Refactor physics
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40 changed files with 484 additions and 791 deletions
143
backend/src/objects/circle-physical.ts
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143
backend/src/objects/circle-physical.ts
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import { vec2 } from 'gl-matrix';
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import { Circle, clamp, GameObject, settings } from 'shared';
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import { Physical } from '../physics/physical';
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import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
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import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
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export class CirclePhysical implements Circle, Physical {
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readonly isInverted = false;
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readonly canCollide = true;
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readonly canMove = true;
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private _isAirborne = true;
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private velocity = vec2.create();
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public get isAirborne(): boolean {
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return this._isAirborne;
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}
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private _boundingBox: BoundingBox;
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constructor(private _center: vec2, private _radius: number, private owner: GameObject) {
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this._boundingBox = new BoundingBox(null);
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this.recalculateBoundingBox();
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}
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public get boundingBox(): BoundingBoxBase {
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return this._boundingBox;
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}
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public get center(): vec2 {
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return this._center;
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}
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public set center(value: vec2) {
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this._center = value;
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this.recalculateBoundingBox();
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}
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public get gameObject(): GameObject {
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return this.owner;
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}
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public get radius(): number {
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return this._radius;
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}
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public set radius(value: number) {
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this._radius = value;
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this.recalculateBoundingBox();
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}
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public distance(target: vec2): number {
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return vec2.distance(target, this.center) - this.radius;
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}
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public distanceBetween(target: CirclePhysical): number {
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return vec2.distance(target.center, this.center) - this.radius - target.radius;
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}
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public areIntersecting(other: CirclePhysical): boolean {
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return other.distance(this.center) < this.radius;
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}
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public isInside(other: CirclePhysical): boolean {
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return other.distance(this.center) < -this.radius;
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}
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public getPerimeterPoints(count: number): Array<vec2> {
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const result: Array<vec2> = [];
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for (let i = 0; i < count; i++) {
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result.push(
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vec2.fromValues(
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Math.cos((2 * Math.PI * i) / count) * this.radius + this.center.x,
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Math.sin((2 * Math.PI * i) / count) * this.radius + this.center.y
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)
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);
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}
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return result;
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}
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private recalculateBoundingBox() {
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this._boundingBox.xMin = this.center.x - this._radius;
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this._boundingBox.xMax = this.center.x + this._radius;
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this._boundingBox.yMin = this.center.y - this._radius;
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this._boundingBox.yMax = this.center.y + this._radius;
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}
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public applyForce(force: vec2, timeInMilliseconds: number) {
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vec2.add(
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this.velocity,
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this.velocity,
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vec2.scale(vec2.create(), force, timeInMilliseconds)
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);
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vec2.set(
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this.velocity,
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clamp(this.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
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clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY)
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);
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}
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public resetVelocity() {
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this.velocity = vec2.create();
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}
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/*public step(timeInMilliseconds: number): boolean {
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vec2.scale(
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this.velocity,
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this.velocity,
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Math.pow(settings.velocityAttenuation, timeInMilliseconds)
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);
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const distance = vec2.scale(vec2.create(), this.velocity, timeInMilliseconds);
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const distanceLength = vec2.length(distance);
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const stepCount = Math.ceil(distanceLength / settings.physicsMaxStep);
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vec2.scale(distance, distance, 1 / stepCount);
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let wasHit = false;
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for (let i = 0; i < stepCount; i++) {
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const { normal, tangent, hitSurface } = this.physics.tryMovingDynamicCircle(
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this,
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distance
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);
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if (hitSurface) {
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vec2.scale(this.velocity, tangent, vec2.dot(tangent, this.velocity));
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wasHit = true;
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}
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this._isAirborne = !(
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hitSurface && vec2.dot(normal, settings.gravitationalForce) < 0
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);
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}
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return wasHit;
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}*/
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public toJSON(): any {
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const { center, radius } = this;
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return { center, radius };
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}
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}
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