WIP: rounding position values

This commit is contained in:
2026-01-30 10:55:07 -08:00
parent 8198fc7b63
commit d2a8758fb8

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@@ -129,7 +129,7 @@
<!-- <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="-20,-10 20,10 -20,20 -30,0" />
<!-- <polygon class="wall" points="-20,-10 20,10 -10,100 -100,100" /> -->
<!-- <polygon class="wall" points="-10,10 10,30 -10,40 -20,20" /> -->
<!-- <polygon class="wall" points="-20,-10 0,10 -20,20 -30,0" /> -->
@@ -233,12 +233,46 @@ const Acceleration = {};
// systems
const Move = (() => {
const metersPerMillisecond = 0.001;
// const expo = 1e15;
const expo = 1e8;
// Triangle has a clockwise orientation
function isClockwise([xa, ya], [xb, yb], [xc, yc]) {
// https://en.wikipedia.org/wiki/Curve_orientation#Practical_considerations
// Determinant for a convex polygon
const det = (xb - xa) * (yc - ya) - (xc - xa) * (yb - ya);
console.log("xa, ya, xb, yb, xc, yc", xa, ya, xb, yb, xc, yc);
const detEx = (xb*expo - xa*expo) * (yc*expo - ya*expo) - (xc*expo - xa*expo) * (yb*expo - ya*expo);
console.log("=----", xb*expo - xa*expo, yc*expo - ya*expo, xc*expo - xa*expo, yb*expo - ya*expo);
console.log("=----", xb*expo, xa*expo, yc*expo, ya*expo, xc*expo, xa*expo, yb*expo, ya*expo);
console.log("=----", xb*expo - xa*expo, yc*expo - ya*expo, xc*expo - xa*expo, yb*expo - ya*expo);
console.log("=----", (xb*expo - xa*expo) * (yc*expo - ya*expo), (xc*expo - xa*expo) * (yb*expo - ya*expo));
console.log("detxxxxxxxxxxxxxxxxxxxxxxxxxxxxx", detEx * 1e-16);
// (8.0046e+33) / 1e30
// -> 8004.599999999999
// 8.0046e+33 * 1e-30
// -> 8004.6
// -0.574 * 1e-8
// -57399999.99999999
// -0.574 / 1e8
// -> -5.74e-9
// -0.574 * 1e9
// -574000000
// -0.574 / 1e-8
// -57399999.99999999
// -0.574 * 1e8
// -57399999.99999999
// -0.574 * 1e9
// -574000000
// -0.574 * 1e10
// -5740000000
// -0.574 * 1e11
// -57399999999.99999
// console.log(xb, xa, yc, ya, xc, xa, yb, ya);
console.log("dettttttttttttttttttttt", det);
return det < 0;
}
@@ -341,35 +375,60 @@ const Move = (() => {
const positionSeg = { xa: x, ya: y, xb: xc, yb: yc };
const { xa: x1, ya: y1, xb: x2, yb: y2 } = positionSeg;
const { xa: x3, ya: y3, xb: x4, yb: y4 } = edgeSeg;
// const { xa: x3, ya: y3, xb: x4, yb: y4 } = edgeSeg;
const { xa: x3, ya: y3, xb: x4, yb: y4 } = edge;
// https://en.wikipedia.org/wiki/Intersection_(geometry)#Two_line_segments
// https://en.wikipedia.org/wiki/Cramer%27s_rule#Explicit_formulas_for_small_systems
const denom = (x2-x1)*(y4-y3)-(x4-x3)*(y2-y1);
// const denom = (x2-x1)*(y4-y3)-(x4-x3)*(y2-y1);
// console.log("x2", x2, "x1", x1, "y4", y4, "y3", y3, "x4", x4, "x3", x3, "y2", y2, "y1", y1);
// console.log("denom", denom);
const x21 = +(x2-x1).toPrecision(13);
const y43 = +(y4-y3).toPrecision(13);
const x43 = +(x4-x3).toPrecision(13);
const y21 = +(y2-y1).toPrecision(13);
const denom = +(x21*y43-x43*y21).toPrecision(13);
const x31 = +(x3-x1).toPrecision(13);
