WIP: perpendicular line
This commit is contained in:
@@ -113,6 +113,7 @@
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<!-- <polygon class="wall" points="-10,-10 -20,-10 -20,-20 -10,-20" /> -->
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<!-- <polygon class="wall" points="-10,-10 -20,-10 -20,-20 -10,-20" /> -->
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<!-- <polygon class="wall" points="-50,-50 -60,-50 -60,-60 -50,-60" /> -->
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<!-- <polygon class="wall" points="-50,-50 -60,-50 -60,-60 -50,-60" /> -->
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<polygon class="wall" points="10,-50 3,-50 3,-60 10,-60" />
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<polygon class="wall" points="10,-50 3,-50 3,-60 10,-60" />
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<polygon class="wall" points="-10,50 -3,50 -3,60 -10,60" />
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<!-- <polygon class="wall" points="-10,20 10,10 10,20" /> -->
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<!-- <polygon class="wall" points="-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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<!-- <polygon class="wall" points="20,20 40,20 40,40 20,40" /> -->
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@@ -190,7 +191,12 @@
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const s = {
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const s = {
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position: { x: 0, y: 0 },
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position: { x: 0, y: 0 },
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// velocity: { x: 0, y: 0 },
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// velocity: { x: 0, y: 0 },
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velocity: { x: 0, y: -5000 },
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velocity: { x: 1, y: 1 },
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// velocity: { x: 10, y: -10 },
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// velocity: { x: -10, y: 10 },
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// velocity: { x: 0, y: 10 },
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// velocity: { x: 10, y: 0 },
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// velocity: { x: 0, y: -5000 },
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// velocity: { x: 0.25 * mult, y: 1 * mult },
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// velocity: { x: 0.25 * mult, y: 1 * mult },
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// velocity: { x: 0, y: 1 * mult },
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// velocity: { x: 0, y: 1 * mult },
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@@ -393,6 +399,95 @@
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}, []);
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}, []);
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}
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}
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function getForwardCollisionCorners(walls, position, velocity) {
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const { x: x1, y: y1 } = position;
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const { x: x2, y: y2 } = velocity;
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// const a = { x: -100, y: 0 };
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// const b = { x: 100, y: 0 };
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console.log("VELOCITY", velocity);
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const { x: vx, y: vy } = velocity;
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console.log("velocity", velocity, "position", position);
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let perppts;
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if (vx === 0 && yx === 0) {
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// none
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} else if (vx === 0 && vy > 0) {
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} else if (vx === 0 && vy < 0) {
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} else if (vy === 0 && vx > 0) {
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} else if (vy === 0 && vx < 0) {
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} else if (vy > 0 && vx > 0) {
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const vslope = vy / vx;
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const pslope = 1 / -vslope;
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// Point-slope line equation
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// y − y1 = m(x − x1)
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// y − y1 = mx - mx1
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// y = mx - mx1 + y1
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const pya = pslope * (x1 + 1) - pslope * x1 + y1;
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const pyb = pslope * (x1 - 1) - pslope * x1 + y1;
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perppts = { a: { x: x1 + 1, y: pya }, b: { x: x1 - 1, y: pyb }};
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} else if (vy > 0 && vx < 0) {
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} else if (vy < 0 && vx > 0) {
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} else if (vy < 0 && vx < 0) {
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} else {
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//
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}
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// const slopev = slope({ xa: x1, ya: y1, xb: x1 + x2, yb: y1 + y2 });
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// console.log("SLOPE", slopev);
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// let slopeperp;
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//
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// if (slopev === -Infinity) {
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// slopeperp = 0;
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// } else if (slopev === Infinity) {
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// slopeperp = -0;
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// } else if (Object.is(slopev, -0)) {
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// slopeperp = Infinity;
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// } else if (slopev === 0) {
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// slopeperp = -Infinity;
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// } else {
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// slopeperp = 1 / -slopev;
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// }
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//
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//
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// if (Object.is(slopeperp, 0)) {
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// perppts = { a: { x: x1 - 1, y: y1 }, b: { x: x1 + 1, y: y1 }};
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// } else if (Object.is(slopeperp, -0)) {
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// perppts = { a: { x: x1 + 1, y: y1 }, b: { x: x1 - 1, y: y1 }};
