Fix physics
This commit is contained in:
parent
37954e2ef1
commit
f9f6825776
51 changed files with 832 additions and 541 deletions
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@ -1,3 +0,0 @@
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.dockerignore
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Dockerfile
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node_modules
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@ -1,11 +0,0 @@
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FROM node:14.13.0-alpine3.10
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COPY package.json .
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RUN npm install --production
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COPY dist/main.js main.js
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EXPOSE 3000
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CMD [ "node", "main.js" ]
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@ -1,22 +0,0 @@
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version: '3.8'
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services:
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decla-red-server:
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init: true
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image: schmelczera/decla-red-server
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networks:
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- network
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deploy:
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resources:
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limits:
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cpus: '1.0'
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memory: 256M
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reservations:
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cpus: '0.25'
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memory: 256M
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restart_policy:
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condition: on-failure
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window: 30s
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networks:
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network:
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@ -7,7 +7,6 @@ import {
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Random,
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TransportEvents,
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deserialize,
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StepCommand,
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settings,
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} from 'shared';
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import './index.html';
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@ -25,9 +24,6 @@ Random.seed = 42;
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const objects = new PhysicalContainer();
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createDungeon(objects);
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createDungeon(objects);
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createDungeon(objects);
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createDungeon(objects);
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objects.initialize();
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@ -88,8 +84,7 @@ let deltas: Array<number> = [];
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const handlePhysics = () => {
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const delta = deltaTimeCalculator.getNextDeltaTimeInMilliseconds();
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deltas.push(delta);
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const step = new StepCommand(delta);
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if (deltas.length > 100) {
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if (deltas.length > 1000) {
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deltas.sort((a, b) => a - b);
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console.log(`Median physics time: ${deltas[50].toFixed(2)} ms`);
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console.log(
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@ -99,17 +94,8 @@ const handlePhysics = () => {
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console.log(players.map((p) => p.latency));
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}
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if (deltas.length > 100) {
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deltas.sort((a, b) => a - b);
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console.log(`Median physics time: ${deltas[50].toFixed(2)} ms`);
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console.log(
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`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
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);
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deltas = [];
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}
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objects.sendCommand(step);
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players.forEach((p) => p.sendCommand(step));
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objects.stepObjects(delta);
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players.forEach((p) => p.sendObjects());
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const physicsDelta = deltaTimeCalculator.getDeltaTimeInMilliseconds();
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deltas.push(physicsDelta);
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@ -1,45 +1,127 @@
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import { vec2, vec3 } from 'gl-matrix';
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import { Random } from 'shared';
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import { last, Random, settings } from 'shared';
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import { LampPhysical } from '../objects/lamp-physical';
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import { TunnelPhysical } from '../objects/tunnel-physical';
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import { StonePhysical } from '../objects/stone-physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { Physical } from '../physics/physical';
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export const createDungeon = (objects: PhysicalContainer) => {
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let previousRadius = 350;
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let previousEnd = vec2.create();
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export const createDungeon = (objectContainer: PhysicalContainer) => {
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const width = 100000;
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const height = 10000;
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const objects: Array<Physical> = [];
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const lights: Array<Physical> = [];
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let tunnelsCountSinceLastLight = 0;
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let previousEnd = vec2.fromValues(-width / 2, 0);
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while (previousEnd.x < width / 2) {
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const { stone, end } = createFloorElement(previousEnd);
