Fix physics

This commit is contained in:
schmelczerandras 2020-10-12 20:49:17 +02:00
parent 37954e2ef1
commit f9f6825776
51 changed files with 832 additions and 541 deletions

View file

@ -1,20 +1,20 @@
import { vec2 } from 'gl-matrix';
import { Circle, clamp, GameObject, serializesTo, settings } from 'shared';
import { Circle, GameObject, serializesTo, settings } 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';
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
@serializesTo(Circle)
export class CirclePhysical implements Circle, Physical {
readonly isInverted = false;
export class CirclePhysical implements Circle, DynamicPhysical {
readonly canCollide = true;
readonly canMove = true;
private _isAirborne = true;
private velocity = vec2.create();
public velocity = vec2.create();
public get isAirborne(): boolean {
return this._isAirborne;
@ -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;
}
}