Fix rounding issues in collision handling

This commit is contained in:
Matthias Schiffer 2018-11-04 22:02:19 +01:00
parent 34d7b2197b
commit 6a02ea105a
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
2 changed files with 56 additions and 40 deletions

View file

@ -6,7 +6,7 @@ import { loadMap } from '../view/map';
import { Renderer } from '../view/renderer/renderer';
import { SpriteView } from '../view/sprite';
import { LineSegment } from '../math/line';
import { LineSegment, Movement } from '../math/line';
import { getJSON } from '../util';
import { vec2 } from 'gl-matrix';
@ -40,10 +40,25 @@ export class GameContext {
private readonly entityMovement: vec2 = vec2.create();
private readonly walls: LineSegment[] = [
new LineSegment(vec2.fromValues(1, 1), vec2.fromValues(1, 0), 10),
new LineSegment(vec2.fromValues(11, 1), vec2.fromValues(0, 1), 10),
new LineSegment(vec2.fromValues(11, 11), vec2.fromValues(-1, 0), 10),
new LineSegment(vec2.fromValues(1, 11), vec2.fromValues(0, -1), 10),
LineSegment.fromPoints(vec2.fromValues(1, 1), vec2.fromValues(11, 1)),
LineSegment.fromPoints(vec2.fromValues(11, 1), vec2.fromValues(11, 5)),
LineSegment.fromPoints(vec2.fromValues(11, 5), vec2.fromValues(12, 5)),
LineSegment.fromPoints(vec2.fromValues(12, 5), vec2.fromValues(12, 7)),
LineSegment.fromPoints(vec2.fromValues(12, 7), vec2.fromValues(11, 7)),
LineSegment.fromPoints(vec2.fromValues(11, 7), vec2.fromValues(11, 11)),
LineSegment.fromPoints(vec2.fromValues(11, 11), vec2.fromValues(7, 11)),
LineSegment.fromPoints(vec2.fromValues(7, 11), vec2.fromValues(7, 12)),
LineSegment.fromPoints(vec2.fromValues(7, 12), vec2.fromValues(5, 12)),
LineSegment.fromPoints(vec2.fromValues(5, 12), vec2.fromValues(5, 11)),
LineSegment.fromPoints(vec2.fromValues(5, 11), vec2.fromValues(1, 11)),
LineSegment.fromPoints(vec2.fromValues(1, 11), vec2.fromValues(1, 7)),
LineSegment.fromPoints(vec2.fromValues(1, 7), vec2.fromValues(0, 7)),
LineSegment.fromPoints(vec2.fromValues(0, 7), vec2.fromValues(0, 5)),
LineSegment.fromPoints(vec2.fromValues(0, 5), vec2.fromValues(1, 5)),
LineSegment.fromPoints(vec2.fromValues(1, 5), vec2.fromValues(1, 1)),
];
private constructor(
@ -70,34 +85,32 @@ export class GameContext {
}
private updateStep(): void {
let move = new LineSegment(this.entityPos, this.entityMovement, this.speed);
const p = vec2.create();
const dest = vec2.scaleAndAdd(vec2.create(), this.entityPos, this.entityMovement, this.speed);
const dest2 = vec2.create();
let rescan = true;
while (rescan) {
rescan = false;
for (const w of this.walls) {
if (!w.collidesMove(move))
continue;
move.getP2(p);
w.projectPoint(p, p);
const move2 = LineSegment.fromPoints(this.entityPos, p);
if (move2.l === 0)
if (vec2.equals(dest, this.entityPos))
return;
if (!move.equals(move2)) {
move = move2;
const move = new Movement(this.entityPos, dest);
for (const w of this.walls) {
if (!w.collidesMove(dest2, move))
continue;
if (!vec2.exactEquals(dest, dest2)) {
vec2.copy(dest, dest2);
rescan = true;
break;
}
}
}
move.getP2(this.entityPos);
vec2.copy(this.entityPos, dest);
}
private update(time: number): void {

View file

@ -37,9 +37,23 @@ export class Line {
const d2 = d / crossz(this.v, l2.v);
return vec2.scaleAndAdd(out, l2.p, l2.v, d2);
}
}
public equals(l2: Line): boolean {
return vec2.equals(this.p, l2.p) && vec2.equals(this.v, l2.v);
export class Movement {
public readonly v: vec2;
constructor(
public readonly p1: vec2,
public readonly p2: vec2,
) {
this.v = vec2.sub(vec2.create(), p2, p1);
}
public intersectLine(out: vec2, l: Line): vec2 {
const vp = vec2.sub(vec2.create(), l.p, this.p1);
const d = crossz(vp, this.v);
const d2 = d / crossz(this.v, l.v);
return vec2.scaleAndAdd(out, l.p, l.v, d2);
}
}
@ -69,30 +83,19 @@ export class LineSegment extends Line {
return (d >= 0 && d <= this.l);
}
public collidesLine(l2: Line): boolean {
const x = this.intersectLine(vec2.create(), l2);
return this.collidesPoint(x);
}
public collidesMove(out: vec2, move: Movement): boolean {
if (this.distancePoint(move.p1) < 0)
return false;
public collidesLineSegment(l2: LineSegment): boolean {
const x = this.intersectLine(vec2.create(), l2);
if (this.distancePoint(move.p2) >= 0)
return false;
const x = move.intersectLine(vec2.create(), this);
if (!this.collidesPoint(x))
return false;
if (!l2.collidesPoint(x))
return false;
this.projectPoint(out, move.p2);
return true;
}
public collidesMove(move: LineSegment): boolean {
if (!this.collidesLineSegment(move))
return false;
const p2 = move.getP2(vec2.create());
return this.distancePoint(p2) < 0;
}
public equals(l2: LineSegment): boolean {
return super.equals(l2) && this.l === l2.l;
}
}