Refactor physics
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46a48e7c15
commit
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40 changed files with 484 additions and 791 deletions
94
backend/src/objects/character-physical.ts
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94
backend/src/objects/character-physical.ts
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import { vec2 } from 'gl-matrix';
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import { id, CharacterBase } from 'shared';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { CirclePhysical } from './circle-physical';
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import { Physical } from '../physics/physical';
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export class CharacterPhysical extends CharacterBase implements Physical {
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public readonly canCollide = true;
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public readonly isInverted = false;
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public readonly canMove = true;
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private static readonly headOffset = vec2.fromValues(0, 40);
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private static readonly leftFootOffset = vec2.fromValues(-20, -10);
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private static readonly rightFootOffset = vec2.fromValues(20, -10);
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constructor() {
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super(
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id(),
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new CirclePhysical(vec2.clone(CharacterPhysical.headOffset), 50, null),
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new CirclePhysical(vec2.clone(CharacterPhysical.leftFootOffset), 20, null),
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new CirclePhysical(vec2.clone(CharacterPhysical.rightFootOffset), 20, null)
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);
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}
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private _boundingBox?: ImmutableBoundingBox;
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public get boundingBox(): ImmutableBoundingBox {
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if (!this._boundingBox) {
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this._boundingBox = (this.head as CirclePhysical).boundingBox;
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}
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return this._boundingBox;
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}
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public get gameObject(): CharacterPhysical {
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return this;
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}
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// todo
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public distance(_: vec2): number {
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return 0;
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}
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/*
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public step() {
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const movementForce = vec2.fromValues(right - left, up - down);
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this.head.applyForce(movementForce, deltaTime);
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this.head.applyForce(settings.gravitationalForce, deltaTime);
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const bodyCenter = vec2.sub(vec2.create(), this.head.center, this.headOffset);
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const leftFootPositon = vec2.add(vec2.create(), bodyCenter, this.leftFootOffset);
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const rightFootPositon = vec2.add(vec2.create(), bodyCenter, this.rightFootOffset);
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const leftFootDelta = vec2.sub(vec2.create(), this.leftFoot.center, leftFootPositon);
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const rightFootDelta = vec2.sub(
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vec2.create(),
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this.rightFoot.center,
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rightFootPositon
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);
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vec2.scale(leftFootDelta, leftFootDelta, 0.0006);
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vec2.scale(rightFootDelta, rightFootDelta, 0.0006);
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this.head.applyForce(leftFootDelta, deltaTime);
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this.head.applyForce(rightFootDelta, deltaTime);
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vec2.scale(leftFootDelta, leftFootDelta, -0.5);
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vec2.scale(rightFootDelta, rightFootDelta, -0.5);
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this.leftFoot.applyForce(movementForce, deltaTime);
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this.rightFoot.applyForce(movementForce, deltaTime);
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this.leftFoot.applyForce(leftFootDelta, deltaTime);
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this.rightFoot.applyForce(rightFootDelta, deltaTime);
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this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
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this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
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this.head.step(deltaTime);
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this.leftFoot.step(deltaTime);
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this.rightFoot.step(deltaTime);
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this.flashlight.center = vec2.add(
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vec2.create(),
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this.head.center,
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vec2.fromValues(0, 0)
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);
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}
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*/
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public toJSON(): any {
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const { type, id, head, leftFoot, rightFoot } = this;
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return [type, id, head, leftFoot, rightFoot];
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}
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}
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