@ue-too/dynamics 0.5.1 → 0.5.2

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Files changed (42) hide show
  1. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/collision.js +330 -0
  2. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/collision.js.map +1 -0
  3. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/constraint.js +166 -0
  4. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/constraint.js.map +1 -0
  5. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/index.js +4 -0
  6. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/index.js.map +1 -0
  7. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/quadtree.js +124 -0
  8. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/quadtree.js.map +1 -0
  9. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/rigidbody.js +476 -0
  10. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/rigidbody.js.map +1 -0
  11. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/world.js +90 -0
  12. package/.rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/world.js.map +1 -0
  13. package/dist/collision.d.ts +36 -0
  14. package/dist/constraint.d.ts +35 -0
  15. package/dist/dynamics.tsbuildinfo +1 -0
  16. package/dist/index.d.ts +3 -0
  17. package/dist/package.json +22 -0
  18. package/dist/quadtree.d.ts +26 -0
  19. package/dist/rigidbody.d.ts +252 -0
  20. package/dist/world.d.ts +29 -0
  21. package/jest.config.js +18 -0
  22. package/package.json +10 -9
  23. package/project.json +33 -0
  24. package/rollup.config.js +20 -0
  25. package/src/collision.ts +359 -0
  26. package/src/constraint.ts +245 -0
  27. package/src/index.ts +3 -0
  28. package/src/quadtree.ts +145 -0
  29. package/src/rigidbody.ts +640 -0
  30. package/src/world.ts +116 -0
  31. package/test/rigidbody.test.ts +10 -0
  32. package/tsconfig.json +21 -0
  33. package/tsconfig.spec.json +12 -0
  34. /package/{collision.d.ts → .rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/collision.d.ts} +0 -0
  35. /package/{constraint.d.ts → .rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/constraint.d.ts} +0 -0
  36. /package/{dynamics.tsbuildinfo → .rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/dynamics.tsbuildinfo} +0 -0
  37. /package/{index.d.ts → .rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/index.d.ts} +0 -0
  38. /package/{quadtree.d.ts → .rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/quadtree.d.ts} +0 -0
  39. /package/{rigidbody.d.ts → .rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/rigidbody.d.ts} +0 -0
  40. /package/{world.d.ts → .rollup.cache/home/runner/work/ue-too/ue-too/packages/dynamics/dist/world.d.ts} +0 -0
  41. /package/{index.js → dist/index.js} +0 -0
  42. /package/{index.js.map → dist/index.js.map} +0 -0
@@ -0,0 +1,330 @@
1
+ import { PointCal } from "@ue-too/math";
2
+ export function resolveCollision(bodyA, bodyB, normal) {
3
+ // console.log("resolve");
4
+ if (bodyA.isStatic() && bodyB.isStatic()) {
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+ return;
6
+ }
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+ let restitution = 0.4;
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+ let inverseMassA = bodyA.isStatic() || bodyA.isMovingStatic() ? 0 : 1 / bodyA.mass;
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+ let inverseMassB = bodyB.isStatic() || bodyB.isMovingStatic() ? 0 : 1 / bodyB.mass;
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+ // console.log("inverse mass a", inverseMassA);
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+ // console.log("inverse mass b", inverseMassB);
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+ let relativeVelocity = PointCal.subVector(bodyA.linearVelocity, bodyB.linearVelocity);
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+ // console.log("relative velocity: ", relativeVelocity);
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+ // console.log("linear velocity of a", bodyA.getLinearVelocity());
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+ // console.log("linear veolcity of b", bodyB.getLinearVelocity());
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+ let J = -(1 + restitution) * PointCal.dotProduct(relativeVelocity, normal);
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+ J /= inverseMassA + inverseMassB;
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+ let deltaVelocityA = PointCal.multiplyVectorByScalar(normal, J * inverseMassA);
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+ let deltaVelocityB = PointCal.multiplyVectorByScalar(normal, J * inverseMassB);
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+ // console.log("delta velocity A:", deltaVelocityA);
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+ // console.log("delta velocity B:", deltaVelocityB);