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objects.push(stone);
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previousEnd = end;
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}
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const calculateDistanceField = (target: vec2): number =>
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objects.reduce((min, i) => (min = Math.min(min, i.distance(target))), 1000);
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for (let i = 0; i < 50000; i += 500) {
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const deltaHeight = (Random.getRandom() - 0.5) * 500;
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const height = previousEnd.y + deltaHeight;
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const currentEnd = vec2.fromValues(i, height);
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const currentToRadius = Random.getRandom() * 300 + 150;
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for (let i = 0; i < 400; i++) {
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let position: vec2;
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const tunnel = new TunnelPhysical(
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previousEnd,
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currentEnd,
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previousRadius,
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currentToRadius,
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do {
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position = vec2.fromValues(
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Random.getRandomInRange(-width / 2, width / 2),
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Random.getRandomInRange(0, height),
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);
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} while (
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calculateDistanceField(position) < 600 ||
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calculateDistanceField(position) > 2000
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);
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objects.addObject(tunnel);
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if (++tunnelsCountSinceLastLight > 3 && Random.getRandom() > 0.7) {
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objects.addObject(
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new LampPhysical(
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currentEnd,
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vec3.normalize(
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vec3.create(),
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vec3.fromValues(Random.getRandom(), 0, Random.getRandom()),
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),
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0.5,
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),
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);
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tunnelsCountSinceLastLight = 0;
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}
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previousEnd = currentEnd;
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previousRadius = currentToRadius;
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objects.push(
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createBlob(
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position,
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Random.getRandomInRange(200, 2000),
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Random.getRandomInRange(100, 500),
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Random.getRandomInRange(10, 40),
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),
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);
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}
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let tryCount = 0;
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lightGeneration: for (let i = 0; i < 300; i++) {
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console.log(i);
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let position: vec2;
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do {
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position = vec2.fromValues(
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Random.getRandomInRange(-width / 2, width / 2),
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Random.getRandomInRange(-1000, height),
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);
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if (tryCount++ > 1e4) {
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break lightGeneration;
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}
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} while (
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calculateDistanceField(position) < 200 ||
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lights.find((l) => l.distance(position) < 1200)
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);
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lights.push(
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new LampPhysical(
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position,
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vec3.normalize(
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vec3.create(),
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vec3.fromValues(
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Random.getRandomInRange(0.5, 1),
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0,
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Random.getRandomInRange(0.5, 1),
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),
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),
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Random.getRandomInRange(0.75, 1.5),
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),
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);
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}
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[...objects, ...lights].forEach((o) => objectContainer.addObject(o));
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};
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const createBlob = (
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center: vec2,
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width: number,
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height: number,
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randomness: number,
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): StonePhysical => {
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const vertices = [];
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for (let i = 0; i < settings.polygonEdgeCount; i++) {
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vertices.push(
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vec2.fromValues(
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center.x +
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(width / 2) * Math.cos((i / settings.polygonEdgeCount) * -Math.PI * 2) +
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Random.getRandomInRange(-randomness, randomness),
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center.y +
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(height / 2) * Math.sin((i / settings.polygonEdgeCount) * -Math.PI * 2) +
