WIP: Add edge collision back

This commit is contained in:
2026-01-04 11:01:01 -08:00
parent f3db10ac68
commit a0f580da95

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

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