Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -97,6 +97,17 @@ export interface PhysicsControl {
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setGravity(x: number, y: number): void;
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}
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/**
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* What a move with collision met: which of the object's own axes something stood against, whether
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* it hit anything, and the world normal of the first contact (pointing away from what was hit).
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*/
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export interface MoveOutcome {
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blockedX: boolean;
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blockedY: boolean;
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hit: boolean;
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normal: { x: number; y: number };
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}
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/**
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* Everything the graph does to the world goes through here, so the core stays free of runtime
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* imports. Implemented by the runtime (BehaviorSystem) and by test doubles.
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@@ -132,10 +143,10 @@ export interface NodeContext {
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/** A collider entity stands for itself; any other entity for its direct collider children. */
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isTouching(a: EntityHandle, b: EntityHandle): boolean;
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/**
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* Moves `target` by (dx, dy) in local units, stopping solid colliders at other solid ones axis by
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* axis (x first, then y) so it slides along walls.
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* Moves `target` by (dx, dy) in local units; its solid colliders stop flush at other solid ones
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* and the rest of the move goes on along the surface, less what friction takes.
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*/
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moveAndSlide(target: EntityHandle, dx: number, dy: number): { blockedX: boolean; blockedY: boolean };
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moveAndSlide(target: EntityHandle, dx: number, dy: number): MoveOutcome;
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/** Absent where nothing is simulated: the editor run, and a test double that does not ask for it. */
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physics?: PhysicsControl;
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log(message: string): void;
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@@ -1,15 +1,30 @@
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import type { MoveOutcome } from '../../NodeContext';
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import type { NodeDef } from '../../NodeRegistry';
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import { asBoolean, asEntity, asNumber } from '../../values';
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import { bool, exec, num, obj, withDefault } from '../shared';
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const FREE = { blockedX: false, blockedY: false, hit: false, normalX: 0, normalY: 0 };
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function outputsOf(outcome: MoveOutcome) {
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return {
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blockedX: outcome.blockedX,
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blockedY: outcome.blockedY,
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hit: outcome.hit,
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normalX: outcome.normal.x,
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normalY: outcome.normal.y,
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};
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}
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export const Move: NodeDef = {
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type: 'Move',
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label: 'Move',
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category: 'action',
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description:
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"Moves an object by (dx, dy) × scale × dt. Connect dt to an event's dt for per-second movement; " +
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'leave it at 1 for per-frame. With "Collide with solids" on, the object\'s solid colliders stop at ' +
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'other solid colliders and slide along them; blocked x/y tell which axes hit.',
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'leave it at 1 for per-frame. With "Collide with solids" on, the object\'s solid colliders stop ' +
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'flush at other solid colliders and the rest of the move goes on along the surface, less what the ' +
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'friction of both colliders takes; blocked x/y tell which axes something stood against, hit whether ' +
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'anything was met, and normal x/y which way the first surface faces.',
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inputs: [
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exec(),
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obj('object'),
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@@ -18,17 +33,25 @@ export const Move: NodeDef = {
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withDefault(num('scale'), 1),
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withDefault(num('dt'), 1),
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],
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outputs: [exec(), bool('blockedX', 'blocked x'), bool('blockedY', 'blocked y')],
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outputs: [
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exec(),
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bool('blockedX', 'blocked x'),
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bool('blockedY', 'blocked y'),
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bool('hit'),
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num('normalX', 'normal x'),
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num('normalY', 'normal y'),
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],
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params: [{ key: 'collide', label: 'Collide with solids', kind: 'boolean', default: false }],
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run: (ctx, inputs, params) => {
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const target = asEntity(inputs.object);
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if (!target) return { next: 'exec', outputs: { blockedX: false, blockedY: false } };
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if (!target) return { next: 'exec', outputs: FREE };
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const factor = asNumber(inputs.scale) * asNumber(inputs.dt);
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const dx = asNumber(inputs.dx) * factor;
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const dy = asNumber(inputs.dy) * factor;
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if (asBoolean(params.collide)) return { next: 'exec', outputs: ctx.moveAndSlide(target, dx, dy) };
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if (asBoolean(params.collide))
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return { next: 'exec', outputs: outputsOf(ctx.moveAndSlide(target, dx, dy)) };
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target.x += dx;
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target.y += dy;
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return { next: 'exec', outputs: { blockedX: false, blockedY: false } };
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return { next: 'exec', outputs: FREE };
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},
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};
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@@ -18,9 +18,6 @@ export type ColliderShape =
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type Box = Extract<ColliderShape, { kind: 'box' }>;
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type Circle = Extract<ColliderShape, { kind: 'circle' }>;
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/** A movement axis in the plane (`z` is draw order, not geometry). */
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export type PlaneAxis = 'x' | 'y';
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/** The shape as it sits in the world: sized by the transform's scale, a box turned by its angle. */
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export function colliderShape(props: PropertyBag, m: Mat): ColliderShape {
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const scale = scaleOf(m);
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@@ -120,6 +117,86 @@ export function shapesOverlap(a: ColliderShape, b: ColliderShape): boolean {
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return distanceToBox(toBoxFrame(box, circle), box.w / 2, box.h / 2) < circle.r - EPSILON;
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}
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/**
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* How two shapes meet: `separation` is the gap between them (negative when they overlap, then its
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* size is the shortest way out) and `normal` the unit direction from `obstacle` towards `mover` that
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* gap is measured along – the face that was hit, or the direction from a hit corner. Where the
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* shapes give no direction (centres on top of each other) it runs against `travel`.