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Random.getRandomInRange(-randomness, randomness),
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),
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);
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}
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return new StonePhysical(vertices);
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};
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const createFloorElement = (
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start: vec2,
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): {
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stone: StonePhysical;
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end: vec2;
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} => {
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const vertices: Array<vec2> = [vec2.fromValues(start.x, -10000), start];
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let previousX = start.x;
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let previousY = start.y;
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for (let i = 0; i < settings.polygonEdgeCount - 3; i++) {
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previousX += Random.getRandomInRange(200, 800);
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previousY += Random.getRandomInRange(-100, 100);
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vertices.push(vec2.fromValues(previousX, previousY));
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}
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const end = last(vertices)!;
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vertices.push(vec2.fromValues(end.x, -10000));
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return {
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stone: new StonePhysical(vertices),
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end,
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};
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};
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@ -2,25 +2,22 @@ import { vec2 } from 'gl-matrix';
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import {
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id,
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CharacterBase,
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StepCommand,
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settings,
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CommandExecutors,
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MoveActionCommand,
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serializesTo,
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clamp,
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last,
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Circle,
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} from 'shared';
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import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { CirclePhysical } from './circle-physical';
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import { Physical } from '../physics/physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { Spring } from './spring';
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@serializesTo(CharacterBase)
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export class CharacterPhysical extends CharacterBase implements Physical {
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export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
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public readonly canCollide = true;
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public readonly isInverted = false;
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public readonly canMove = true;
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private jumpEnergyLeft = settings.defaultJumpEnergy;
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@ -32,17 +29,19 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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private movementActions: Array<MoveActionCommand> = [];
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
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protected commandExecutors: CommandExecutors = {
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[StepCommand.type]: this.step.bind(this),
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[MoveActionCommand.type]: (c: MoveActionCommand) => this.movementActions.push(c),
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};
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public handleMovementAction(c: MoveActionCommand) {
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this.movementActions.push(c);
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}
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private static readonly headOffset = vec2.fromValues(0, 40);
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private static readonly leftFootOffset = vec2.fromValues(-20, -35);
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private static readonly rightFootOffset = vec2.fromValues(20, -35);
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constructor(private readonly container: PhysicalContainer) {
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super(id());
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constructor(
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public readonly colorIndex: number,
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private readonly container: PhysicalContainer,
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) {
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super(id(), colorIndex);
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this.head = new CirclePhysical(
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vec2.clone(CharacterPhysical.headOffset),
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50,
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@ -76,7 +75,7 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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return this._boundingBox;
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}
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public get gameObject(): CharacterPhysical {
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public get gameObject(): this {
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return this;
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}
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@ -84,6 +83,10 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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return this.head.center;
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}
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public get velocity(): vec2 {
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return this.head.velocity;
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}
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public distance(target: vec2): number {
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return (
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Math.min(
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@ -113,11 +116,11 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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return direction;
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}
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public step(c: StepCommand) {
