Add collision radius
This commit is contained in:
parent
6a02ea105a
commit
aee504be88
2 changed files with 77 additions and 2 deletions
|
@ -39,6 +39,7 @@ export class GameContext {
|
|||
private readonly entityPos: vec2 = vec2.clone([6, 6]);
|
||||
private readonly entityMovement: vec2 = vec2.create();
|
||||
|
||||
private readonly collisionRadius = 7 / 16;
|
||||
private readonly walls: LineSegment[] = [
|
||||
LineSegment.fromPoints(vec2.fromValues(1, 1), vec2.fromValues(11, 1)),
|
||||
|
||||
|
@ -99,10 +100,14 @@ export class GameContext {
|
|||
const move = new Movement(this.entityPos, dest);
|
||||
|
||||
for (const w of this.walls) {
|
||||
if (!w.collidesMove(dest2, move))
|
||||
if (!w.collidesMoveCircle(dest2, move, this.collisionRadius))
|
||||
continue;
|
||||
|
||||
if (!vec2.exactEquals(dest, dest2)) {
|
||||
// Ensure termination
|
||||
if (vec2.squaredDistance(this.entityPos, dest2) >= vec2.squaredDistance(this.entityPos, dest))
|
||||
return;
|
||||
|
||||
vec2.copy(dest, dest2);
|
||||
rescan = true;
|
||||
break;
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
import { mat2, vec2 } from 'gl-matrix';
|
||||
|
||||
const rot90 = mat2.fromRotation(mat2.create(), Math.PI / 2);
|
||||
const rot90 = mat2.fromValues(
|
||||
0, 1,
|
||||
-1, 0,
|
||||
);
|
||||
|
||||
export function normal(out: vec2, a: vec2): vec2 {
|
||||
return vec2.transformMat2(out, a, rot90);
|
||||
|
@ -16,6 +19,10 @@ export class Line {
|
|||
public readonly v: vec2,
|
||||
) {}
|
||||
|
||||
public getNormal(out: vec2): vec2 {
|
||||
return normal(out, this.v);
|
||||
}
|
||||
|
||||
public projectPointDistance(p2: vec2): number {
|
||||
const v2 = vec2.sub(vec2.create(), p2, this.p);
|
||||
return vec2.dot(this.v, v2);
|
||||
|
@ -55,6 +62,22 @@ export class Movement {
|
|||
const d2 = d / crossz(this.v, l.v);
|
||||
return vec2.scaleAndAdd(out, l.p, l.v, d2);
|
||||
}
|
||||
|
||||
public passes(p: vec2): boolean {
|
||||
const vp = vec2.sub(vec2.create(), p, this.p1);
|
||||
const d = vec2.dot(this.v, vp);
|
||||
return d >= 0 && d <= vec2.sqrLen(this.v);
|
||||
}
|
||||
|
||||
public toLineSegment(): LineSegment {
|
||||
return LineSegment.fromPoints(this.p1, this.p2);
|
||||
}
|
||||
|
||||
public translate(t: vec2): Movement {
|
||||
const p1 = vec2.add(vec2.create(), this.p1, t);
|
||||
const p2 = vec2.add(vec2.create(), this.p2, t);
|
||||
return new Movement(p1, p2);
|
||||
}
|
||||
}
|
||||
|
||||
export class LineSegment extends Line {
|
||||
|
@ -98,4 +121,51 @@ export class LineSegment extends Line {
|
|||
|
||||
return true;
|
||||
}
|
||||
|
||||
public collidesMoveCircle(out: vec2, move: Movement, r: number): boolean {
|
||||
const t = this.getNormal(vec2.create());
|
||||
vec2.scale(t, t, -r);
|
||||
|
||||
const refMove = move.translate(t);
|
||||
const refOut = vec2.create();
|
||||
|
||||
if (this.collidesMove(refOut, refMove)) {
|
||||
vec2.sub(out, refOut, t);
|
||||
return true;
|
||||
}
|
||||
|
||||
return this.collidesPointMoveCircle(out, move, r);
|
||||
}
|
||||
|
||||
private collidesPointMoveCircle(out: vec2, move: Movement, r: number): boolean {
|
||||
const moveLine = move.toLineSegment();
|
||||
|
||||
if (moveLine.projectPointDistance(this.p) < 0)
|
||||
return false;
|
||||
|
||||
const d = moveLine.distancePoint(this.p) / r;
|
||||
if (Math.abs(d) >= 1)
|
||||
return false;
|
||||
|
||||
const e = Math.sqrt(1 - d * d);
|
||||
|
||||
const t = moveLine.getNormal(vec2.create());
|
||||
vec2.scale(t, t, d);
|
||||
vec2.scaleAndAdd(t, t, moveLine.v, e);
|
||||
|
||||
const tr = vec2.scale(vec2.create(), t, r);
|
||||
|
||||
const refMove = move.translate(tr);
|
||||
|
||||
if (vec2.sqrDist(this.p, move.p1) > r * r && !refMove.passes(this.p))
|
||||
return false;
|
||||
|
||||
normal(t, t);
|
||||
|
||||
const tang = new Line(this.p, t);
|
||||
tang.projectPoint(out, refMove.p2);
|
||||
vec2.sub(out, out, tr);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
Reference in a new issue