diff options
Diffstat (limited to 'src/renderer/runtime/math')
-rw-r--r-- | src/renderer/runtime/math/circle.ts | 15 | ||||
-rw-r--r-- | src/renderer/runtime/math/collision.ts | 7 | ||||
-rw-r--r-- | src/renderer/runtime/math/line.ts | 141 | ||||
-rw-r--r-- | src/renderer/runtime/math/point.ts | 40 |
4 files changed, 203 insertions, 0 deletions
diff --git a/src/renderer/runtime/math/circle.ts b/src/renderer/runtime/math/circle.ts new file mode 100644 index 0000000..f4e855a --- /dev/null +++ b/src/renderer/runtime/math/circle.ts @@ -0,0 +1,15 @@ +import { Collidable } from './collision'; +import { Movement } from './line'; +import { Point } from './point'; + +import { vec2 } from 'gl-matrix'; + +export class Circle implements Collidable, Point { + private pointCollide = Point.prototype.collide; + + constructor(public readonly p: vec2, public readonly r: number) {} + + public collide(out: vec2, move: Movement, r: number): boolean { + return this.pointCollide(out, move, r + this.r); + } +} diff --git a/src/renderer/runtime/math/collision.ts b/src/renderer/runtime/math/collision.ts new file mode 100644 index 0000000..3df811a --- /dev/null +++ b/src/renderer/runtime/math/collision.ts @@ -0,0 +1,7 @@ +import { Movement } from './line'; + +import { vec2 } from 'gl-matrix'; + +export interface Collidable { + collide(out: vec2, move: Movement, r: number): boolean; +} diff --git a/src/renderer/runtime/math/line.ts b/src/renderer/runtime/math/line.ts new file mode 100644 index 0000000..db99035 --- /dev/null +++ b/src/renderer/runtime/math/line.ts @@ -0,0 +1,141 @@ +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; + } +} diff --git a/src/renderer/runtime/math/point.ts b/src/renderer/runtime/math/point.ts new file mode 100644 index 0000000..0865b8f --- /dev/null +++ b/src/renderer/runtime/math/point.ts @@ -0,0 +1,40 @@ +import { Collidable } from './collision'; +import { Line, Movement, normal } from './line'; + +import { vec2 } from 'gl-matrix'; + +export class Point implements Collidable { + constructor(public readonly p: vec2) {} + + public collide(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.src) > r * r && !refMove.passes(this.p)) + return false; + + normal(t, t); + + const tang = new Line(this.p, t); + tang.projectPoint(out, refMove.dest); + vec2.sub(out, out, tr); + + return true; + } +} |