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const deltaTime = c.deltaTimeInMiliseconds / 1000;
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public step(deltaTimeInMiliseconds: number) {
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const deltaTime = deltaTimeInMiliseconds / 1000;
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const direction = this.sumAndResetMovementActions();
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const isAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
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const feetAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
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const isAirborne = feetAirborne && this.head.isAirborne;
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this.jumpEnergyLeft += isAirborne ? -deltaTime : deltaTime;
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this.jumpEnergyLeft = clamp(this.jumpEnergyLeft, 0, settings.defaultJumpEnergy);
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@ -129,52 +132,80 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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vec2.fromValues(xMax, yMax),
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);
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const sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(sumBody, sumBody, this.rightFoot.center);
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vec2.scale(sumBody, sumBody, 1 / 3);
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const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
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Spring.step(new Circle(headPosition, 0), this.head, 0, 30, deltaTime);
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const footDistance = vec2.distance(
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CharacterPhysical.headOffset,
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CharacterPhysical.leftFootOffset,
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);
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Spring.step(
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new Circle(this.head.center, this.head.radius),
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this.leftFoot,
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footDistance,
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25,
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deltaTime,
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);
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Spring.step(
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new Circle(this.head.center, this.head.radius),
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this.rightFoot,
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footDistance,
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25,
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deltaTime,
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);
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Spring.step(
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this.leftFoot,
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this.rightFoot,
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vec2.distance(CharacterPhysical.leftFootOffset, CharacterPhysical.rightFootOffset),
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100,
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300,
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deltaTime,
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);
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this.head.applyForce(movementForce, deltaTime);
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this.leftFoot.applyForce(movementForce, deltaTime);
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this.rightFoot.applyForce(movementForce, deltaTime);
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this.applyForce(this.head, movementForce, deltaTime);
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this.applyForce(this.leftFoot, movementForce, deltaTime);
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this.applyForce(this.rightFoot, movementForce, deltaTime);
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this.head.applyForce(settings.gravitationalForce, deltaTime);
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this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
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this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
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if (feetAirborne) {
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this.applyForce(this.head, settings.gravitationalForce, deltaTime);
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}
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this.applyForce(this.leftFoot, settings.gravitationalForce, deltaTime);
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this.applyForce(this.rightFoot, settings.gravitationalForce, deltaTime);
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this.head.step(deltaTime);
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this.leftFoot.step(deltaTime);
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this.rightFoot.step(deltaTime);
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this.head.step2(deltaTime);
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this.leftFoot.step2(deltaTime);
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this.rightFoot.step2(deltaTime);
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let sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(sumBody, sumBody, this.rightFoot.center);
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vec2.scale(sumBody, sumBody, 1 / 3);
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const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
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const headDelta = vec2.subtract(headPosition, headPosition, this.head.center);
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vec2.scale(headDelta, headDelta, 0.5);
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this.head.tryMove(headDelta);
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sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(sumBody, sumBody, this.rightFoot.center);
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vec2.scale(sumBody, sumBody, 1 / 3);
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const leftFootPosition = vec2.add(
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vec2.create(),
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sumBody,
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CharacterPhysical.leftFootOffset,
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);
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const leftFootDelta = vec2.subtract(
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leftFootPosition,
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leftFootPosition,
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this.leftFoot.center,
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);
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vec2.scale(leftFootDelta, leftFootDelta, 1);
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this.leftFoot.tryMove(leftFootDelta);
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const rightFootPosition = vec2.add(
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vec2.create(),
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sumBody,
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CharacterPhysical.rightFootOffset,