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+ bodyA.linearVelocity = PointCal.addVector(bodyA.linearVelocity, deltaVelocityA);
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+ bodyB.linearVelocity = PointCal.subVector(bodyB.linearVelocity, deltaVelocityB);
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+ }
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+ export function resolveCollisionWithRotation(bodyA, bodyB, contactManifold) {
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+ // console.log("resolve");
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+ if (bodyA.isStatic() && bodyB.isStatic()) {
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+ return;
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+ }
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+ let restitution = 0.4;
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+ let inverseMassA = bodyA.isStatic() || bodyA.isMovingStatic() ? 0 : 1 / bodyA.mass;
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+ let inverseMassB = bodyB.isStatic() || bodyB.isMovingStatic() ? 0 : 1 / bodyB.mass;
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+ let inverseMMOIA = bodyA.isStatic() || bodyA.isMovingStatic() ? 0 : 1 / bodyA.momentOfInertia;
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+ let inverseMMOIB = bodyB.isStatic() || bodyB.isMovingStatic() ? 0 : 1 / bodyB.momentOfInertia;
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+ const Js = [];
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+ for (let index = 0; index < contactManifold.contactPoints.length; index++) {
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+ const contactPoint = contactManifold.contactPoints[index];
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+ const rA = PointCal.subVector(contactPoint, bodyA.center);
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+ const rB = PointCal.subVector(contactPoint, bodyB.center);
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+ const rAPerpendicular = { x: -rA.y, y: rA.x };
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+ const rBPerpendicular = { x: -rB.y, y: rB.x };
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+ const angularVelocityA = PointCal.multiplyVectorByScalar(rAPerpendicular, bodyA.angularVelocity);
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+ const angularVelocityB = PointCal.multiplyVectorByScalar(rBPerpendicular, bodyB.angularVelocity);
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+ // console.log("inverse mass a", inverseMassA);
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+ // console.log("inverse mass b", inverseMassB);
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+ let relativeVelocity = PointCal.subVector(PointCal.addVector(bodyA.linearVelocity, angularVelocityA), PointCal.addVector(bodyB.linearVelocity, angularVelocityB));
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+ // console.log("relative velocity: ", relativeVelocity);
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+ // console.log("linear velocity of a", bodyA.getLinearVelocity());
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+ // console.log("linear veolcity of b", bodyB.getLinearVelocity());
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+ let relativeVelocityNormal = PointCal.dotProduct(relativeVelocity, contactManifold.normal);
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+ const rAPerpendicularNormal = PointCal.dotProduct(rAPerpendicular, contactManifold.normal);
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+ const rBPerpendicularNormal = PointCal.dotProduct(rBPerpendicular, contactManifold.normal);
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+ const denominator = inverseMassA + inverseMassB + rAPerpendicularNormal * rAPerpendicularNormal * inverseMMOIA + rBPerpendicularNormal * rBPerpendicularNormal * inverseMMOIB;
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+ let J = -(1 + restitution) * relativeVelocityNormal;
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+ J /= denominator;
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+ J /= contactManifold.contactPoints.length;
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+ Js.push(PointCal.multiplyVectorByScalar(contactManifold.normal, J));
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+ }
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+ Js.forEach((impulse, index) => {
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+ let deltaVelocityA = PointCal.multiplyVectorByScalar(impulse, inverseMassA);
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+ let deltaVelocityB = PointCal.multiplyVectorByScalar(impulse, inverseMassB);
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+ bodyA.linearVelocity = PointCal.addVector(bodyA.linearVelocity, deltaVelocityA);
