diff --git a/html/images/space.svg b/html/images/space.svg
index 869a71f..893e98d 100644
--- a/html/images/space.svg
+++ b/html/images/space.svg
@@ -292,6 +292,9 @@ const map = (function(els) {
let allStartingEdges;
init();
+const b = map.edges.map(({ edge }) => getEdgeCollisionBoundary(edge, shipRadius));
+b.forEach(b => drawLine(b.xa, b.ya, b.xb, b.yb, "orange"));
+
function distance(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
}
@@ -540,23 +543,28 @@ function isLandable(edge) {
// return Object.is(slope(edge), +0);
}
-function detectEdgeCollision([xc, yc], [x, y], radius) {
+function getEdgeCollisionBoundary(edge, dist) {
+ const { xa, ya, xb, yb } = edge;
+ const length = distance(xa, ya, xb, yb);
+ const rise = yb - ya;
+ const run = xb - xa;
+
+ const riol = rise / length * dist;
+ const ruol = run / length * dist;
+
+ return { xa: xa + riol, ya: ya - ruol, xb: xb + riol, yb: yb - ruol};
+}
+
+function detectEdgeCollision([xc, yc], [x, y], radius, gearDown = false) {
return ({ edge, wall }) => {
if (xc === x && yc === y) return;
- const { xa, ya, xb, yb } = edge;
- const length = distance(xa, ya, xb, yb);
- const rise = yb - ya;
- const run = xb - xa;
-
- const riol = rise / length * radius;
- const ruol = run / length * radius;
-
+ const dist = edge.x3 < edge.x4 && edge.y3 === edge.y4 && gearDown ? radius + 2 : radius;
+ const edgeSeg = getEdgeCollisionBoundary(edge, dist);
const positionSeg = { xa: x, ya: y, xb: xc, yb: yc };
- const edgeSeg = { xa: xa + riol, ya: ya - ruol, xb: xb + riol, yb: yb - ruol};
- const { xa: x1, ya: y1, xb: x2, yb: y2 } = positionSeg;
- const { xa: x3, ya: y3, xb: x4, yb: y4 } = edgeSeg;
+ let { xa: x1, ya: y1, xb: x2, yb: y2 } = positionSeg;
+ let { xa: x3, ya: y3, xb: x4, yb: y4 } = edgeSeg;
// https://en.wikipedia.org/wiki/Intersection_(geometry)#Two_line_segments
// https://en.wikipedia.org/wiki/Cramer%27s_rule#Explicit_formulas_for_small_systems
@@ -618,12 +626,12 @@ function detectCornerCollision([xc, yc], [x, y], radius) {
};
}
-function detectCollision(currentPos, intendedPos, velocity, radius, { edges, corners }) {
+function detectCollision(currentPos, intendedPos, velocity, radius, { edges, corners }, gearDown) {
const { x: xc, y: yc } = intendedPos;
const [x, y] = currentPos;
// edges oriented clockwise with ship
const fwdEdges = getForwardEdges(edges, { x, y })
- const edgeColl = fwdEdges.find(detectEdgeCollision([xc, yc], [x, y], radius));
+ const edgeColl = fwdEdges.find(detectEdgeCollision([xc, yc], [x, y], radius, gearDown));
if (edgeColl) return edgeColl;
@@ -669,12 +677,16 @@ function cornerContactPosition(xc, yc, x, y, corner, cLength) {
return intxnSeg.getPointAtLength(bLength);
}
-function edgeContactPosition(xc, yc, x, y, edge, radius) {
+function edgeContactPosition(xc, yc, x, y, edge, radius, gearDown) {
const baseSlope = slope(edge);
- // if (Object.is(baseSlope, 0)) s.isLanded = true;
let { xa, ya, xb, yb } = edge;
const positionSeg = { x1: x, y1: y, x2: xc, y2: yc };
- const edgeSeg = { x1: xa, y1: ya, x2: xb, y2: yb };
+ // const edgeSeg = { x1: xa, y1: ya, x2: xb, y2: yb };
+ const dist = isLandable(edge) && gearDown ? radius + 2 : radius;
+ const b = getEdgeCollisionBoundary(edge, dist);
+ const edgeSeg = { x1: b.xa, y1: b.ya, x2: b.xb, y2: b.yb };
+
+ console.log("DIST", dist, "edge", edge, "edgeSeg", edgeSeg);
const baseNrmlIntxn = perpIntxn(baseSlope, xa, ya, x, y);
const basePosIntxn = lineIntxnPt(edgeSeg, positionSeg);
@@ -683,7 +695,7 @@ function edgeContactPosition(xc, yc, x, y, edge, radius) {
const normalSegLength = distance(baseNrmlIntxn.x, baseNrmlIntxn.y, x, y);
const theta = Math.atan(normalSegLength / baseSegLength);
- const h = radius / Math.sin(theta);
+ const h = dist / Math.sin(theta);
const cl = document.createElementNS(namespaceURIsvg, 'line');
cl.setAttribute('x1', basePosIntxn.x);
@@ -734,7 +746,7 @@ function updateShip(s, elapsed) {
const p = { x: pDelta.x + px, y: pDelta.y + py };
current = s.collision;
- s.collision = detectCollision([px, py], p, s.velocity, shipRadius, map);
+ s.collision = detectCollision([px, py], p, s.velocity, shipRadius, map, s.gearDown);
if (s.collision) console.log("COLLISION", s.collision);
legs.style.display = s.gearDown ? "initial" : "none";
@@ -744,13 +756,13 @@ function updateShip(s, elapsed) {
// edge is facing up or down? compare xs?
// const baseSlope = slope(s.collision.edge);
- // if (Object.is(baseSlope, 0) && s.gearDown) s.isLanded = true;
// s.isLanded = true;
let posP;
if (s.collision.corner) {
posP = cornerContactPosition(p.x, p.y, px, py, s.collision.corner, shipRadius);
} else if (s.collision.edge) {
- posP = edgeContactPosition(p.x, p.y, px, py, s.collision.edge, shipRadius);
+ if (isLandable(s.collision.edge) && s.gearDown) s.isLanded = true;
+ posP = edgeContactPosition(p.x, p.y, px, py, s.collision.edge, shipRadius, s.gearDown);
}
s.velocity = { x: 0, y: 0 };
@@ -759,7 +771,7 @@ function updateShip(s, elapsed) {
} else if (current && s.collision) {
s.velocity = { x: 0, y: 0 };
} else {
- if (s.isLanded) {
+ if (s.isLanded && s.velocity.y < 0) {
s.gearDown = false;
s.isLanded = false;
}