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*/
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export function contactBetween(
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mover: ColliderShape,
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obstacle: ColliderShape,
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travel: Vec2,
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): { separation: number; normal: Vec2 } {
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const against = (n: Vec2, offset: number): Vec2 => {
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const sign = offset !== 0 ? Math.sign(offset) : dot(n, travel) > 0 ? -1 : 1;
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return { x: sign * n.x + 0, y: sign * n.y + 0 };
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};
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if (mover.kind === 'box' && obstacle.kind === 'box') {
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const centres = { x: mover.x - obstacle.x, y: mover.y - obstacle.y };
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let best = { separation: -Infinity, normal: { x: 0, y: 0 } };
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for (const n of [...axesOf(mover), ...axesOf(obstacle)]) {
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const offset = dot(centres, n);
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const separation = Math.abs(offset) - reach(mover, n) - reach(obstacle, n);
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const normal = against(n, offset);
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// On a tie (a corner on a corner) the face the travel runs into more squarely wins.
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if (
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separation > best.separation + EPSILON ||
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(separation > best.separation - EPSILON && dot(normal, travel) < dot(best.normal, travel))
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)
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best = { separation: Math.max(separation, best.separation), normal };
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}
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return best;
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}
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if (mover.kind === 'circle' && obstacle.kind === 'circle') {
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const d = { x: mover.x - obstacle.x, y: mover.y - obstacle.y };
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const length = Math.hypot(d.x, d.y);
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const normal = length > 0 ? { x: d.x / length, y: d.y / length } : against(unit(travel), 0);
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return { separation: length - mover.r - obstacle.r, normal };
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}
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const { box, circle } = boxAndCircle(mover, obstacle);
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const [ux, uy] = axesOf(box);
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const p = toBoxFrame(box, circle);
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const hw = box.w / 2;
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const hh = box.h / 2;
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// Local direction from the box towards the circle, and the gap along it.
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let dir: Vec2;
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let separation: number;
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if (Math.abs(p.x) > hw || Math.abs(p.y) > hh) {
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const d = { x: p.x - clamp(p.x, hw), y: p.y - clamp(p.y, hh) };
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const length = Math.hypot(d.x, d.y);
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dir = { x: d.x / length, y: d.y / length };
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separation = length - circle.r;
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} else {
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// The centre is inside: out through the nearer face.
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const sign = mover.kind === 'circle' ? 1 : -1;
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const local = { x: sign * dot(travel, ux), y: sign * dot(travel, uy) };
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const byX = hw - Math.abs(p.x) <= hh - Math.abs(p.y);
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dir = byX
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? { x: p.x !== 0 ? Math.sign(p.x) : -Math.sign(local.x) || 1, y: 0 }
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: { x: 0, y: p.y !== 0 ? Math.sign(p.y) : -Math.sign(local.y) || 1 };
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separation = -(byX ? hw - Math.abs(p.x) : hh - Math.abs(p.y)) - circle.r;
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}
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const world = { x: dir.x * ux.x + dir.y * uy.x, y: dir.x * ux.y + dir.y * uy.y };
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// `world` runs from the box to the circle; the normal runs from the obstacle to the mover.
