WIP: bounce off corners

This commit is contained in:
2026-01-24 12:57:06 -08:00
parent 853728624a
commit ccc6dc1335
2 changed files with 81 additions and 70 deletions

View File

@@ -122,5 +122,4 @@ Delete your `.sitegen_cache` file.
-- --
- Bounce off corners algo
- Bounce off multiple simultaneous contacts - Bounce off multiple simultaneous contacts

View File

@@ -127,11 +127,12 @@
<!-- <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="-10,10 10,10 10,40 -10,40" /> --> <!-- <polygon class="wall" points="-10,10 10,10 10,40 -10,40" /> -->
<!-- <polygon class="wall" points="-10,-40 10,-40 10,-20 -10,-20" /> --> <!-- <polygon class="wall" points="-10,-40 10,-40 10,-20 -10,-20" /> -->
<polygon class="wall" points="-10,-40 10,-40 10,-15 -10,-15" /> <polygon class="wall" points="-10,-40 10,-40 10,-15 -10,-15" />
<polygon class="wall" points="-20,-10 20,10 -20,20 -30,0" />
<!-- <polygon class="wall" points="-10,10 10,30 -10,40 -20,20" /> --> <!-- <polygon class="wall" points="-10,10 10,30 -10,40 -20,20" /> -->
<!-- <polygon class="wall" points="-20,-10 0,10 -20,20 -30,0" /> --> <!-- <polygon class="wall" points="-20,-10 0,10 -20,20 -30,0" /> -->
<polygon class="wall" points="-20,-10 20,10 -20,20 -30,0" />
<!-- <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" /> -->
@@ -476,6 +477,59 @@ const Move = (() => {
return [...edgeColl, ...cornerColl]; return [...edgeColl, ...cornerColl];
} }
function vector(x, y) {
const vector = { x: x, y: y };
vector.magnitude = Math.sqrt(x**2+y**2);
vector.dx = vector.x / vector.magnitude;
vector.dy = vector.y / vector.magnitude;
vector.rightNormal = { x: vector.y, y: -vector.x };
vector.rightNormal.dx = vector.rightNormal.x / vector.magnitude;
vector.rightNormal.dy = vector.rightNormal.y / vector.magnitude;
return vector;
}
function bounceVector(v, run, rise) {
const vec1 = vector(v.x, v.y);
const vec2 = vector(run, rise);
// From https://stackoverflow.com/a/14886099
// 1. Find the dot product of vec1 and vec2
// Note: dx and dy are vx and vy divided over the length of the vector (magnitude)
// var dpA:Number = vec1.vx * vec2.dx + vec1.vy * vec2.dy;
const dpA = vec1.x * vec2.dx + vec1.y * vec2.dy;
// 2. Project vec1 over vec2
// var prA_vx:Number = dpA * vec2.dx;
const prAvx = dpA * vec2.dx;
// var prA_vy:Number = dpA * vec2.dy;
const prAvy = dpA * vec2.dy;
// 3. Find the dot product of vec1 and vec2's normal
// (left or right normal depending on line's direction, let's say left)
// vec.leftNormal --> vx = vec.vy; vy = -vec.vx;
// vec.rightNormal --> vx = -vec.vy; vy = vec.vx;
// var dpB:Number = vec1.vx * vec2.leftNormal.dx + vec1.vy * vec2.leftNormal.dy;
const dpB = vec1.x * vec2.rightNormal.dx + vec1.y * vec2.rightNormal.dy;
// 4. Project vec1 over vec2's left normal
// var prB_vx:Number = dpB * vec2.leftNormal.dx;
const prBvx = dpB * vec2.rightNormal.dx;
// var prB_vy:Number = dpB * vec2.leftNormal.dy;
const prBvy = dpB * vec2.rightNormal.dy;
// 5. Add the first projection prA to the reverse of the second -prB
// var new_vx:Number = prA_vx - prB_vx;
// var new_vy:Number = prA_vy - prB_vy;
return {
x: prAvx - prBvx,
y: prAvy - prBvy,
vec1,
vec2
};
}
return { return {
update: ({ entity_id }, elapsed) => { update: ({ entity_id }, elapsed) => {
const { x: px, y: py } = Position[entity_id]; const { x: px, y: py } = Position[entity_id];
@@ -496,88 +550,46 @@ const Move = (() => {
if (contacts.length !== 0) { if (contacts.length !== 0) {
console.log("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"); console.log("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
console.log("CONTACTS", contacts);
let posP; let posP;
const contact = contacts[0]; const contact = contacts[0];
if (contact.corner) { if (contact.corner) {
Velocity[entity_id] = { x: 0, y: 0 }; contact.position = cornerContactPosition(p.x, p.y, px, py, contact.corner, s.radius);
console.log("contact position", contact.position);
drawLine(contact.position.x, contact.position.y, contact.position.x + vx, contact.position.y + vy, "blue");
const contactV = { x: contact.position.y - contact.corner.y, y: contact.position.x - contact.corner.x };
console.log("contactV", contactV);
const normalVect = { x: contact.position.x - contact.corner.x, y: contact.position.y - contact.corner.y };
console.log("normal vector", normalVect);
drawLine(contact.corner.x, contact.corner.y, contact.corner.x + normalVect.x, contact.corner.y + normalVect.y, "black");
const tangentVect = { x: normalVect.y, y: -normalVect.x };
drawLine(contact.position.x, contact.position.y, contact.position.x + tangentVect.x, contact.position.y + tangentVect.y, "green");
