WIP: Add edge collision back
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@@ -118,8 +118,12 @@
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<!-- <polygon class="wall" points="20,-50 10,-50 10,-60 20,-60" /> -->
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<!-- <polygon class="wall" points="-20,50 -10,50 -10,60 -20,60" /> -->
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<polygon class="wall" points="-20,-50 -10,-50 -10,-60 -20,-60" />
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<polygon class="wall" points="20,50 10,50 10,60 20,60" />
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<!-- <polygon class="wall" points="-20,-50 -10,-50 -10,-60 -20,-60" /> -->
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<!-- <polygon class="wall" points="20,50 10,50 10,60 20,60" /> -->
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<!-- <polygon class="wall" points="-100,-50 -10,-50 -10,-60 -100,-60" /> -->
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<polygon class="wall" points="-100,-60 -10,-60 -10,-50 -100,-50" />
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<polygon class="wall" points="10,50 100,50 100,60 10,60" />
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<!-- <polygon class="wall" points="-10,20 10,10 10,20" /> -->
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<!-- <polygon class="wall" points="20,20 40,20 40,40 20,40" /> -->
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@@ -196,7 +200,7 @@
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const s = {
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position: { x: 0, y: 0 },
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velocity: { x: 0, y: 0 },
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velocity: { x: -10, y: -10 },
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// velocity: { x: 5, y: -10 },
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// velocity: { x: -5*mult, y: -10*mult },
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@@ -390,7 +394,7 @@
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return walls.reduce((acc, wall) => {
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return [...acc, ...wall.edges.filter(({ xa, ya, xb, yb }) => {
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return [isClockwise, isAcute].every(c => c([xa, ya], [xb, yb], [xc, yc]));
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}).map(e => { return { edge: e, node: wall }; })];
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}).map(edge => ({ edge, wall }))];
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}, []);
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}
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@@ -471,7 +475,7 @@
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}
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const { a, b } = perppts;
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if (a && b) drawLine(a.x, a.y, b.x, b.y);
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// if (a && b) drawLine(a.x, a.y, b.x, b.y);
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return walls.reduce((acc, w) => {
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const filtered = a && b ? w.corners.filter(c => {
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@@ -681,7 +685,7 @@
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return c;
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});
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const edge = z.find(({ edge: pts, node: ee }) => {
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const edge = z.find(({ edge: pts, wall: ee }) => {
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const str = `${pts.xa},${pts.ya} ${pts.xb},${pts.yb}`;
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const r = Object.is(slope(pts), 0) && s.gearDown ? shipRadius + 1 : shipRadius;
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@@ -876,7 +880,7 @@
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// corners within collision distance
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cwcd = fCollC.filter(withinCollisionDistance({ x, y }, s.velocity));
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console.log("corners on collision path", cwcd);
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// console.log("corners on collision path", cwcd);
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// cwcd.forEach(c => {
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// const positionSeg = { xa: x, ya: y, xb: xc, yb: yc };
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@@ -891,12 +895,32 @@
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ccps = fCollC.filter(cornerCollisionPosition({ x, y }, s.velocity));
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// console.log("corner collision position", ccps);
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console.log("collision edges", collE);
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// console.log("collision edges", collE);
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current = s.collision;
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// s.collision = detectCollisions(position, allWallCorners, collE);
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s.collision = cwcd.find(detectCornerCollision([xc, yc], [x, y], shipRadius));
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const cornerColl = cwcd.find(detectCornerCollision([xc, yc], [x, y], shipRadius));
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console.log("edge we are tracking", collE);
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const edgeColl = collE.find(({ edge, wall }) => {
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const { xa, ya, xb, yb } = edge;
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const da = distance(xa, ya, xc, yc);
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const db = distance(xb, yb, xc, yc);
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// TODO: calculate this one ahead of time
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const dc = distance(xa, ya, xb, yb);
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// https://en.wikipedia.org/wiki/Altitude_(triangle)#Altitude_in_terms_of_the_sides
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// Find altitude of side c (the base)
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const s = (1 / 2) * (da + db + dc);
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const hc = (2 / dc) * Math.sqrt(s * (s - da) * (s - db) * (s - dc));
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console.log("hc", hc);
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return +hc.toFixed(2) <= shipRadius;
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});
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s.collision = cornerColl || edgeColl;
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console.log("COLLISION", s.collision);
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legs.style.display = s.gearDown ? "initial" : "none";
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@@ -908,6 +932,8 @@
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let posP;
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if (s.collision.corner) {
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posP = cornerContactPosition(xc, yc, x, y, s.collision.corner, shipRadius);
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} else if (s.collision.edge) {
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posP = collisionPosition(s.collision.edge, s.position, s.velocity, shipRadius);
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}
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s.velocity = { x: 0, y: 0 };
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Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 42 KiB |
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