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const sign = mover.kind === 'circle' ? 1 : -1;
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return { separation, normal: { x: sign * world.x + 0, y: sign * world.y + 0 } };
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}
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/** How deep two shapes overlap by the measure `shapesOverlap` uses: 0 when they only touch. */
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export function overlapDepth(separation: number): number {
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return separation < -EPSILON ? -separation : 0;
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}
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function clamp(v: number, half: number): number {
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return Math.min(half, Math.max(-half, v));
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}
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function unit(v: Vec2): Vec2 {
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const length = Math.hypot(v.x, v.y);
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return length > 0 ? { x: v.x / length, y: v.y / length } : { x: 1, y: 0 };
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}
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/**
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* How far `mover` has to travel along `direction` until it just clears `obstacle`; 0 when they are
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* apart already. This is what stops a moving object at a wall: it is pushed back against its
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@@ -26,6 +26,7 @@ import {
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bodyOf,
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type CollisionPair,
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type CollisionSource,
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type MoveResult,
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partsOf,
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shapeOf,
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Solids,
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@@ -169,12 +170,7 @@ export class PhysicsSystem implements System, CollisionSource {
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* `Move` with "Collide with solids": the object stops at what is in the way and slides along it,
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* as in the editor run, and a dynamic body that stops it gets a push (#147).
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*/
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moveAndSlide(
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world: World,
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entity: Entity,
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dx: number,
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dy: number,
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): { blockedX: boolean; blockedY: boolean } {
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moveAndSlide(world: World, entity: Entity, dx: number, dy: number): MoveResult {
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return this.solids.moveAndSlide(world, entity, dx, dy, (blocked) => this.push(world, entity, blocked));
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}
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@@ -253,7 +249,7 @@ export class PhysicsSystem implements System, CollisionSource {
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}
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/**
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* A mover that runs into a dynamic body pushes it along its travel, as one body meeting another
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* A mover that runs into a dynamic body pushes it into the contact, as one body meeting another
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* without bounce: the wanted speed is the move spread over the frame, and a light mover barely
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* shifts a heavy crate. Both keep moving – the mover as the graph says, the crate as the engine does.
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*/
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@@ -30,7 +30,7 @@ import type { World } from '../World';
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import type { Rapier } from '../physics/engine';
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import { PhysicsSystem } from '../physics/PhysicsSystem';
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import { CollisionSystem } from './CollisionSystem';
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import { bodyOf, type CollisionPair, type CollisionSource } from './solids';
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import { bodyOf, type CollisionPair, type CollisionSource, NOT_BLOCKED } from './solids';
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import { AnimationSystem } from './AnimationSystem';
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import type { Input } from './Input';
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import type { System } from './System';
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@@ -563,11 +563,11 @@ export class BehaviorSystem implements System {
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},
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moveAndSlide: (target, dx, dy) => {
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const found = resolve(target);
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if (!found) return { blockedX: false, blockedY: false };
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if (!found) return NOT_BLOCKED;
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if (this.collisions) return this.collisions.moveAndSlide(world, found, dx, dy);
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found.x += dx;
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found.y += dy;
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return { blockedX: false, blockedY: false };
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return NOT_BLOCKED;
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},
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physics:
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this.collisions instanceof PhysicsSystem
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@@ -2,7 +2,15 @@ import { isHandleEnabled } from '../../core/graph';
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import { shapesOverlap } from '../../core/properties/collider';
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import type { Entity } from '../Entity';
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import type { World } from '../World';
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import { bodyOf, type CollisionPair, type CollisionSource, isCollisionBody, partsOf, Solids } from './solids';
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import {
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bodyOf,
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type CollisionPair,
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type CollisionSource,
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isCollisionBody,
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type MoveResult,
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partsOf,
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Solids,
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} from './solids';
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import type { System } from './System';
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/**
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@@ -67,12 +75,7 @@ export class CollisionSystem implements System, CollisionSource {
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return false;
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}
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moveAndSlide(
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world: World,
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entity: Entity,
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dx: number,
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dy: number,
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): { blockedX: boolean; blockedY: boolean } {
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moveAndSlide(world: World, entity: Entity, dx: number, dy: number): MoveResult {
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return this.solids.moveAndSlide(world, entity, dx, dy);
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}
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}