contact.velocity = bounceVector(v, tangentVect.x, tangentVect.y);
console.log("tangent vector", tangentVect);
drawLine(contact.position.x, contact.position.y, contact.position.x + contact.velocity.x, contact.position.y + contact.velocity.y, "blue");
// Velocity[entity_id] = { x: 0, y: 0 };
Velocity[entity_id] = contact.velocity;
Position[entity_id] = cornerContactPosition(p.x, p.y, px, py, contact.corner, s.radius); Position[entity_id] = cornerContactPosition(p.x, p.y, px, py, contact.corner, s.radius);
} else if (contact.edge) { } else if (contact.edge) {
// if (isLandable(contact.edge) && s.gearDown) s.isLanded = true; // if (isLandable(contact.edge) && s.gearDown) s.isLanded = true;
const isHorizontal = contact.edge.ya === contact.edge.yb; // console.log("CURRENT POSITION", px, py);
const isVertical = contact.edge.xa === contact.edge.xb; // console.log("INTENDED POSITION", p.x, p.y);
// console.log("CONTACT POSITION", contact.position);
console.log("CURRENT POSITION", px, py);
console.log("INTENDED POSITION", p.x, p.y);
console.log("CONTACT POSITION", contact.position);
const rise = contact.edge.yb-contact.edge.ya; const rise = contact.edge.yb-contact.edge.ya;
const run = contact.edge.xb-contact.edge.xa; const run = contact.edge.xb-contact.edge.xa;
drawLine(p.x - v.x, p.y - v.y, p.x, p.y, "blue"); // velocity vector drawLine(p.x - v.x, p.y - v.y, p.x, p.y, "blue"); // velocity vector
console.log("velocity vector", v.x, v.y);
const det = v.x * rise - v.y * run; const det = v.x * rise - v.y * run;
console.log("DEEEEEEEETTTTTTTTTTTTTTT", det);
drawLine(contact.edge.xa, contact.edge.ya, contact.edge.xb, contact.edge.yb, "green"); // edge vector drawLine(contact.edge.xa, contact.edge.ya, contact.edge.xb, contact.edge.yb, "green"); // edge vector
let newY;
let newX;
function vector(x, y) {
const vector = { x: x, y: y };
vector.magnitude = Math.sqrt(x**2+y**2);
vector.dx = vector.x / vector.magnitude;
vector.dy = vector.y / vector.magnitude;
vector.rightNormal = { x: vector.y, y: -vector.x };
vector.rightNormal.dx = vector.rightNormal.x / vector.magnitude;
vector.rightNormal.dy = vector.rightNormal.y / vector.magnitude;
return vector;
}
function bounceVector(v, run, rise) {
const vec1 = vector(v.x, v.y);
const vec2 = vector(run, rise);
// From https://stackoverflow.com/a/14886099
// 1. Find the dot product of vec1 and vec2
// Note: dx and dy are vx and vy divided over the length of the vector (magnitude)
// var dpA:Number = vec1.vx * vec2.dx + vec1.vy * vec2.dy;
const dpA = vec1.x * vec2.dx + vec1.y * vec2.dy;
// 2. Project vec1 over vec2
// var prA_vx:Number = dpA * vec2.dx;
const prAvx = dpA * vec2.dx;
// var prA_vy:Number = dpA * vec2.dy;
const prAvy = dpA * vec2.dy;
// 3. Find the dot product of vec1 and vec2's normal
// (left or right normal depending on line's direction, let's say left)
// vec.leftNormal --> vx = vec.vy; vy = -vec.vx;
// vec.rightNormal --> vx = -vec.vy; vy = vec.vx;
// var dpB:Number = vec1.vx * vec2.leftNormal.dx + vec1.vy * vec2.leftNormal.dy;
const dpB = vec1.x * vec2.rightNormal.dx + vec1.y * vec2.rightNormal.dy;
// 4. Project vec1 over vec2's left normal
// var prB_vx:Number = dpB * vec2.leftNormal.dx;
const prBvx = dpB * vec2.rightNormal.dx;
// var prB_vy:Number = dpB * vec2.leftNormal.dy;
const prBvy = dpB * vec2.rightNormal.dy;
// 5. Add the first projection prA to the reverse of the second -prB
// var new_vx:Number = prA_vx - prB_vx;
// var new_vy:Number = prA_vy - prB_vy;
return {
x: prAvx - prBvx,
y: prAvy - prBvy,
vec1,
vec2
};
}
// contact.velocity = { x: prAvx - prBvx, y: prAvy - prBvy }; // contact.velocity = { x: prAvx - prBvx, y: prAvy - prBvy };
contact.velocity = bounceVector(v, run, rise); contact.velocity = bounceVector(v, run, rise);
@@ -685,7 +697,7 @@ function init() {
s.position = { x: 0, y: -10 }; s.position = { x: 0, y: -10 };
// s.velocity = { x: 0, y: -10 }; // s.velocity = { x: 0, y: -10 };
// s.velocity = { x: 10, y: 20 }; // s.velocity = { x: 10, y: 20 };
s.velocity = { x: 0, y: 0 }; s.velocity = { x: 5, y: 0 };
s.angularVelocity = 0; s.angularVelocity = 0;
// s. velocity = { x: -5*mult, y: 7*mult }; // s. velocity = { x: -5*mult, y: 7*mult };
@@ -986,7 +998,7 @@ function drawLine(xa, ya, xb, yb, color = "black") {
arrow.setAttribute('cx', xb); arrow.setAttribute('cx', xb);
arrow.setAttribute('cy', yb); arrow.setAttribute('cy', yb);
arrow.setAttribute('r', 1); arrow.setAttribute('r', 1);
arrow.setAttribute('fill', 'teal'); arrow.setAttribute('fill', color);
svg.appendChild(arrow); svg.appendChild(arrow);
svg.appendChild(el); svg.appendChild(el);

Before

Width:  |  Height:  |  Size: 52 KiB

After

Width:  |  Height:  |  Size: 52 KiB