Fix rounding issues in collision handling
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parent
34d7b2197b
commit
6a02ea105a
2 changed files with 56 additions and 40 deletions
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@ -6,7 +6,7 @@ import { loadMap } from '../view/map';
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import { Renderer } from '../view/renderer/renderer';
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import { SpriteView } from '../view/sprite';
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import { LineSegment } from '../math/line';
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import { LineSegment, Movement } from '../math/line';
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import { getJSON } from '../util';
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import { vec2 } from 'gl-matrix';
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@ -40,10 +40,25 @@ export class GameContext {
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private readonly entityMovement: vec2 = vec2.create();
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private readonly walls: LineSegment[] = [
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new LineSegment(vec2.fromValues(1, 1), vec2.fromValues(1, 0), 10),
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new LineSegment(vec2.fromValues(11, 1), vec2.fromValues(0, 1), 10),
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new LineSegment(vec2.fromValues(11, 11), vec2.fromValues(-1, 0), 10),
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new LineSegment(vec2.fromValues(1, 11), vec2.fromValues(0, -1), 10),
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LineSegment.fromPoints(vec2.fromValues(1, 1), vec2.fromValues(11, 1)),
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LineSegment.fromPoints(vec2.fromValues(11, 1), vec2.fromValues(11, 5)),
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LineSegment.fromPoints(vec2.fromValues(11, 5), vec2.fromValues(12, 5)),
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LineSegment.fromPoints(vec2.fromValues(12, 5), vec2.fromValues(12, 7)),
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LineSegment.fromPoints(vec2.fromValues(12, 7), vec2.fromValues(11, 7)),
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LineSegment.fromPoints(vec2.fromValues(11, 7), vec2.fromValues(11, 11)),
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LineSegment.fromPoints(vec2.fromValues(11, 11), vec2.fromValues(7, 11)),
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LineSegment.fromPoints(vec2.fromValues(7, 11), vec2.fromValues(7, 12)),
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LineSegment.fromPoints(vec2.fromValues(7, 12), vec2.fromValues(5, 12)),
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LineSegment.fromPoints(vec2.fromValues(5, 12), vec2.fromValues(5, 11)),
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LineSegment.fromPoints(vec2.fromValues(5, 11), vec2.fromValues(1, 11)),
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LineSegment.fromPoints(vec2.fromValues(1, 11), vec2.fromValues(1, 7)),
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LineSegment.fromPoints(vec2.fromValues(1, 7), vec2.fromValues(0, 7)),
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LineSegment.fromPoints(vec2.fromValues(0, 7), vec2.fromValues(0, 5)),
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LineSegment.fromPoints(vec2.fromValues(0, 5), vec2.fromValues(1, 5)),
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LineSegment.fromPoints(vec2.fromValues(1, 5), vec2.fromValues(1, 1)),
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];
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private constructor(
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@ -70,34 +85,32 @@ export class GameContext {
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}
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private updateStep(): void {
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let move = new LineSegment(this.entityPos, this.entityMovement, this.speed);
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const p = vec2.create();
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const dest = vec2.scaleAndAdd(vec2.create(), this.entityPos, this.entityMovement, this.speed);
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const dest2 = vec2.create();
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let rescan = true;
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while (rescan) {
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rescan = false;
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if (vec2.equals(dest, this.entityPos))
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return;
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const move = new Movement(this.entityPos, dest);
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for (const w of this.walls) {
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if (!w.collidesMove(move))
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if (!w.collidesMove(dest2, move))
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continue;
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move.getP2(p);
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w.projectPoint(p, p);
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const move2 = LineSegment.fromPoints(this.entityPos, p);
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if (move2.l === 0)
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return;
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if (!move.equals(move2)) {
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move = move2;
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if (!vec2.exactEquals(dest, dest2)) {
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vec2.copy(dest, dest2);
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rescan = true;
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break;
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}
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}
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}
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move.getP2(this.entityPos);
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vec2.copy(this.entityPos, dest);
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}
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private update(time: number): void {
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@ -37,9 +37,23 @@ export class Line {
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const d2 = d / crossz(this.v, l2.v);
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return vec2.scaleAndAdd(out, l2.p, l2.v, d2);
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}
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}
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public equals(l2: Line): boolean {
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return vec2.equals(this.p, l2.p) && vec2.equals(this.v, l2.v);
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export class Movement {
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public readonly v: vec2;
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constructor(
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public readonly p1: vec2,
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public readonly p2: vec2,
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) {
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this.v = vec2.sub(vec2.create(), p2, p1);
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}
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public intersectLine(out: vec2, l: Line): vec2 {
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const vp = vec2.sub(vec2.create(), l.p, this.p1);
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const d = crossz(vp, this.v);
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const d2 = d / crossz(this.v, l.v);
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return vec2.scaleAndAdd(out, l.p, l.v, d2);
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}
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}
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@ -69,30 +83,19 @@ export class LineSegment extends Line {
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return (d >= 0 && d <= this.l);
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}
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public collidesLine(l2: Line): boolean {
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const x = this.intersectLine(vec2.create(), l2);
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return this.collidesPoint(x);
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}
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public collidesMove(out: vec2, move: Movement): boolean {
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if (this.distancePoint(move.p1) < 0)
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return false;
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public collidesLineSegment(l2: LineSegment): boolean {
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const x = this.intersectLine(vec2.create(), l2);
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if (this.distancePoint(move.p2) >= 0)
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return false;
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const x = move.intersectLine(vec2.create(), this);
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if (!this.collidesPoint(x))
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return false;
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if (!l2.collidesPoint(x))
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return false;
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this.projectPoint(out, move.p2);
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return true;
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}
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public collidesMove(move: LineSegment): boolean {
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if (!this.collidesLineSegment(move))
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return false;
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const p2 = move.getP2(vec2.create());
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return this.distancePoint(p2) < 0;
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}
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public equals(l2: LineSegment): boolean {
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return super.equals(l2) && this.l === l2.l;
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}
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}
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