WIP: collision corners

This commit is contained in:
2025-12-31 12:03:02 -08:00
parent 08c71c05e6
commit c4c8667d4f

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@@ -97,7 +97,7 @@
<!-- <polygon class="wall inverse" points="-180,-40 -170,-120 40,-130 170,-120 180,40 170,130 -40,130 -170,120" /> --> <!-- <polygon class="wall inverse" points="-180,-40 -170,-120 40,-130 170,-120 180,40 170,130 -40,130 -170,120" /> -->
<!-- <polygon class="wall inverse" points="-160,-40 -170,-120 40,-110 170,-120 160,40 170,130 -40,110 -170,120" /> --> <!-- <polygon class="wall inverse" points="-160,-40 -170,-120 40,-110 170,-120 160,40 170,130 -40,110 -170,120" /> -->
<g class="ship"> <g id="player" class="ship">
<line id="cannon" x1="0" y1="0" x2="0" y2="8" stroke="black"/> <line id="cannon" x1="0" y1="0" x2="0" y2="8" stroke="black"/>
<circle id="body" cx="0" cy="0" r="5"/> <circle id="body" cx="0" cy="0" r="5"/>
<line id="velocity-indicator" x1="0" y1="0" x2="0" y2="0"/> <line id="velocity-indicator" x1="0" y1="0" x2="0" y2="0"/>
@@ -109,7 +109,9 @@
</g> </g>
<!-- <polygon class="wall" points="20,20 30,20 40,40 20,40" /> --> <!-- <polygon class="wall" points="20,20 30,20 40,40 20,40" /> -->
<polygon class="wall" points="20,20 50,20 70,40 70,70 50,90 20,90 0,70 0,40" /> <!-- <polygon class="wall" points="20,20 50,20 70,40 70,70 50,90 20,90 0,70 0,40" /> -->
<polygon class="wall" points="-10,-10 -20,-10 -20,-20 -10,-20" />
<!-- <polygon class="wall" points="-10,20 10,10 10,20" /> --> <!-- <polygon class="wall" points="-10,20 10,10 10,20" /> -->
<!-- <polygon class="wall" points="20,20 40,20 40,40 20,40" /> --> <!-- <polygon class="wall" points="20,20 40,20 40,40 20,40" /> -->
<!-- <polygon class="wall" points="10,10 20,10 20,20 10,20" /> --> <!-- <polygon class="wall" points="10,10 20,10 20,20 10,20" /> -->
@@ -193,8 +195,8 @@
rotate: 0, rotate: 0,
collision: null, collision: null,
isLanded: false, isLanded: false,
node: null, gearDown: false,
gearDown: false node: null
}; };
let friction = 0; let friction = 0;
@@ -236,6 +238,21 @@
return wall.classList.contains("inverse") ? cs.reverse() : cs; return wall.classList.contains("inverse") ? cs.reverse() : cs;
}); });
// console.log("allWallCorners", allWallCorners);
const ws = [...walls].map(node => {
return {
node,
corners: node.getAttribute('points').split(' ').map(coords => {
const [x, y] = coords.split(',');
const pt = svg.createSVGPoint();
pt.x = +x;
pt.y = +y;
return pt;
})
};
});
const edgeszz = [...walls].map(wall => { const edgeszz = [...walls].map(wall => {
const es = wall.getAttribute('points').split(' ').map((coords, i, arr) => { const es = wall.getAttribute('points').split(' ').map((coords, i, arr) => {
const [x, y] = coords.split(','); const [x, y] = coords.split(',');
@@ -348,6 +365,44 @@
}, []); }, []);
} }
// function getCollisionCorners(ws, { x: px, y: py }, { x: vx, y: vy }) {
function getCollisionCorners(ws, { x: x1, y: y1 }, { x: x2, y: y2 }) {
// https://en.wikipedia.org/wiki/Distance_from_a_point_to_a_line#Line_defined_by_two_points
// find shortest distance between corners and velocity line
// if that distance is less than the ship's radius, we need to check
// that corner for collision
// console.log("position", px, py);
// console.log("velocity", vx, vy);
const blah = ws.reduce((acc, w) => {
// console.log("wall corners", w, w.corners);
// console.log("wall", w);
// w.corners.forEach(c => {
// console.log("corner", c);
// const { x: x0, y: y0 } = c;
// const d = Math.abs((y2-y1)*x0 - (x2-x1)*y0 + x2*y1-y2*x1) / Math.sqrt((y2 - y1) ** 2 + (x2 - x1) ** 2)
// console.log("d", d);
// return c;
// });
// return [...acc, ...w.corners];
const corners = w.corners.map(c => ({ corner: c, node: w }));
const filtered = corners.filter(c => {
const { x: x0, y: y0 } = c.corner;
const d = Math.abs((y2-y1)*x0 - (x2-x1)*y0 + x2*y1-y2*x1) / Math.sqrt((y2 - y1) ** 2 + (x2 - x1) ** 2);
// console.log("corner", c.corner, "d", d, "shipRadius", shipRadius);
return d <= shipRadius;
});
// console.log("filtered", filtered);
// return [...acc, ...corners];
return [...acc, ...filtered];
}, []);
return blah;
}
function updateTriangles([positionX, positionY]) { function updateTriangles([positionX, positionY]) {
const delim = ' '; const delim = ' ';
const className = 'clockwise-orientation'; const className = 'clockwise-orientation';
@@ -514,7 +569,9 @@
return shipBody.isPointInFill(cornerPt); return shipBody.isPointInFill(cornerPt);
} }
function detectCollisions(position, walls, edges, z) { // function detectCollisions(position, walls, edges, z) {
function detectCollisions(position, walls, z) {
// console.log("detectCollision", position, walls, z);
let actualCorner; let actualCorner;
const corner = walls.find(wall => { const corner = walls.find(wall => {
const c = wall.find(corner => detectCornerCollision(position, corner)); const c = wall.find(corner => detectCornerCollision(position, corner));
@@ -607,9 +664,12 @@
let [xc, yc] = position; let [xc, yc] = position;
const collE = getCollisionEdges(edgeszz, position); const collE = getCollisionEdges(edgeszz, position);
// console.log("collision edges", collE); const collC = getCollisionCorners(ws, { x, y }, s.velocity);
console.log("collision corners", collC);
current = s.collision; current = s.collision;
s.collision = detectCollisions(position, allWallCorners, findAllEdges(allEdgePts, position), collE); s.collision = detectCollisions(position, allWallCorners, collE);
// console.log("future position", xc, yc); // console.log("future position", xc, yc);
// legs.style.display = !legs.style.display || legs.style.display === "none" ? "initial" : "none"; // legs.style.display = !legs.style.display || legs.style.display === "none" ? "initial" : "none";

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