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);
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const rightFootDelta = vec2.subtract(
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rightFootPosition,
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rightFootPosition,
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this.rightFoot.center,
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);
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vec2.scale(rightFootDelta, rightFootDelta, 1);
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this.rightFoot.tryMove(rightFootDelta);
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}
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public applyForce(circle: CirclePhysical, force: vec2, timeInSeconds: number) {
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vec2.add(
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circle.velocity,
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circle.velocity,
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vec2.scale(vec2.create(), force, timeInSeconds),
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);
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vec2.set(
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circle.velocity,
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clamp(circle.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
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clamp(circle.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
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);
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}
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public destroy() {
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|
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@ -1,20 +1,20 @@
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import { vec2 } from 'gl-matrix';
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import { Circle, clamp, GameObject, serializesTo, settings } from 'shared';
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import { Circle, GameObject, serializesTo, 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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import { moveCircle } from '../physics/move-circle';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
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@serializesTo(Circle)
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export class CirclePhysical implements Circle, Physical {
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readonly isInverted = false;
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export class CirclePhysical implements Circle, DynamicPhysical {
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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 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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@ -27,6 +27,7 @@ export class CirclePhysical implements Circle, Physical {
|
|||
private _radius: number,
|
||||
public owner: GameObject,
|
||||
private readonly container: PhysicalContainer,
|
||||
private restitution = 0,
|
||||
) {
|
||||
this._boundingBox = new BoundingBox();
|
||||
this.recalculateBoundingBox();
|
||||
|
|
@ -74,19 +75,6 @@ export class CirclePhysical implements Circle, Physical {
|
|||
return other.distance(this.center) < -this.radius;
|
||||
}
|
||||
|
||||
public getPerimeterPoints(count: number): Array<vec2> {
|
||||
const result: Array<vec2> = [];
|
||||
for (let i = 0; i < count; i++) {
|
||||
result.push(
|
||||
vec2.fromValues(
|
||||
Math.cos((2 * Math.PI * i) / count) * this.radius + this.center.x,
|
||||
Math.sin((2 * Math.PI * i) / count) * this.radius + this.center.y,
|
||||
),
|
||||
);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
private recalculateBoundingBox() {
|
||||
this._boundingBox.xMin = this.center.x - this._radius;
|
||||
this._boundingBox.xMax = this.center.x + this._radius;
|
||||
|
|
@ -100,48 +88,75 @@ export class CirclePhysical implements Circle, Physical {
|
|||
this.velocity,
|
||||
vec2.scale(vec2.create(), force, timeInSeconds),
|
||||
);
|
||||
|
||||
vec2.set(
|
||||
this.velocity,
|
||||
clamp(this.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
|
||||
clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
|
||||
);
|
||||
}
|
||||
|
||||
public resetVelocity() {
|
||||
this.velocity = vec2.create();
|
||||
}
|
||||
public step(deltaTime: number) {}
|
||||
|
||||
public step(deltaTimeInSeconds: number): boolean {
|
||||
public step2(deltaTimeInSeconds: number): boolean {
|
||||
vec2.scale(
|
||||
this.velocity,
|
||||
this.velocity,
|
||||
Math.pow(settings.velocityAttenuation, deltaTimeInSeconds),
|
||||
);
|
||||
|
||||
const distance = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
|
||||
const delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
|
||||
|
||||
const distanceLength = vec2.length(distance);
|
||||
const stepCount = Math.ceil(distanceLength / settings.physicsMaxStep);
|
||||
vec2.scale(distance, distance, 1 / stepCount);
|
||||
const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
|
||||
vec2.scale(delta, delta, 1 / stepCount);
|
||||
|
||||
let wasHit = false;
|
||||
|
||||
for (let i = 0; i < stepCount; i++) {
|
||||
const { tangent, hitSurface } = moveCircle(
|
||||
this,
|
||||
vec2.clone(distance),
|
||||
this.container.findIntersecting(this.boundingBox),
|
||||
const distance = vec2.scale(
|
||||
vec2.create(),
|
||||
this.velocity,
|
||||
deltaTimeInSeconds / stepCount,
|
||||
);
|
||||
this.radius += vec2.length(distance);
|
||||
const intersecting = this.container.findIntersecting(this.boundingBox);
|
||||
this.radius -= vec2.length(distance);
|
||||
|
||||
const { normal, hitSurface } = moveCircle(this, vec2.clone(distance), intersecting);
|
||||
|
||||
if (hitSurface) {
|
||||
vec2.scale(this.velocity, tangent!, vec2.dot(tangent!, this.velocity));
|
||||
if (
|
||||
vec2.length(this.velocity) <
|
||||
settings.frictionMinVelocity * deltaTimeInSeconds
|
||||
) {
|
||||
this.velocity = vec2.create();
|
||||
}
|
||||
vec2.subtract(
|
||||
this.velocity,
|
||||
this.velocity,
|
||||
vec2.scale(
|
||||
normal!,
|
||||
normal!,
|
||||
(1 + this.restitution) * vec2.dot(normal!, this.velocity),
|
||||
),
|
||||
);
|
||||
|
||||
wasHit = true;
|
||||
}
|
||||
}
|
||||
|
||||
this._isAirborne = !wasHit;
|
||||
return wasHit;
|
||||
}
|
||||
|
||||
public tryMove(delta: vec2) {
|
||||
const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
|
||||
vec2.scale(delta, delta, 1 / stepCount);
|
||||
|
||||
let wasHit = false;
|
||||
|
||||
for (let i = 0; i < stepCount; i++) {
|
||||
this.radius += vec2.length(delta);
|
||||
const intersecting = this.container.findIntersecting(this.boundingBox);
|
||||
this.radius -= vec2.length(delta);
|
||||
|
||||
const { normal, hitSurface } = moveCircle(this, vec2.clone(delta), intersecting);
|
||||
|
||||
if (hitSurface) {
|
||||
vec2.subtract(
|
||||
delta,
|
||||
delta,
|
||||
vec2.scale(normal!, normal!, vec2.dot(normal!, delta)),
|
||||
);
|
||||
|
||||
wasHit = true;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,13 +2,11 @@ import { vec2, vec3 } from 'gl-matrix';
|
|||
import { LampBase, settings, id, serializesTo } from 'shared';
|
||||
|
||||
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
|
||||
|
||||
import { Physical } from '../physics/physical';
|
||||
import { StaticPhysical } from '../physics/containers/static-physical';
|
||||
|
||||
@serializesTo(LampBase)
|
||||
export class LampPhysical extends LampBase implements Physical {
|