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+168
-105
@@ -1,5 +1,5 @@
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import { isHandleEnabled, worldMatrixOf } from '../../core/graph';
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import { applyVector, IDENTITY } from '../../core/model/matrix';
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import { applyVector, determinant, IDENTITY, invert, linearOf, type Mat } from '../../core/model/matrix';
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import type { Vec2 } from '../../core/model/Properties';
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import { findAssetOf } from '../../core/model/Project';
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import { type CellRect, cellRectShape, solidRects } from '../../core/model/tilemapCollision';
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@@ -7,18 +7,24 @@ import { parentChain } from '../../core/model/walk';
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import {
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type ColliderShape,
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colliderShape,
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contactBetween,
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exitDistance,
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isTrigger,
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type PlaneAxis,
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overlapDepth,
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shapeExtent,
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} from '../../core/properties/collider';
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import { colliderMaterial } from '../../core/properties/rigidbody';
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import type { Entity } from '../Entity';
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import type { World } from '../World';
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/** Overlaps up to this depth (world units) count as contact, not as "already inside". */
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const SKIN = 0.05;
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/** Upper bound for the sub-steps of a single move, so a huge delta cannot stall a frame. */
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/** Upper bound for the sub-steps of a single sweep, so a huge delta cannot stall a frame. */
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const MAX_STEPS = 256;
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/** A move is swept this many times at most: into a contact, along it, into the next one, and on. */
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const MAX_PASSES = 4;
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/** Deepening an overlap by no more than this is rounding, not moving in. */
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const DEEPER = 1e-9;
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/** A normal this close to square with an axis does not stand against a move along it. */
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const SQUARE = 1e-6;
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/**
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* Two bodies that overlap (or overlapped) – always the same pair order per key. Either side is a
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@@ -34,8 +40,8 @@ export interface CollisionPair {
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}
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/**
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* What stopped a move along one axis: the collider or tilemap in the way, the world direction the
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* move was going, and how far it wanted to go there (world units).
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* What a move ran into: the collider or tilemap in the way, the world direction into it (against
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* the contact normal), and how far the whole move wanted to go that way (world units).
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*/
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export interface Blocked {
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by: Entity;
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@@ -43,24 +49,46 @@ export interface Blocked {
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distance: number;
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}
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/**
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* What `Move` with "Collide with solids" reports: which of the object's own axes something stood
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* against, whether it hit anything, and the normal of the first contact (world, pointing away from
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* what was hit; zero without a hit).
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*/
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export interface MoveResult {
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blockedX: boolean;
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blockedY: boolean;
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hit: boolean;
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normal: Vec2;
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}
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||||
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||||
export const NOT_BLOCKED: MoveResult = Object.freeze({
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blockedX: false,
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blockedY: false,
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hit: false,
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normal: Object.freeze({ x: 0, y: 0 }),
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});
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||||
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/** A shape in the mover's way and the collider or tilemap it belongs to. */
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interface Obstacle {
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shape: ColliderShape;
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body: Entity;
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||||
}
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||||
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||||
/** Where a sweep stopped: what it met, with which own collider, the normal, and the move left over. */
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interface Contact {
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by: Entity;
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own: Entity;
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normal: Vec2;
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left: Vec2;
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}
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||||
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||||
/** What the behaviors read of collisions, whichever system works them out. */
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export interface CollisionSource {
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||||
readonly enters: CollisionPair[];
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||||
readonly stays: CollisionPair[];
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readonly exits: CollisionPair[];
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||||
touching(world: World, a: Entity, b: Entity): boolean;
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||||
moveAndSlide(
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world: World,
|
||||
entity: Entity,
|
||||
dx: number,
|
||||
dy: number,
|
||||
): { blockedX: boolean; blockedY: boolean };
|
||||
moveAndSlide(world: World, entity: Entity, dx: number, dy: number): MoveResult;
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||||
}
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||||
|
||||
/**
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||||
@@ -101,10 +129,13 @@ export class Solids {
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||||
}
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||||
|
||||
/**
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||||
* Moves one axis at a time, stopping each at contact so the object slides along walls. An existing
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||||
* overlap is never resolved (no jolt) but never deepened, so an object can leave a wall but not burrow in.
|
||||
* The axes are the entity's own: under a turned parent, "x" runs wherever that parent points it.
