Improve movement

This commit is contained in:
schmelczerandras 2020-10-27 10:32:37 +01:00
parent 7e188c2b9a
commit c9eae3adeb
16 changed files with 227 additions and 279 deletions

View file

@ -10,6 +10,7 @@ import {
ReactsToCollision,
reactsToCollision,
} from '../physics/physicals/reacts-to-collision';
import { Physical } from '../physics/physicals/physical';
@serializesTo(Circle)
export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollision {
@ -18,6 +19,7 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
public velocity = vec2.create();
private _boundingBox: BoundingBox;
public lastNormal = vec2.fromValues(1, 0);
constructor(
private _center: vec2,
@ -95,79 +97,47 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
public step(_: number) {}
public step2(deltaTimeInSeconds: number): GameObject | undefined {
vec2.scale(
this.velocity,
this.velocity,
Math.pow(settings.velocityAttenuation, deltaTimeInSeconds),
);
const delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
public step2(
deltaTimeInSeconds: number,
additionalCollider?: Physical,
): { hitObject: GameObject | undefined; velocity: vec2 } {
let delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
this.radius += vec2.length(delta);
const intersecting = this.container.findIntersecting(this.boundingBox);
const intersecting = this.container
.findIntersecting(this.boundingBox)
.filter((b) => b.gameObject !== this.gameObject && b.canCollide);
this.radius -= vec2.length(delta);
const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
vec2.scale(delta, delta, 1 / stepCount);
if (additionalCollider) {
intersecting.push(additionalCollider);
}
let lastHit: GameObject | undefined;
let { normal, hitSurface, hitObject } = moveCircle(this, delta, intersecting);
for (let i = 0; i < stepCount; i++) {
const distance = vec2.scale(
vec2.create(),
if (hitSurface) {
vec2.copy(this.lastNormal, normal!);
vec2.subtract(
this.velocity,
deltaTimeInSeconds / stepCount,
this.velocity,
vec2.scale(
normal!,
normal!,
(1 + this.restitution) * vec2.dot(normal!, this.velocity),
),
);
const { normal, hitSurface, hitObject } = moveCircle(
this,
vec2.clone(distance),
intersecting,
);
if (hitSurface) {
vec2.subtract(
this.velocity,
this.velocity,
vec2.scale(
normal!,
normal!,
(1 + this.restitution) * vec2.dot(normal!, this.velocity),
),
);
lastHit = hitObject;
if (vec2.length(this.velocity) > 50) {
delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
moveCircle(this, delta, intersecting);
}
}
return lastHit;
}
const lastVelocity = vec2.clone(this.velocity);
vec2.zero(this.velocity);
public tryMove(delta: vec2): GameObject | undefined {
this.radius += vec2.length(delta);
const intersecting = this.container.findIntersecting(this.boundingBox);
this.radius -= vec2.length(delta);
const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
vec2.scale(delta, delta, 1 / stepCount);
let lastHit: GameObject | undefined;
for (let i = 0; i < stepCount; i++) {
const { tangent, hitSurface, hitObject } = moveCircle(
this,
vec2.clone(delta),
intersecting,
);
if (hitSurface) {
delta = vec2.scale(delta, tangent!, vec2.length(delta));
lastHit = hitObject;
}
}
return lastHit;
return { hitObject, velocity: lastVelocity };
}
public toArray(): Array<any> {