||||
export class LampPhysical extends LampBase implements StaticPhysical {
|
||||
public readonly canCollide = false;
|
||||
public readonly isInverted = false;
|
||||
public readonly canMove = false;
|
||||
|
||||
constructor(center: vec2, color: vec3, lightness: number) {
|
||||
|
|
@ -30,12 +28,11 @@ export class LampPhysical extends LampBase implements Physical {
|
|||
return this._boundingBox;
|
||||
}
|
||||
|
||||
public get gameObject(): LampPhysical {
|
||||
public get gameObject(): this {
|
||||
return this;
|
||||
}
|
||||
|
||||
// todo
|
||||
public distance(_: vec2): number {
|
||||
return 0;
|
||||
public distance(target: vec2): number {
|
||||
return vec2.distance(this.center, target);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
67
backend/src/objects/projectile-physical.ts
Normal file
67
backend/src/objects/projectile-physical.ts
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import {
|
||||
id,
|
||||
settings,
|
||||
serializesTo,
|
||||
ProjectileBase,
|
||||
GameObject,
|
||||
rotate90Deg,
|
||||
} from 'shared';
|
||||
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
|
||||
import { CirclePhysical } from './circle-physical';
|
||||
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
|
||||
import { PhysicalContainer } from '../physics/containers/physical-container';
|
||||
|
||||
@serializesTo(ProjectileBase)
|
||||
export class ProjectilePhysical extends ProjectileBase implements DynamicPhysical {
|
||||
public readonly canCollide = true;
|
||||
public readonly canMove = true;
|
||||
|
||||
public object: CirclePhysical;
|
||||
|
||||
constructor(
|
||||
center: vec2,
|
||||
radius: number,
|
||||
private velocity: vec2,
|
||||
readonly container: PhysicalContainer,
|
||||
) {
|
||||
super(id(), center, radius);
|
||||
this.object = new CirclePhysical(center, radius, this, container, 0.9);
|
||||
}
|
||||
|
||||
private _boundingBox?: ImmutableBoundingBox;
|
||||
|
||||
public get boundingBox(): ImmutableBoundingBox {
|
||||
if (!this._boundingBox) {
|
||||
this._boundingBox = (this.object as CirclePhysical).boundingBox;
|
||||
}
|
||||
|
||||
return this._boundingBox;
|
||||
}
|
||||
|
||||
public get gameObject(): this {
|
||||
return this;
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
return this.object.distance(target);
|
||||
}
|
||||
|
||||
public onCollision(normal: vec2, other: GameObject) {
|
||||
const tangent = rotate90Deg(normal);
|
||||
vec2.scale(this.velocity, tangent, vec2.dot(tangent, this.velocity));
|
||||
}
|
||||
|
||||
public step(deltaTimeInMiliseconds: number) {
|
||||
const deltaTime = deltaTimeInMiliseconds / 1000;
|
||||
|
||||
vec2.add(
|
||||
this.velocity,
|
||||
this.velocity,
|
||||
vec2.scale(vec2.create(), settings.gravitationalForce, deltaTime),
|
||||
);
|
||||
|
||||
this.object.velocity = this.velocity;
|
||||
this.object.step2(deltaTime);
|
||||
}
|
||||
}
|
||||
78
backend/src/objects/stone-physical.ts
Normal file
78
backend/src/objects/stone-physical.ts
Normal file
|
|
@ -0,0 +1,78 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { clamp01, id, serializesTo, StoneBase } from 'shared';
|
||||
|
||||
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
|
||||
import { StaticPhysical } from '../physics/containers/static-physical';
|
||||
|
||||
@serializesTo(StoneBase)
|
||||
export class StonePhysical extends StoneBase implements StaticPhysical {
|
||||
public readonly canCollide = true;
|
||||
public readonly canMove = false;
|
||||
|
||||
private _boundingBox?: ImmutableBoundingBox;
|
||||
|
||||
constructor(vertices: Array<vec2>) {
|
||||
super(id(), vertices);
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
const startEnd = this.vertices[0];
|
||||
let vb = startEnd;
|
||||
|
||||
let d = vec2.squaredDistance(target, vb);
|
||||
let sign = 1;
|
||||
|
||||
for (let i = 1; i <= this.vertices.length; i++) {
|
||||
const va = vb;
|
||||
vb = i === this.vertices.length ? startEnd : this.vertices[i];
|
||||
const targetFromDelta = vec2.subtract(vec2.create(), target, va);
|
||||
const toFromDelta = vec2.subtract(vec2.create(), vb, va);
|
||||
const h = clamp01(
|
||||
vec2.dot(targetFromDelta, toFromDelta) / vec2.squaredLength(toFromDelta),
|
||||
);
|
||||
|
||||
const ds = vec2.fromValues(
|
||||
vec2.dist(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)),
|
||||
toFromDelta.x * targetFromDelta.y - toFromDelta.y * targetFromDelta.x,
|
||||
);
|
||||
|
||||
if (
|
||||
(target.y >= va.y && target.y < vb.y && ds.y > 0) ||
|
||||
(target.y < va.y && target.y >= vb.y && ds.y <= 0)
|
||||
) {
|
||||
sign *= -1;
|
||||
}
|
||||
|
||||
d = Math.min(d, ds.x);
|
||||
}
|
||||
|
||||
return sign * d;
|
||||
}
|
||||
|
||||
public get boundingBox(): ImmutableBoundingBox {
|
||||
if (!this._boundingBox) {
|
||||
const { xMin, xMax, yMin, yMax } = this.vertices.reduce(
|
||||
(extremities, vertex) => ({
|
||||
xMin: Math.min(extremities.xMin, vertex.x),
|
||||
xMax: Math.max(extremities.xMax, vertex.x),
|
||||
yMin: Math.min(extremities.yMin, vertex.y),
|
||||
yMax: Math.max(extremities.yMax, vertex.y),
|
||||
}),
|
||||
{
|
||||
xMin: Infinity,
|
||||
xMax: -Infinity,
|
||||
yMin: Infinity,
|
||||
yMax: -Infinity,
|
||||
},
|
||||
);
|
||||
|
||||
this._boundingBox = new ImmutableBoundingBox(xMin, xMax, yMin, yMax);
|
||||
}
|
||||
|
||||
return this._boundingBox;
|
||||
}
|
||||
|
||||
public get gameObject(): this {
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,48 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { clamp01, mix, TunnelBase, id, serializesTo } from 'shared';
|
||||
|
||||
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
|
||||
import { StaticPhysical } from '../physics/containers/static-physical-object';
|
||||
|
||||
@serializesTo(TunnelBase)
|
||||
export class TunnelPhysical extends TunnelBase implements StaticPhysical {
|
||||
public readonly canCollide = true;
|
||||
public readonly isInverted = true;
|
||||
public readonly canMove = false;
|
||||
|
||||
private _boundingBox?: ImmutableBoundingBox;
|
||||
|
||||
constructor(from: vec2, to: vec2, fromRadius: number, toRadius: number) {
|
||||
super(id(), from, to, fromRadius, toRadius);
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
const toFromDelta = vec2.subtract(vec2.create(), this.to, this.from);
|
||||
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
|
||||
|
||||
const h = clamp01(
|
||||
vec2.dot(targetFromDelta, toFromDelta) / vec2.dot(toFromDelta, toFromDelta),
|
||||
);
|
||||
|
||||
return (
|
||||
vec2.distance(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)) -
|
||||
mix(this.fromRadius, this.toRadius, h)
|
||||
);
|
||||
}
|
||||
|
||||
public get boundingBox(): ImmutableBoundingBox {
|
||||
if (!this._boundingBox) {
|
||||
const xMin = Math.min(this.from.x - this.fromRadius, this.to.x - this.toRadius);
|
||||
const yMin = Math.min(this.from.y - this.fromRadius, this.to.y - this.toRadius);
|
||||
const xMax = Math.max(this.from.x + this.fromRadius, this.to.x + this.toRadius);
|
||||
const yMax = Math.max(this.from.y + this.fromRadius, this.to.y + this.toRadius);
|
||||
this._boundingBox = new ImmutableBoundingBox(xMin, xMax, yMin, yMax);
|
||||
}
|
||||
|
||||
return this._boundingBox;
|
||||
}
|
||||
|
||||
public get gameObject(): TunnelPhysical {
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
|
@ -8,6 +8,8 @@ export class BoundingBoxBase {
|
|||
protected _yMax: number = 0,
|
||||
) {}
|
||||
|
||||
[key: number]: number | undefined;
|
||||
|
||||
public get 0(): number {
|
||||
return this._xMin;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,21 +1,25 @@
|
|||