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||||
* `onBlocked` hears what stopped each axis.
|
||||
* Moves the object towards (dx, dy) and, where a solid is in the way, stops flush at it and goes
|
||||
* on along its surface: what is left of the move loses the part into the surface, and friction
|
||||
* takes off the part along it in proportion (Coulomb) – so a circle rolls off an edge, and a
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||||
* pressed object slides the less the rougher the pair (#150). An existing overlap is never
|
||||
* resolved (no jolt) but never deepened, so an object can leave a wall but not burrow in.
|
||||
* (dx, dy) are in the entity's own axes: under a turned parent, "x" runs wherever that parent
|
||||
* points it. `onBlocked` hears each solid the move ran into, once.
|
||||
*/
|
||||
moveAndSlide(
|
||||
world: World,
|
||||
@@ -112,117 +143,149 @@ export class Solids {
|
||||
dx: number,
|
||||
dy: number,
|
||||
onBlocked?: (blocked: Blocked) => void,
|
||||
): { blockedX: boolean; blockedY: boolean } {
|
||||
): MoveResult {
|
||||
const own = blockingCollidersOf(world, entity);
|
||||
const frame = parentFrame(entity);
|
||||
const wanted = applyVector(frame, { x: dx, y: dy });
|
||||
if (own.length === 0) {
|
||||
entity.x += dx;
|
||||
entity.y += dy;
|
||||
return NOT_BLOCKED;
|
||||
}
|
||||
// Nothing that blocks moves while this one does, so its shapes are taken once for the whole move.
|
||||
const obstacles =
|
||||
own.length === 0
|
||||
? []
|
||||
: world.entities
|
||||
.filter((c) => blocksMover(c, entity))
|
||||
.flatMap((body) => this.shapesOf(world, body).map((shape) => ({ shape, body })));
|
||||
const slide = (axis: PlaneAxis, delta: number) => {
|
||||
const blocked = slideAxis(entity, own, obstacles, axis, delta);
|
||||
if (blocked) onBlocked?.(blocked);
|
||||
return blocked !== null;
|
||||
const obstacles = world.entities
|
||||
.filter((c) => blocksMover(c, entity))
|
||||
.flatMap((body) => this.shapesOf(world, body).map((shape) => ({ shape, body })));
|
||||
const contacts: Contact[] = [];
|
||||
let rest = wanted;
|
||||
for (let pass = 0; pass < MAX_PASSES && (rest.x !== 0 || rest.y !== 0); pass++) {
|
||||
const contact = sweep(entity, frame, own, obstacles, rest);
|
||||
if (!contact) break;
|
||||
contacts.push(contact);
|
||||
rest = slideAlong(contact.left, contact.normal, frictionBetween(contact.own, contact.by));
|
||||
}
|
||||
if (contacts.length === 0) return NOT_BLOCKED;
|
||||
const pushed = new Set<Entity>();
|
||||
for (const { by, normal } of contacts) {
|
||||
if (pushed.has(by)) continue;
|
||||
pushed.add(by);
|
||||
const along = { x: -normal.x, y: -normal.y };
|
||||
onBlocked?.({ by, along, distance: Math.max(0, dot(wanted, along)) });
|
||||
}
|
||||
const against = (axis: Vec2, delta: number) =>
|
||||
delta !== 0 && contacts.some(({ normal }) => Math.sign(delta) * dot(normal, unitOf(axis)) < -SQUARE);
|
||||
const first = contacts[0]!.normal;
|
||||
return {
|
||||
blockedX: against({ x: frame.a, y: frame.b }, dx),
|
||||
blockedY: against({ x: frame.c, y: frame.d }, dy),
|
||||
hit: true,
|
||||
normal: { x: first.x || 0, y: first.y || 0 },
|
||||
};
|
||||
return { blockedX: slide('x', dx), blockedY: slide('y', dy) };
|
||||
}
|
||||
}
|
||||
|
||||
function slideAxis(
|
||||
entity: Entity,
|
||||
own: Entity[],
|
||||
obstacles: Obstacle[],
|
||||
axis: PlaneAxis,
|
||||
delta: number,
|
||||
): Blocked | null {
|
||||
if (delta === 0 || own.length === 0) return null;
|
||||
const travel = axisTravel(entity, axis);
|
||||
const distance = Math.abs(delta) * travel.length;
|
||||
const steps = Math.min(
|
||||
MAX_STEPS,
|
||||
Math.max(1, Math.ceil(distance / stepLimit(own, obstacles, travel.unit))),
|
||||
);
|
||||
/**
|
||||
* The linear map from the entity's own axes to the world: its parent's. A parent scaled to nothing
|
||||
* leaves no direction to move in, so there the world's axes stand in.
