Update physics
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1b7dee4be0
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30 changed files with 447 additions and 552 deletions
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@ -3,123 +3,9 @@ import { Game } from './scripts/game';
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import { Random } from './scripts/helper/random';
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import './styles/main.scss';
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glMatrix.setMatrixArrayType(
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Array
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); /*
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}
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}
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glMatrix.setMatrixArrayType(Array);
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zeroes.forEach((z) => {
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const blueIndex = z.y * (width * 4) + z.x * 4 + 2;
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imageData.data[blueIndex] = 255;
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imageData.data[blueIndex - 1] = 255;
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imageData.data[blueIndex - 2] = 255;
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});
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console.log(errors);
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ctx.putImageData(imageData, 0, 0);
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};*/ //testSDF(); // extract as new image (data-uri)
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/*
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const testSDF = () => {
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Random.seed = 44;
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const objects: Array<TunnelShape> = [
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new TunnelShape(vec2.fromValues(20, 20), vec2.fromValues(40, 80), 10, 9),
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new TunnelShape(vec2.fromValues(40, 80), vec2.fromValues(60, 20), 9, 15),
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];
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const getPixelValue = (position: vec2) => {
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/*const k = 0.15;
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let res = Math.pow(2, -k * (vec2.distance(position, vec2.fromValues(20, 20)) - 20));
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res += Math.pow(2, -k * (vec2.distance(position, vec2.fromValues(40, 80)) - 30));
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res += Math.pow(2, -k * (vec2.distance(position, vec2.fromValues(60, 20)) - 20));
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res = -Math.log2(res) / k;
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return -res;
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*/ /*let min = 1000;
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for (const t of objects) {
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min = Math.min(min, t.distance(position));
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}
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if (min < 0) {
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// min = Math.min(min, vec2.distance(position, vec2.fromValues(40, 80 - 31.62)) - 31.62);
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}
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return -min;*/ /*
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const tree = new BoundingBoxTree([
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new BoundingBox(300, 550, 150, 550, 'A'),
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new BoundingBox(400, 800, 50, 200, 'B'),
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new BoundingBox(450, 500, 175, 185, 'C'),
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new BoundingBox(100, 200, 100, 500, 'D'),
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new BoundingBox(750, 950, 450, 600, 'E'),
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new BoundingBox(940, 1000, -2, 180, 'F'),
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new BoundingBox(960, 1050, 50, 190, 'G'),
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new BoundingBox(150, 900, 0, 575, 'H'),
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new BoundingBox(-10000, 10000, -10000, 10000, 'I'),
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]);
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tree.print();
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console.log(tree.findIntersecting(new BoundingBox(960, 1050, 50, 190, 'G')));
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*/ /*
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return -vec2.distance(position, vec2.fromValues(40, 40)) + 30;
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};
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/*
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const width = 80;
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const height = 100;
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const canvas = document.createElement('canvas');
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document.body.appendChild(canvas);
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// set desired size of transparent image
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canvas.width = width;
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canvas.height = height;
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const ctx = canvas.getContext('2d');
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const imageData = ctx.createImageData(width, height);
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const zeroes = [];
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for (let x = 0; x < width; x++) {
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console.log(x);
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for (let y = 0; y < height; y++) {
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const position = vec2.fromValues(x, y);
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const redIndex = y * (width * 4) + x * 4;
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const dist = getPixelValue(position);
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if (Math.abs(dist) < 1.5) {
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zeroes.push(position);
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}
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const blueIndex = y * (width * 4) + x * 4 + 2;
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//imageData.data[blueIndex] = dist * 10;
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imageData.data[redIndex + 3] = 255;
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}
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}
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ctx.putImageData(imageData, 0, 0);
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console.log(zeroes);
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const errors = [];
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for (let x = 0; x < width; x++) {
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console.log('verify ', x);
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for (let y = 0; y < height; y++) {
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const position = vec2.fromValues(x, y);
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const dist = getPixelValue(position);
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const realDistance = zeroes.map((z) => vec2.distance(z, position)).sort()[0];
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if (Math.abs(realDistance - dist) < 3) {
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const greenIndex = y * (width * 4) + x * 4 + 1;
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imageData.data[greenIndex] = 255;
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} else if (dist >= 0) {
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const redIndex = y * (width * 4) + x * 4;
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errors.push(realDistance - dist);
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imageData.data[redIndex] = 255;
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}
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/*if (zeroes.find((z) => vec2.distance(z, position) < dist) !== undefined) {
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const blueIndex = y * (width * 4) + x * 4 + 2;
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imageData.data[blueIndex] = 255;
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}*/ const main = async () => {
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const main = async () => {
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try {
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Random.seed = 42;
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await new Game().start();
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