import { Physical } from '../physical';
|
||||
import { DynamicPhysical } from '../dynamic-physical';
|
||||
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
|
||||
|
||||
export class BoundingBoxList {
|
||||
constructor(private objects: Array<Physical> = []) {}
|
||||
constructor(private objects: Array<DynamicPhysical> = []) {}
|
||||
|
||||
public insert(object: Physical) {
|
||||
public insert(object: DynamicPhysical) {
|
||||
this.objects.push(object);
|
||||
}
|
||||
|
||||
public remove(object: Physical) {
|
||||
public remove(object: DynamicPhysical) {
|
||||
this.objects.splice(
|
||||
this.objects.findIndex((i) => i === object),
|
||||
1,
|
||||
);
|
||||
}
|
||||
|
||||
public findIntersecting(boundingBox: BoundingBoxBase): Array<Physical> {
|
||||
public forEach(func: (object: DynamicPhysical) => unknown) {
|
||||
this.objects.forEach(func);
|
||||
}
|
||||
|
||||
public findIntersecting(boundingBox: BoundingBoxBase): Array<DynamicPhysical> {
|
||||
return this.objects.filter((b) => b.boundingBox.intersects(boundingBox));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,15 +1,15 @@
|
|||
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
|
||||
import { StaticPhysical } from './static-physical-object';
|
||||
import { StaticPhysical } from './static-physical';
|
||||
// source: https://github.com/ubilabs/kd-tree-javascript/blob/master/kdTree.js
|
||||
|
||||
class Node {
|
||||
public left?: Node = null;
|
||||
public right?: Node = null;
|
||||
constructor(public object: StaticPhysical, public parent: Node) {}
|
||||
public left: Node | null = null;
|
||||
public right: Node | null = null;
|
||||
constructor(public object: StaticPhysical, public parent: Node | null) {}
|
||||
}
|
||||
|
||||
export class BoundingBoxTree {
|
||||
root?: Node;
|
||||
root?: Node | null;
|
||||
|
||||
constructor(objects: Array<StaticPhysical> = []) {
|
||||
this.build(objects);
|
||||
|
|
@ -22,8 +22,8 @@ export class BoundingBoxTree {
|
|||
private buildRecursive(
|
||||
objects: Array<StaticPhysical>,
|
||||
depth: number,
|
||||
parent: Node,
|
||||
): Node {
|
||||
parent: Node | null,
|
||||
): Node | null {
|
||||
if (objects.length === 0) {
|
||||
return null;
|
||||
}
|
||||
|
|
@ -34,7 +34,7 @@ export class BoundingBoxTree {
|
|||
|
||||
const dimension = depth % 4;
|
||||
|
||||
objects.sort((a, b) => a.boundingBox[dimension] - b.boundingBox[dimension]);
|
||||
objects.sort((a, b) => a.boundingBox[dimension]! - b.boundingBox[dimension]!);
|
||||
|
||||
const median = Math.floor(objects.length / 2);
|
||||
|
||||
|
|
@ -54,7 +54,9 @@ export class BoundingBoxTree {
|
|||
const node = new Node(object, insertPosition);
|
||||
const dimension = depth % 4;
|
||||
|
||||
if (object.boundingBox[dimension] < insertPosition.object.boundingBox[dimension]) {
|
||||
if (
|
||||
object.boundingBox[dimension]! < insertPosition.object.boundingBox[dimension]!
|
||||
) {
|
||||
insertPosition.left = node;
|
||||
} else {
|
||||
insertPosition.right = node;
|
||||
|
|
@ -63,14 +65,14 @@ export class BoundingBoxTree {
|
|||
}
|
||||
|
||||
public findIntersecting(boundingBox: BoundingBoxBase): Array<StaticPhysical> {
|
||||
const maybeResults = this.findMaybeIntersecting(boundingBox, this.root, 0);
|
||||
const maybeResults = this.findMaybeIntersecting(boundingBox, this.root!, 0);
|
||||
const results = maybeResults.filter((b) => b.boundingBox.intersects(boundingBox));
|
||||
return results;
|
||||
}
|
||||
|
||||
private findMaybeIntersecting(
|
||||
boundingBox: BoundingBoxBase,
|
||||
node: Node,
|
||||
node: Node | null,
|
||||
depth: number,
|
||||
): Array<StaticPhysical> {
|
||||
if (node === null) {
|
||||
|
|
@ -102,17 +104,17 @@ export class BoundingBoxTree {
|
|||
|
||||
private findParent(
|
||||
object: StaticPhysical,
|
||||
node: Node,
|
||||
node: Node | null | undefined,
|
||||
depth: number,
|
||||
parent: Node,
|
||||
): [Node, number] {
|
||||
if (node === null) {
|
||||
parent: Node | null,
|
||||
): [Node | null, number] {
|
||||
if (!node) {
|
||||
return [parent, depth - 1];
|
||||
}
|
||||
|
||||
const dimension = depth % 4;
|
||||
|
||||
if (object.boundingBox[dimension] < node.object.boundingBox[dimension]) {
|
||||
if (object.boundingBox[dimension]! < node.object.boundingBox[dimension]!) {
|
||||
return this.findParent(object, node.left, depth + 1, node);
|
||||
}
|
||||
|
||||
|
|
|
|||
5
backend/src/physics/containers/dynamic-physical.ts
Normal file
5
backend/src/physics/containers/dynamic-physical.ts
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
import { Physical } from '../physical';
|
||||
|
||||
export interface DynamicPhysical extends Physical {
|
||||
step(deltaTimeInMilliseconds: number): void;
|
||||
}
|
||||
|
|
@ -1,11 +1,11 @@
|
|||
import { GameObject, Id } from 'shared';
|
||||
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
|
||||
|
||||
import { BoundingBoxList } from './bounding-box-list';
|
||||
import { BoundingBoxTree } from './bounding-box-tree';
|
||||
import { Command } from 'shared';
|
||||
|
||||
import { Physical } from '../physical';
|
||||
import { StaticPhysical } from './static-physical-object';
|
||||
import { StaticPhysical } from './static-physical';
|
||||
import { DynamicPhysical } from './dynamic-physical';
|
||||
|
||||
export class PhysicalContainer {
|
||||
private isTreeInitialized = false;
|
||||
|
|
@ -13,27 +13,12 @@ export class PhysicalContainer {
|
|||
private staticBoundingBoxes = new BoundingBoxTree();
|
||||
private dynamicBoundingBoxes = new BoundingBoxList();
|
||||
|
||||
protected objects: Map<Id, GameObject> = new Map();
|
||||
private objectsGroupedByAbilities: Map<string, Array<GameObject>> = new Map();
|
||||
|
||||
public initialize() {
|
||||
this.staticBoundingBoxes.build(this.staticBoundingBoxesWaitList);
|
||||
this.isTreeInitialized = true;
|
||||
}
|
||||
|
||||
public addObject(object: Physical) {
|
||||
this.objects.set(object.gameObject.id, object.gameObject);
|
||||
|
||||
for (const command of this.objectsGroupedByAbilities.keys()) {
|
||||
if (object.gameObject.reactsToCommand(command)) {
|
||||
this.objectsGroupedByAbilities.get(command).push(object.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
this.addPhysical(object);
|
||||
}
|
||||
|
||||
public addPhysical(physical: Physical) {
|
||||
public addObject(physical: Physical) {
|
||||
if (physical.canMove) {
|
||||
this.dynamicBoundingBoxes.insert(physical);
|
||||
} else {
|
||||
|
|
@ -45,39 +30,12 @@ export class PhysicalContainer {
|
|||
}
|
||||
}
|
||||
|
||||
public removeObject(object: Physical) {
|
||||
this.objects.delete(object.gameObject.id);
|
||||
|
||||
for (const command of this.objectsGroupedByAbilities.keys()) {
|
||||
if (object.gameObject.reactsToCommand(command)) {
|
||||
const array = this.objectsGroupedByAbilities.get(command);
|
||||
array.splice(
|
||||
array.findIndex((i) => i.id == object.gameObject.id),
|
||||
1,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
public removeObject(object: DynamicPhysical) {
|
||||
this.dynamicBoundingBoxes.remove(object);
|
||||
}
|
||||
|
||||
public sendCommand(e: Command) {
|
||||
if (!this.objectsGroupedByAbilities.has(e.type)) {
|
||||
this.createGroupForCommand(e.type);
|
||||
}
|
||||
|
||||
this.objectsGroupedByAbilities.get(e.type).forEach((o, _) => o.sendCommand(e));
|
||||
}
|
||||
|
||||
private createGroupForCommand(commandType: string) {
|
||||
const objectsReactingToCommand = [];
|
||||
this.objects.forEach((o, _) => {
|
||||
if (o.reactsToCommand(commandType)) {
|
||||
objectsReactingToCommand.push(o);
|
||||
}
|
||||
});
|
||||
|
||||
this.objectsGroupedByAbilities.set(commandType, objectsReactingToCommand);
