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

@ -1,5 +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,
};
};