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// } else if (slopeperp === Infinity) {
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// perppts = { a: { x: x1, y: y1 + 1 }, b: { x: x1, y: y1 - 1 }};
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// } else if (slopeperp === -Infinity) {
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// perppts = { a: { x: x1, y: y1 - 1 }, b: { x: x1, y: y1 + 1 }};
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// } else {
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// if (y2 < 0)
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// perppts = { a: { x: x1 - 1, y: y1 }, b: { x: x1 + 1, y: y1 }};
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// else
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// perppts = { a: { x: x1 + 1, y: y1 }, b: { x: x1 - 1, y: y1 }};
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// }
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const { a, b } = perppts;
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drawLine(a.x, a.y, b.x, b.y);
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return walls.reduce((acc, w) => {
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// console.log(w.corners);
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const filtered = w.corners.filter(c => {
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// https://stackoverflow.com/a/1560510
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// position = sign((Bx - Ax) * (Y - Ay) - (By - Ay) * (X - Ax))
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const det = (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
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return det < 0;
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});
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return [...acc, ...filtered];
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}, []);
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}
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function updateTriangles([positionX, positionY]) {
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function updateTriangles([positionX, positionY]) {
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const delim = ' ';
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const delim = ' ';
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const className = 'clockwise-orientation';
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const className = 'clockwise-orientation';
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@@ -581,6 +676,9 @@
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}
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}
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function cornerCollisionPosition({ x: x1, y: y1 }, { x: x2, y: y2 }) {
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function cornerCollisionPosition({ x: x1, y: y1 }, { x: x2, y: y2 }) {
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// todo1: i only want the collisions ahead, not behind
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// todo2: how do we tell if we've passed the collision point already?
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const diffx = x2;
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const diffx = x2;
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const diffy = y2;
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const diffy = y2;
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const detv = x2 * y1 - y2 * x1;
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const detv = x2 * y1 - y2 * x1;
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@@ -672,20 +770,23 @@
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const changeY = 0.001 * elapsed * velocityY;
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const changeY = 0.001 * elapsed * velocityY;
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let { x, y } = s.position;
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let { x, y } = s.position;
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console.log("current position", x, y);
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// console.log("current position", x, y);
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// console.log("elapsed", elapsed, "changeX", changeX, "changeY", changeY);
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// console.log("elapsed", elapsed, "changeX", changeX, "changeY", changeY);
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// let position = [positionX, positionY] = restart ? [0, 0] : wrapPos(changeX + x, changeY + y);
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// let position = [positionX, positionY] = restart ? [0, 0] : wrapPos(changeX + x, changeY + y);
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let position = [positionX, positionY] = [changeX + x, changeY + y];
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let position = [positionX, positionY] = [changeX + x, changeY + y];
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let [xc, yc] = position;
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let [xc, yc] = position;
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console.log("future position", xc, yc);
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// console.log("future position", xc, yc);
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const collE = getCollisionEdges(edgeszz, position);
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const collE = getCollisionEdges(edgeszz, position);
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// console.log("position", { x, y }, "velocity", s.velocity);
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// console.log("position", { x, y }, "velocity", s.velocity);
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const collC = getCollisionCorners(ws, { x, y }, s.velocity);
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const collC = getCollisionCorners(ws, { x, y }, s.velocity);
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const fCollC = getForwardCollisionCorners(ws, { x, y }, s.velocity);
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console.log("collision corners", collC);
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// console.log("collision corners", collC);
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console.log("forward collision corners", fCollC);
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ccps = collC.map(cornerCollisionPosition({ x, y }, s.velocity));
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ccps = collC.map(cornerCollisionPosition({ x, y }, s.velocity));
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console.log("corner collision position", ccps);
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// console.log("corner collision position", ccps);
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current = s.collision;
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current = s.collision;
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s.collision = detectCollisions(position, allWallCorners, collE);
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s.collision = detectCollisions(position, allWallCorners, collE);
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Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 36 KiB |
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