|
||||
public stepObjects(deltaTimeInMilliseconds: number) {
|
||||
this.dynamicBoundingBoxes.forEach((o) => o.step(deltaTimeInMilliseconds));
|
||||
}
|
||||
|
||||
public findIntersecting(box: BoundingBoxBase): Array<Physical> {
|
||||
|
|
|
|||
|
|
@ -1,5 +1,5 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { rotate90Deg, settings } from 'shared';
|
||||
import { Circle, rotate90Deg } from 'shared';
|
||||
import { CirclePhysical } from '../objects/circle-physical';
|
||||
import { Physical } from './physical';
|
||||
|
||||
|
|
@ -13,71 +13,48 @@ export const moveCircle = (
|
|||
normal?: vec2;
|
||||
tangent?: vec2;
|
||||
} => {
|
||||
circle.center = vec2.add(circle.center, circle.center, delta);
|
||||
const nextCircle = new Circle(vec2.clone(circle.center), circle.radius);
|
||||
vec2.add(nextCircle.center, nextCircle.center, delta);
|
||||
|
||||
const intersecting = possibleIntersectors.filter(
|
||||
(b) =>
|
||||
b.gameObject !== circle.gameObject && circle.areIntersecting(b) && b.canCollide,
|
||||
possibleIntersectors = possibleIntersectors.filter(
|
||||
(b) => b.gameObject !== circle.gameObject && b.canCollide,
|
||||
);
|
||||
|
||||
if (intersecting.length === 0) {
|
||||
const getSdfAtPoint = (point: vec2): number => {
|
||||
return possibleIntersectors
|
||||
.filter((i) => i.canCollide)
|
||||
.reduce((min, i) => (min = Math.min(min, i.distance(point))), 1000);
|
||||
};
|
||||
|
||||
const sdfAtCenter = getSdfAtPoint(nextCircle.center);
|
||||
|
||||
if (sdfAtCenter > nextCircle.radius) {
|
||||
circle.center = vec2.add(circle.center, circle.center, delta);
|
||||
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: false,
|
||||
};
|
||||
}
|
||||
|
||||
const points = circle.getPerimeterPoints(settings.hitDetectionCirclePointCount);
|
||||
const dx =
|
||||
getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(1, 0))) -
|
||||
sdfAtCenter;
|
||||
const dy =
|
||||
getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0, 1))) -
|
||||
sdfAtCenter;
|
||||
const normal = vec2.fromValues(dx, dy);
|
||||
|
||||
const distancesOfPoints = points
|
||||
.map((point) => ({
|
||||
point,
|
||||
closest: intersecting
|
||||
.map((i) => ({
|
||||
inverted: i.isInverted,
|
||||
distance: i.distance(point),
|
||||
}))
|
||||
.sort((a, b) => a.distance - b.distance)[0],
|
||||
}))
|
||||
.filter((i) => i.closest);
|
||||
vec2.normalize(normal, normal);
|
||||
|
||||
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);
|
||||
|
||||
vec2.normalize(approxNormal, approxNormal);
|
||||
const rotatedNormal = rotate90Deg(normal);
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: true,
|
||||
normal: approxNormal,
|
||||
tangent: rotate90Deg(approxNormal),
|
||||
normal,
|
||||
tangent:
|
||||
vec2.dot(rotatedNormal, delta) < 0
|
||||
? vec2.scale(rotatedNormal, rotatedNormal, -1)
|
||||
: rotatedNormal,
|
||||
};
|
||||
};
|
||||
|
|
|
|||
|
|
@ -3,7 +3,6 @@ import { GameObject } from 'shared';
|
|||
import { BoundingBoxBase } from './bounding-boxes/bounding-box-base';
|
||||
|
||||
export interface Physical {
|
||||
readonly isInverted: boolean;
|
||||
readonly canCollide: boolean;
|
||||
readonly canMove: boolean;
|
||||
readonly boundingBox: BoundingBoxBase;
|
||||
|
|
|
|||
15
backend/src/players/player-color-service.ts
Normal file
15
backend/src/players/player-color-service.ts
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
import { settings } from 'shared';
|
||||
|
||||
const colorUsage: Array<boolean> = new Array(settings.playerColors.length).fill(false);
|
||||
|
||||
export const requestColor = (): number => {
|
||||
const index = colorUsage.findIndex((a) => !a);
|
||||
if (index >= 0) {
|
||||
colorUsage[index] = true;
|
||||
}
|
||||
return index + settings.playerColorIndexOffset;
|
||||
};
|
||||
|
||||
export const freeColor = (index: number) => {
|
||||
colorUsage[index - settings.playerColorIndexOffset] = false;
|
||||
};
|
||||
|
|
@ -1,3 +1,4 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import {
|
||||
CommandExecutors,
|
||||
CommandReceiver,
|
||||
|
|
@ -8,16 +9,19 @@ import {
|
|||
serialize,
|
||||
TransportEvents,
|
||||
UpdateObjectsCommand,
|
||||
StepCommand,
|
||||
SetAspectRatioActionCommand,
|
||||
calculateViewArea,
|
||||
SecondaryActionCommand,
|
||||
settings,
|
||||
} from 'shared';
|
||||
import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
|
||||
import { CharacterPhysical } from '../objects/character-physical';
|
||||
import { ProjectilePhysical } from '../objects/projectile-physical';
|
||||
|
||||
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
|
||||
import { PhysicalContainer } from '../physics/containers/physical-container';
|
||||
import { Physical } from '../physics/physical';
|
||||
import { requestColor, freeColor } from './player-color-service';
|
||||
|
||||
export class Player extends CommandReceiver {
|
||||
private character: CharacterPhysical;
|
||||
|
|
@ -42,10 +46,24 @@ export class Player extends CommandReceiver {
|
|||
}
|
||||
|
||||
protected commandExecutors: CommandExecutors = {
|
||||
[StepCommand.type]: this.sendObjects.bind(this),
|
||||
[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
|
||||
(this.aspectRatio = v.aspectRatio),
|
||||
[MoveActionCommand.type]: (c: MoveActionCommand) => this.character.sendCommand(c),
|
||||
[MoveActionCommand.type]: (c: MoveActionCommand) =>
|
||||
this.character.handleMovementAction(c),
|
||||
[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
|
||||
const start = vec2.clone(this.character.center);
|
||||
const direction = vec2.subtract(vec2.create(), c.position, start);
|
||||
vec2.normalize(direction, direction);
|
||||
vec2.add(
|
||||
start,
|
||||
start,
|
||||
vec2.scale(vec2.create(), direction, settings.projectileStartOffset),
|
||||
);
|
||||
const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
|
||||
vec2.add(velocity, velocity, this.character.velocity);
|
||||
const projectile = new ProjectilePhysical(start, 20, velocity, this.objects);
|
||||
this.objects.addObject(projectile);
|
||||
},
|
||||
};
|
||||
|
||||
constructor(
|
||||
|
|
@ -53,7 +71,8 @@ export class Player extends CommandReceiver {
|
|||
private readonly socket: SocketIO.Socket,
|
||||
) {
|
||||
super();
|
||||
this.character = new CharacterPhysical(objects);
|
||||
const colorIndex = requestColor();
|
||||
this.character = new CharacterPhysical(colorIndex, objects);
|
||||
this.objectsPreviouslyInViewArea.push(this.character);
|
||||
this.objectsInViewArea.push(this.character);
|
||||
|
||||
|
|
@ -70,7 +89,6 @@ export class Player extends CommandReceiver {
|
|||
);
|
||||
|
||||
this.measureLatency();
|
||||
|
||||
this.sendObjects();
|
||||
}
|
||||
|
||||
|
|
@ -89,6 +107,7 @@ export class Player extends CommandReceiver {
|
|||
const noLongerIntersecting = this.objectsPreviouslyInViewArea.filter(
|
||||
(o) => !this.objectsInViewArea.includes(o),
|
||||
);
|
||||
|
||||
this.objectsPreviouslyInViewArea = this.objectsInViewArea;
|
||||
|
||||
if (noLongerIntersecting.length > 0) {
|
||||
|
|
@ -113,7 +132,7 @@ export class Player extends CommandReceiver {
|
|||
);
|
||||
}
|
||||
|
||||
this.socket.emit(
|
||||
this.socket.volatile.emit(
|
||||
TransportEvents.ServerToPlayer,
|
||||
serialize(
|
||||
new UpdateObjectsCommand([
|
||||
|
|
@ -127,6 +146,7 @@ export class Player extends CommandReceiver {
|
|||
|
||||
public destroy() {
|
||||
this.isActive = false;
|
||||
freeColor(this.character.colorIndex);
|
||||
this.character.destroy();
|
||||
this.objects.removeObject(this.character);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue