Improve physics

This commit is contained in:
schmelczerandras 2020-10-06 09:26:56 +02:00
parent 8b87b68dae
commit ec0b700313
14 changed files with 181 additions and 71 deletions

View file

@ -1,9 +1,18 @@
import { vec2 } from 'gl-matrix';
import { Circle, clamp, GameObject, settings } from 'shared';
import {
Circle,
clamp,
CommandExecutors,
GameObject,
settings,
StepCommand,
} from 'shared';
import { Physical } from '../physics/physical';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { moveCircle } from '../physics/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
export class CirclePhysical implements Circle, Physical {
readonly isInverted = false;
@ -18,9 +27,18 @@ export class CirclePhysical implements Circle, Physical {
return this._isAirborne;
}
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
};
private _boundingBox: BoundingBox;
constructor(private _center: vec2, private _radius: number, private owner: GameObject) {
constructor(
private _center: vec2,
private _radius: number,
public owner: GameObject,
private readonly container: PhysicalContainer
) {
this._boundingBox = new BoundingBox(null);
this.recalculateBoundingBox();
}
@ -59,11 +77,11 @@ export class CirclePhysical implements Circle, Physical {
return vec2.distance(target.center, this.center) - this.radius - target.radius;
}
public areIntersecting(other: CirclePhysical): boolean {
public areIntersecting(other: Physical): boolean {
return other.distance(this.center) < this.radius;
}
public isInside(other: CirclePhysical): boolean {
public isInside(other: Physical): boolean {
return other.distance(this.center) < -this.radius;
}
@ -105,12 +123,13 @@ export class CirclePhysical implements Circle, Physical {
this.velocity = vec2.create();
}
/*public step(timeInMilliseconds: number): boolean {
public step(timeInMilliseconds: number): boolean {
vec2.scale(
this.velocity,
this.velocity,
Math.pow(settings.velocityAttenuation, timeInMilliseconds)
);
const distance = vec2.scale(vec2.create(), this.velocity, timeInMilliseconds);
const distanceLength = vec2.length(distance);
const stepCount = Math.ceil(distanceLength / settings.physicsMaxStep);
@ -119,22 +138,21 @@ export class CirclePhysical implements Circle, Physical {
let wasHit = false;
for (let i = 0; i < stepCount; i++) {
const { normal, tangent, hitSurface } = this.physics.tryMovingDynamicCircle(
const { normal, tangent, hitSurface } = moveCircle(
this,
distance
distance,
this.container.findIntersecting(this.boundingBox)
);
if (hitSurface) {
vec2.scale(this.velocity, tangent, vec2.dot(tangent, this.velocity));
wasHit = true;
}
this._isAirborne = !(
hitSurface && vec2.dot(normal, settings.gravitationalForce) < 0
);
this._isAirborne = hitSurface;
}
return wasHit;
}*/
}
public toJSON(): any {
const { center, radius } = this;