const y31 = +(y3-y1).toPrecision(13);
console.log("DENOM", denom);
if (denom) {
const s = ((x3-x1)*(y4-y3)-(x4-x3)*(y3-y1))/denom;
const t = -((x2-x1)*(y3-y1)-(x3-x1)*(y2-y1))/denom;
// const s = ((x3-x1)*(y4-y3)-(x4-x3)*(y3-y1))/denom;
// const t = -((x2-x1)*(y3-y1)-(x3-x1)*(y2-y1))/denom;
// const roundedT = +t.toFixed(2);
// const roundedS = +s.toFixed(2);
const roundedT = +t.toFixed(15);
const roundedS = +s.toFixed(15);
// const roundedT = +t.toFixed(15);
// const roundedS = +s.toFixed(15);
const s = +(+(x31*y43-x43*y31).toPrecision(13) / denom).toPrecision(13);
const t = +(-(x21*y31-x31*y21).toPrecision(13) / denom).toPrecision(13);
// console.log("checking edge for collision", edge);
// console.log("position edge segs", positionSeg, edgeSeg);
// console.log("s", s, "t", t);
// console.log("testing edge", edge);
// console.log("position seg", positionSeg);
// console.log("s", s, "roundedS", roundedS, "t", t, "roundedT", roundedT);
console.log("s", s, "t", t);
// if (roundedS >= 0 && roundedS <= 1 && roundedT >= 0 && roundedT <= 1) {
if (s >= 0 && s <= 1 && t >= 0 && t <= 1) {
const xs = (x1 + +s.toFixed(15) * (x2 - x1));
const ys = (y1 + +s.toFixed(15) * (y2 - y1));
if (s >= 0 && s < 1 && t >= 0 && t <= 1) { // this falls through
// if (s >= 0 && s <= 1 && t >= 0 && t <= 1) { // this sometimes falls through
const xs = +((x1 + s * +(x2 - x1).toPrecision(13))).toPrecision(13);
const ys = +((y1 + s * +(y2 - y1).toPrecision(13))).toPrecision(13);
console.log("xs", xs, "ys", ys);
collision.position = { x: xs, y: ys };
// console.log("xs, yx", xs, ys);
// console.log("xc, yc", xc, yc);
// collision.position = { x: xs, y: ys };
collision.position = { x: +xs.toFixed(15), y: +ys.toFixed(15) };
// collision.position = { x: +xs.toFixed(15), y: +ys.toFixed(15) };
console.log("BLSAEKJSDFGLSKDJF");
// console.log("BLSAEKJSDFGLSKDJF");
// collision.position = { x: xc, y: yc };
// console.log("position calculate by detectEdgeCollision", xs, ys);
@@ -482,7 +541,7 @@ const Move = (() => {
return [...edgeColl, ...cornerColl];
}
// Math.round(3.141592653589793e+15 / 1)
function vector(x, y) {
const vector = { x: x, y: y };
vector.magnitude = Math.sqrt(x**2+y**2);
@@ -542,16 +601,44 @@ const Move = (() => {
const { x: vx, y: vy } = Velocity[entity_id];
const { x: ax, y: ay } = Acceleration[entity_id];
// console.log("elapsed", elapsed);
// console.log("px", px, "py", py);
// console.log("vx", vx, "vy", vy);
// console.log("ax", ax, "ay", ay);
const v = {
x: vx > 0 && vx + ax <= 0 ? 0 : vx + ax,
y: vy > 0 && vy + ay <= 0 ? 0 : vy + ay
};
// v.x = +v.x.toPrecision(13);
// v.y = +v.y.toPrecision(13);
// console.log("future v", v);
const exp = 1e4
const p = {
x: px + elapsed * v.x * metersPerMillisecond,
y: py + elapsed * v.y * metersPerMillisecond
// x: px + elapsed * v.x * metersPerMillisecond,
// y: py + elapsed * v.y * metersPerMillisecond
x: Math.round((px + elapsed * v.x * metersPerMillisecond) * 100) / 100,