|
||||
*/
|
||||
function parentFrame(entity: Entity): Mat {
|
||||
const parent = entity.parent ? linearOf(worldMatrixOf(entity.parent)) : IDENTITY;
|
||||
return Math.abs(determinant(parent)) < 1e-12 ? IDENTITY : parent;
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves the entity along `move` (world) in steps no solid is thinner than, until a step runs into
|
||||
* one: then it is set back flush against it and the contact is reported with what is left of the move.
|
||||
*/
|
||||
function sweep(entity: Entity, frame: Mat, own: Entity[], obstacles: Obstacle[], move: Vec2): Contact | null {
|
||||
const distance = Math.hypot(move.x, move.y);
|
||||
const forward = { x: move.x / distance, y: move.y / distance };
|
||||
const steps = Math.min(MAX_STEPS, Math.max(1, Math.ceil(distance / stepLimit(own, obstacles, forward))));
|
||||
const step = distance / steps;
|
||||
const toLocal = invert(frame);
|
||||
const shift = (length: number) => {
|
||||
const local = applyVector(toLocal, { x: forward.x * length, y: forward.y * length });
|
||||
entity.x += local.x;
|
||||
entity.y += local.y;
|
||||
};
|
||||
for (let i = 0; i < steps; i++) {
|
||||
const by = stepAxis(entity, own, obstacles, axis, delta / steps, travel);
|
||||
if (by) {
|
||||
const dir = Math.sign(delta);
|
||||
return { by, along: { x: dir * travel.unit.x, y: dir * travel.unit.y }, distance };
|
||||
// How deep each pair already overlaps. A step may never deepen that, but resolving it is not
|
||||
// our job (no jolt, and leaving a wall is always possible).
|
||||
const before = own.map((a) => {
|
||||
const mover = shapeOf(a);
|
||||
return obstacles.map(({ shape }) => overlapDepth(contactBetween(mover, shape, forward).separation));
|
||||
});
|
||||
shift(step);
|
||||
let correction = 0;
|
||||
let found: { own: Entity; obstacle: Obstacle } | null = null;
|
||||
for (const [k, a] of own.entries()) {
|
||||
const mover = shapeOf(a);
|
||||
for (const [j, obstacle] of obstacles.entries()) {
|
||||
const was = before[k]![j]!;
|
||||
if (overlapDepth(contactBetween(mover, obstacle.shape, forward).separation) <= was + DEEPER) continue;
|
||||
// Coming from outside, the step goes back exactly to where the two met; from inside, all
|
||||
// of it is taken back.
|
||||
const back =
|
||||
was === 0
|
||||
? Math.min(step, exitDistance(mover, obstacle.shape, { x: -forward.x, y: -forward.y }))
|
||||
: step;
|
||||
if (back > correction || !found) {
|
||||
correction = back;
|
||||
found = { own: a, obstacle };
|
||||
}
|
||||
}
|
||||
}
|
||||
if (!found) continue;
|
||||
const { own: collider, obstacle } = found;
|
||||
shift(-correction);
|
||||
const left = distance - i * step - (step - correction);
|
||||
return {
|
||||
by: obstacle.body,
|
||||
own: collider,
|
||||
normal: contactBetween(shapeOf(collider), obstacle.shape, forward).normal,
|
||||
left: { x: forward.x * left, y: forward.y * left },
|
||||
};
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/** One indivisible move along `axis`; returns the obstacle that stopped it, if one did. */
|
||||
function stepAxis(
|
||||
entity: Entity,
|
||||
own: Entity[],
|
||||
obstacles: Obstacle[],
|
||||
axis: PlaneAxis,
|
||||
delta: number,
|
||||
travel: AxisTravel,
|
||||
): Entity | null {
|
||||
const dir: 1 | -1 = delta > 0 ? 1 : -1;
|
||||
const forward = { x: dir * travel.unit.x, y: dir * travel.unit.y };
|
||||
// How deep each pair already sits in the other before the step. A step may never deepen
|
||||
// that, but resolving it is not our job (no jolt, and leaving a wall is always possible).
|
||||
// Overlaps below the skin count as plain contact – that is where rounding leftovers of a
|
||||
// previous correction land, and taking those for "already inside" would open the wall.
