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path: root/src/renderer/runtime/controller/collision.ts
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import { Collision } from '../model/data/collision';

import { Circle } from '../math/circle';
import { Collidable } from '../math/collision';
import { LineSegment, Movement } from '../math/line';
import { Point } from '../math/point';

import { vec2 } from 'gl-matrix';

export function mkCollision(collision: Collision[]): Collidable[] {
	const ret: Collidable[] = [];

	for (const c of collision) {
		switch (c.type) {
			case 'polygon':
				if (!c.vertices.length) continue;

				let prev = c.vertices[c.vertices.length - 1];

				for (const v of c.vertices) {
					ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
					prev = v;
				}

				for (const v of c.vertices) {
					ret.push(new Point(vec2.clone(v)));
					prev = v;
				}
				break;

			case 'circle':
				ret.push(new Circle(vec2.clone(c.center), c.radius));
				break;
		}
	}

	return ret;
}

export interface CollidableGroup {
	getTranslation(): vec2 | null;
	getCollidables(): Collidable[];
}

export function collide(collision: CollidableGroup, out: vec2, move: Movement, radius: number): boolean {
	const t = collision.getTranslation();
	if (t) move = move.translate(vec2.negate(vec2.create(), t));

	for (const c of collision.getCollidables()) {
		if (!c.collide(out, move, radius)) continue;

		if (vec2.squaredDistance(move.src, out) >= vec2.squaredDistance(move.src, move.dest)) continue;

		if (t) vec2.add(out, out, t);

		return true;
	}

	return false;
}