength * length);
if (a instanceof CirclePhysical) {
a.applyForce(force, deltaTimeInSeconds);
}
if (b instanceof CirclePhysical) {
vec2.scale(force, force, -1);
b.applyForce(force, deltaTimeInSeconds);
}
}
}