y: Math.round((py + elapsed * v.y * metersPerMillisecond) * 100) / 100,
// x: (px * exp + elapsed * 1000 * v.x / 1000) / exp,
// y: (py * exp + elapsed * 1000 * v.y / 1000) / exp
};
console.log("----------elapsed", elapsed)
console.log("velocity", v);
console.log("current position", px, py);
console.log("future position", p);
// console.log("px + elapsed * 1000 * v.x / 1000", px + elapsed * 1000 * v.x / 1000 / 1000);
// 0.57 * 1000 * 20 / 1000
// p.x = +p.x.toPrecision(13);
// p.y = +p.y.toPrecision(13);
// console.log("future p", p);
const contacts = detectContacts([px, py], p, v, s.radius, map, false);
if (contacts.length !== 0) {
@@ -562,6 +649,9 @@ const Move = (() => {
if (contact.corner) {
contact.position = cornerContactPosition(p.x, p.y, px, py, contact.corner, s.radius);
contact.position.x = +contact.position.x.toPrecision(13);
contact.position.y = +contact.position.y.toPrecision(13);
// console.log("contact position", contact.position);
// drawLine(contact.position.x, contact.position.y, contact.position.x + vx, contact.position.y + vy, "blue");
@@ -585,8 +675,8 @@ const Move = (() => {
} else if (contact.edge) {
// if (isLandable(contact.edge) && s.gearDown) s.isLanded = true;
const accVect = vector(ax, ay);
const rise = contact.edge.yb-contact.edge.ya;
const run = contact.edge.xb-contact.edge.xa;
const rise = (contact.edge.yb-contact.edge.ya).toPrecision(16);
const run = (contact.edge.xb-contact.edge.xa);
const edgeNrmlVect = vector(rise, -run);
const velocityVect = vector(v.x, v.y);
@@ -606,7 +696,7 @@ const Move = (() => {
const reverseP = { x: -pVect.x, y: -pVect.y };
const reverseA = { x: -aVect.x, y: -aVect.y };
// add reverseP and v vectors together
// add reverseP and v vectors together and a vector
const prVonNx = reverseP.x + v.x + reverseA.x;
const prVonNy = reverseP.y + v.y + reverseA.y;
// console.log("velocity vector", velocityVect);
@@ -617,6 +707,9 @@ const Move = (() => {
// drawLine(px, py, px + edgeNrmlVect.x, py + edgeNrmlVect.y, "black");
// drawLine(contact.position.x, contact.position.y, contact.position.x + prVonNx, contact.position.y + prVonNy, "teal");
const side = isClockwise([contact.edge.xa, contact.edge.ya], [contact.edge.xb, contact.edge.yb], [px, py]);
console.log("Side of edge I'm on", side < 0 ? "side A" : "side B");
// contact.velocity = { x: prVonNx, y: prVonNy };
Velocity[entity_id] = { x: prVonNx, y: prVonNy };
console.log("contact.position", contact.position);
@@ -633,7 +726,11 @@ const Move = (() => {
x: contact.position.x + elapsed * prVonNx * metersPerMillisecond,
y: contact.position.y + elapsed * prVonNy * metersPerMillisecond
};
newP.x = +newP.x.toPrecision(13);
newP.y = +newP.y.toPrecision(13);
console.log("newP", newP);
drawCircle(newP.x, newP.y, "red", 0.1);
Position[entity_id] = newP;
}
@@ -730,13 +827,13 @@ function init() {
// s.velocity = { x: -10, y: 20 };
// s.velocity = { x: 10, y: 20 };
// s.velocity = { x: -20, y: 40 };
s.velocity = { x: 0, y: 10 };
s.velocity = { x: -1, y: 2 };
