Refactor physics

This commit is contained in:
schmelczerandras 2020-10-05 20:30:42 +02:00
parent 46a48e7c15
commit c5d97eeea6
40 changed files with 484 additions and 791 deletions

View file

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/*import { vec2 } from 'gl-matrix';
import { rotate90Deg } from 'shared';
import { CirclePhysics } from './bounds/circle-physics';
import { PhysicalGameObject } from './physical-game-object';
export const moveCircle = (
circle: CirclePhysics,
delta: vec2,
possibleIntersectors: Array<PhysicalGameObject>
): {
realDelta: vec2;
hitSurface: boolean;
normal?: vec2;
tangent?: vec2;
} => {
circle.center = vec2.add(circle.center, circle.center, delta);
const intersecting = possibleIntersectors.filter(
(b) => b !== circle && circle.areIntersecting(b) && b.canCollide
);
if (intersecting.length === 0) {
return {
realDelta: delta,
hitSurface: false,
};
}
const points = circle.getPerimeterPoints(settings.hitDetectionCirclePointCount);
const distancesOfPoints = points
.map((point) => ({
point,
closest: intersecting
.map((i) => ({
inverted: i.isInverted,
distance: i.owner.distance(point),
}))
.sort((a, b) => a.distance - b.distance)[0],
}))
.filter((i) => i.closest);
const distancesOfIntersectingPoints = distancesOfPoints.filter(
(d) =>
(d.closest.distance > 0 && d.closest.inverted) ||
(d.closest.distance < 0 && !d.closest.inverted)
);
if (distancesOfIntersectingPoints.length === 0) {
return {
realDelta: delta,
hitSurface: false,
};
}
const deltas = distancesOfIntersectingPoints.map((pointDistance) => {
vec2.subtract(pointDistance.point, circle.center, pointDistance.point);
vec2.normalize(pointDistance.point, pointDistance.point);
vec2.scale(
pointDistance.point,
pointDistance.point,
(pointDistance.closest.inverted ? 1 : -1) * pointDistance.closest.distance
);
return pointDistance.point;
});
const approxNormal = deltas.reduce(
(sum, current) => vec2.add(sum, sum, current),
vec2.create()
);
vec2.scale(approxNormal, approxNormal, 1 / deltas.length);
circle.center = vec2.add(circle.center, circle.center, approxNormal);
return {
realDelta: delta,
hitSurface: true,
normal: vec2.normalize(approxNormal, approxNormal),
tangent: rotate90Deg(approxNormal),
};
};
*/