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-rw-r--r--src/renderer/runtime/math/line.ts141
1 files changed, 141 insertions, 0 deletions
diff --git a/src/renderer/runtime/math/line.ts b/src/renderer/runtime/math/line.ts
new file mode 100644
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--- /dev/null
+++ b/src/renderer/runtime/math/line.ts
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+import { mat2, vec2 } from 'gl-matrix';
+import { Collidable } from './collision';
+
+const rot90 = mat2.fromValues(
+ 0, 1,
+ -1, 0,
+);
+
+export function normal(out: vec2, a: vec2): vec2 {
+ return vec2.transformMat2(out, a, rot90);
+}
+
+export function crossz(a: vec2, b: vec2): number {
+ return a[0] * b[1] - a[1] * b[0];
+}
+
+export class Line {
+ constructor(
+ public readonly p: vec2,
+ 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);
+ }
+
+ public projectPoint(out: vec2, p2: vec2): vec2 {
+ const d = this.projectPointDistance(p2);
+ return vec2.scaleAndAdd(out, this.p, this.v, d);
+ }
+
+ public distancePoint(p2: vec2): number {
+ const v2 = vec2.sub(vec2.create(), p2, this.p);
+ return crossz(this.v, v2);
+ }
+
+ public intersectLine(out: vec2, l2: Line): vec2 {
+ const vp = vec2.sub(vec2.create(), l2.p, this.p);
+ const d = crossz(vp, this.v);
+ const d2 = d / crossz(this.v, l2.v);
+ return vec2.scaleAndAdd(out, l2.p, l2.v, d2);
+ }
+}
+
+export class Movement {
+ public readonly v: vec2;
+
+ constructor(
+ public readonly src: vec2,
+ public readonly dest: vec2,
+ ) {
+ this.v = vec2.sub(vec2.create(), dest, src);
+ }
+
+ public intersectLine(out: vec2, l: Line): vec2 {
+ const vp = vec2.sub(vec2.create(), l.p, this.src);
+ const d = crossz(vp, this.v);
+ 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.src);
+ const d = vec2.dot(this.v, vp);
+ return d >= 0 && d <= vec2.sqrLen(this.v);
+ }
+
+ public toLineSegment(): LineSegment {
+ return LineSegment.fromPoints(this.src, this.dest);
+ }
+
+ public translate(t: vec2): Movement {
+ const src = vec2.add(vec2.create(), this.src, t);
+ const dest = vec2.add(vec2.create(), this.dest, t);
+ return new Movement(src, dest);
+ }
+}
+
+export class LineSegment extends Line implements Collidable {
+ public static fromPoints(p1: vec2, p2: vec2): LineSegment {
+ const d = vec2.dist(p1, p2);
+ const v = vec2.sub(vec2.create(), p2, p1);
+ vec2.scale(v, v, 1 / d);
+
+ return new LineSegment(p1, v, d);
+ }
+
+ constructor(
+ p: vec2,
+ v: vec2,
+ public readonly l: number,
+ ) {
+ super(p, v);
+ }
+
+ public getP2(out: vec2): vec2 {
+ return vec2.scaleAndAdd(out, this.p, this.v, this.l);
+ }
+
+ public containsPoint(p2: vec2): boolean {
+ const d = this.projectPointDistance(p2);
+ return (d >= 0 && d <= this.l);
+ }
+
+ public collide(out: vec2, move: Movement, r: number): boolean {
+ if (this.distancePoint(move.src) < 0)
+ return false;
+
+ if (crossz(move.v, this.v) < 0)
+ return false;
+
+ const t = this.getNormal(vec2.create());
+ vec2.scale(t, t, -r);
+
+ const refMove = move.translate(t);
+
+ if (!this.collideRef(out, refMove))
+ return false;
+
+ vec2.sub(out, out, t);
+ return true;
+ }
+
+ private collideRef(out: vec2, move: Movement): boolean {
+ if (this.distancePoint(move.dest) >= 0)
+ return false;
+
+ const x = move.intersectLine(vec2.create(), this);
+ if (!this.containsPoint(x))
+ return false;
+
+ this.projectPoint(out, move.dest);
+
+ return true;
+ }
+}