s.angularVelocity = 0;
// s. velocity = { x: -5*mult, y: 7*mult };
// drawCircle(0, 0);
// s.acceleration = { x: 0, y: 10 };
// s.acceleration = { x: 1, y: 3 };
s.acceleration = { x: 0, y: 0 };
Ships.forEach(({ entity_id }) => {
@@ -1083,18 +1180,31 @@ function detectEdgeCollision([xc, yc], [x, y], radius, gearDown) {
const { xa: x1, ya: y1, xb: x2, yb: y2 } = positionSeg;
const { xa: x3, ya: y3, xb: x4, yb: y4 } = edgeSeg;
// const { xa: x3, ya: y3, xb: x4, yb: y4 } = edge;
// https://en.wikipedia.org/wiki/Intersection_(geometry)#Two_line_segments
// https://en.wikipedia.org/wiki/Cramer%27s_rule#Explicit_formulas_for_small_systems
const s = ((x3-x1)*(y4-y3)-(x4-x3)*(y3-y1))/((x2-x1)*(y4-y3)-(x4-x3)*(y2-y1));
const t = -((x2-x1)*(y3-y1)-(x3-x1)*(y2-y1))/((x2-x1)*(y4-y3)-(x4-x3)*(y2-y1));
const roundedT = +t.toFixed(2);
const roundedS = +s.toFixed(2);
// const denom = +((x2-x1)*(y4-y3)-(x4-x3)*(y2-y1)).toPrecision(13);
const x21 = +(x2-x1).toPrecision(13);
const y43 = +(y4-y3).toPrecision(13);
const x43 = +(x4-x3).toPrecision(13);
const y21 = +(y2-y1).toPrecision(13);
const denom = +(x21*y43-x43*y21).toPrecision(13);
const x31 = +(x3-x1).toPrecision(13);
const y31 = +(y3-y1).toPrecision(13);
if (roundedS >= 0 && roundedS <= 1 && roundedT >= 0 && roundedT <= 1) {
const xs = (x1 + s * (x2 - x1));
const ys = (y1 + s * (y2 - y1));
collision.position = { x: xs, y: ys };
const s = +(+(x31*y43-x43*y31).toPrecision(13) / denom).toPrecision(13);
const t = +(-(x21*y31-x31*y21).toPrecision(13) / denom).toPrecision(13);
// const s = +(((x3-x1)*(y4-y3)-(x4-x3)*(y3-y1))/denom).toPrecision(13);
// const t = +(-((x2-x1)*(y3-y1)-(x3-x1)*(y2-y1))/denom).toPrecision(13);
if (s >= 0 && s <= 1 && t >= 0 && t <= 1) {
const xs = (x1 + s * +(x2 - x1).toPrecision(13));
const ys = (y1 + s * +(y2 - y1).toPrecision(13));
collision.position = { x: +xs.toPrecision(13), y: +ys.toPrecision(13) };
return true;
}
@@ -1412,8 +1522,14 @@ function firstFrame(timestamp) {
}
function animate(timestamp) {
const elapsed = timestamp - previous;
const delta = timestamp - zero;
console.log("----------animate timestamp", timestamp, "previous", previous);
// 2064.26 * 1000 - 2036.26 * 1000
// 28000.000000000233
// const elapsed = (timestamp * 1000 - previous * 1000) / 1000;
const elapsed = (Math.round(timestamp * 1000) - Math.round(previous * 1000)) / 1000;
const delta = (timestamp * 1000 - zero * 1000) / 1000;
previous = timestamp;
if (delta >= 1000) {
@@ -1447,6 +1563,8 @@ function animate(timestamp) {
newVel = Velocity[Ships[0].entity_id];
s.node.style.transform = `translate(${newPos.x}px, ${newPos.y}px)`;
// s.node.style.transform = `translate(${Math.round(newPos.x)}px, ${Math.round(newPos.y)}px)`;
// console.log("translation", s.node.style.transform);
positionEl.innerText = `${newPos.x.toFixed(1)},${newPos.y.toFixed(1)}`;
velocityEl.innerText = `${newVel.x.toFixed(1)},${newVel.y.toFixed(1)}`;

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