|
||||
const before = own.map((a) => {
|
||||
const mover = shapeOf(a);
|
||||
return obstacles.map(({ shape }) => {
|
||||
const p = penetration(mover, shape, forward);
|
||||
return p > SKIN ? p : 0;
|
||||
});
|
||||
});
|
||||
entity[axis] += delta;
|
||||
let correction = 0;
|
||||
let by: Entity | null = null;
|
||||
own.forEach((a, i) => {
|
||||
const mover = shapeOf(a);
|
||||
obstacles.forEach(({ shape, body }, j) => {
|
||||
const t = penetration(mover, shape, forward) - before[i]![j]!;
|
||||
if (t > correction) {
|
||||
correction = t;
|
||||
by = body;
|
||||
}
|
||||
});
|
||||
});
|
||||
if (correction <= 0) return null;
|
||||
entity[axis] -= dir * Math.min(correction / travel.length, Math.abs(delta));
|
||||
return by;
|
||||
/**
|
||||
* What of a move goes on after a contact: nothing into the surface, and along it what friction
|
||||
* leaves – shortened by `friction` times the part that pressed into the surface, down to nothing.
|
||||
*/
|
||||
function slideAlong(move: Vec2, normal: Vec2, friction: number): Vec2 {
|
||||
const into = dot(move, normal);
|
||||
if (into >= 0) return move;
|
||||
const along = { x: move.x - into * normal.x, y: move.y - into * normal.y };
|
||||
const length = Math.hypot(along.x, along.y);
|
||||
const kept = length - friction * -into;
|
||||
if (kept <= 0 || length === 0) return { x: 0, y: 0 };
|
||||
return { x: (along.x * kept) / length, y: (along.y * kept) / length };
|
||||
}
|
||||
|
||||
/** Where one unit along an entity's local axis goes in the world, and how far. */
|
||||
interface AxisTravel {
|
||||
unit: Vec2;
|
||||
length: number;
|
||||
/**
|
||||
* The friction of a pair, as the physics engine combines it for its bodies (the average), so an
|
||||
* object moved by the graph slides as far as one the engine moves. A tile has no material of its
|
||||
* own and has what a new collider starts with.
|
||||
*/
|
||||
function frictionBetween(own: Entity, obstacle: Entity): number {
|
||||
const of = (e: Entity) => colliderMaterial(e.type === 'collider' ? e.props : {}).friction;
|
||||
return (of(own) + of(obstacle)) / 2;
|
||||
}
|
||||
|
||||
function axisTravel(entity: Entity, axis: PlaneAxis): AxisTravel {
|
||||
const parent = entity.parent ? worldMatrixOf(entity.parent) : IDENTITY;
|
||||
const v = applyVector(parent, axis === 'x' ? { x: 1, y: 0 } : { x: 0, y: 1 });
|
||||
function dot(a: Vec2, b: Vec2): number {
|
||||
return a.x * b.x + a.y * b.y;
|
||||
}
|
||||
|
||||
function unitOf(v: Vec2): Vec2 {
|
||||
const length = Math.hypot(v.x, v.y);
|
||||
return length > 0
|
||||
? { unit: { x: v.x / length, y: v.y / length }, length }
|
||||
: { unit: { x: 1, y: 0 }, length: 1 };
|
||||
return length > 0 ? { x: v.x / length, y: v.y / length } : v;
|
||||
}
|
||||
|
||||
export function shapeOf(collider: Entity): ColliderShape {
|
||||
return colliderShape(collider.props, worldMatrixOf(collider));
|
||||
}
|
||||
|
||||
/**
|
||||
* How far `a` would have to be pushed back against its travel to just clear `b` (0 when they are
|
||||
* apart). Once a's centre has passed b's centre along the travel the shorter way out is forwards,
|
||||
* so nothing blocks – that keeps an object that ended up inside something able to leave.
|
||||
*/
|
||||
function penetration(mover: ColliderShape, obstacle: ColliderShape, forward: Vec2): number {
|
||||
if ((mover.x - obstacle.x) * forward.x + (mover.y - obstacle.y) * forward.y >= 0) return 0;
|
||||
return exitDistance(mover, obstacle, { x: -forward.x, y: -forward.y });
|
||||
}
|
||||
|
||||
/** What of an entity stops at walls when it moves: its solid colliders that are switched on. */
|
||||
export function blockingCollidersOf(world: World, entity: Entity): Entity[] {
|
||||
return collidersOf(world, entity).filter((c) => !isTrigger(c.props) && isHandleEnabled(c));
|
||||
|
||||
Reference in new issue
Block a user