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+ let resA = PointCal.crossProduct(PointCal.subVector(contactManifold.contactPoints[index], bodyA.center), impulse).z;
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+ resA = resA == undefined ? 0 : resA;
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+ let resB = PointCal.crossProduct(PointCal.subVector(contactManifold.contactPoints[index], bodyB.center), impulse).z;
66
+ resB = resB == undefined ? 0 : resB;
67
+ bodyA.angularVelocity += resA * inverseMMOIA;
68
+ bodyB.angularVelocity -= resB * inverseMMOIB;
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+ bodyB.linearVelocity = PointCal.subVector(bodyB.linearVelocity, deltaVelocityB);
70
+ });
71
+ }
72
+ export function aabbIntersects(aabbA, aabbB) {
73
+ if ((aabbA.min.x <= aabbB.max.x && aabbB.min.x <= aabbA.max.x) && (aabbA.min.y <= aabbB.max.y && aabbB.min.y <= aabbA.max.y)) {
74
+ return true;
75
+ }
76
+ return false;
77
+ }
78
+ export function intersects(bodyA, bodyB) {
79
+ let axis = [];
80
+ let bodyAAxes = bodyA.getCollisionAxes(bodyB);
81
+ let bodyBAxes = bodyB.getCollisionAxes(bodyA);
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+ axis.push(...bodyAAxes);
83
+ axis.push(...bodyBAxes);
84
+ let collision = true;
85
+ let minDepth = Number.MAX_VALUE;
86
+ let minAxis = axis[0];
87
+ axis.forEach(projAxis => {
88
+ let bodyAInterval = bodyA.getMinMaxProjection(projAxis);
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+ let bodyBInterval = bodyB.getMinMaxProjection(projAxis);
90
+ if (bodyAInterval.min >= bodyBInterval.max || bodyBInterval.min >= bodyAInterval.max) {
91
+ collision = false;
92
+ }
93
+ else {
94
+ let depth = Math.abs(Math.min(bodyAInterval.max, bodyBInterval.max) - Math.max(bodyBInterval.min, bodyAInterval.min));
95
+ if (depth < minDepth) {
96
+ minDepth = depth;
97
+ minAxis = projAxis;
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+ if (bodyAInterval.max < bodyBInterval.max) {
99
+ minAxis = PointCal.multiplyVectorByScalar(minAxis, -1);
100
+ }
101
+ }
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+ }
103
+ });
104
+ if (collision) {
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+ return { collision: collision, depth: minDepth, normal: minAxis };
106
+ }
107
+ else {
108
+ return { collision: false, depth: undefined, normal: undefined };
109
+ }
110
+ }
111
+ export function narrowPhaseWithRigidBody(bodies, combinationsToCheck, resolveCollisionFlag) {
112
+ if (!resolveCollisionFlag) {
113
+ return [];
114
+ }
115
+ const contactPoints = [];
116
+ combinationsToCheck.forEach(combination => {
117
+ let bodyA = combination.bodyA;
118
+ let bodyB = combination.bodyB;
119
+ if (bodyA == bodyB) {
120
+ // console.log("same body");
121
+ return;
122
+ }
123
+ let bodyAZ = bodyA.center.z == undefined ? 0 : bodyA.center.z;
124
+ let bodyBZ = bodyB.center.z == undefined ? 0 : bodyB.center.z;
125
+ if (Math.abs(bodyAZ - bodyBZ) > 0.5) {
126
+ // console.log("z-index difference is too large");
127
+ return;
128
+ }
129
+ let { collision, depth, normal: normalAxis } = intersects(bodyA, bodyB);
130
+ if (collision && normalAxis !== undefined && depth !== undefined) {
131
+ // the normal axis points in the direction that push bodyA away from bodyB
132
+ let moveDisplacement = PointCal.multiplyVectorByScalar(normalAxis, depth / 2);
133
+ let revMoveDisplacement = PointCal.multiplyVectorByScalar(normalAxis, -depth / 2);
134
+ if (!bodyA.isStatic()) {
135
+ bodyA.move(moveDisplacement);
136
+ }
137
+ if (!bodyB.isStatic()) {
138
+ bodyB.move(revMoveDisplacement);
139
+ }
140
+ if (bodyA.isStatic()) {
141
+ // bodyA.move(revMoveDisplacement);
142
+ bodyB.move(revMoveDisplacement);
143
+ }
144
+ if (bodyB.isStatic()) {
145
+ bodyA.move(moveDisplacement);
146
+ // bodyB.move(moveDisplacement);
147
+ }
148
+ // finding the collision contact point(s)
149
+ const bodyASigNormal = bodyA.getNormalOfSignificantFace(PointCal.multiplyVectorByScalar(normalAxis, -1));
150
+ const bodyBSigNormal = bodyB.getNormalOfSignificantFace(normalAxis);
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+ const bodyASigVertices = bodyA.getSignificantVertices(PointCal.multiplyVectorByScalar(normalAxis, -1));
152
+ const bodyBSigVertices = bodyB.getSignificantVertices(normalAxis);
153
+ const bodyAParallelIndicator = Math.abs(PointCal.dotProduct(bodyASigNormal, PointCal.multiplyVectorByScalar(normalAxis, -1)));
154
+ const bodyBParallelIndicator = Math.abs(PointCal.dotProduct(bodyBSigNormal, normalAxis));
155
+ if (bodyBSigVertices.length == 1 || bodyASigVertices.length == 1) {
156
+ // one of the body is a circle
157
+ // console.log("involving a circle");
158
+ if (bodyBSigVertices.length == 1) {
159
+ // bodyB is a circle
160
+ // contact point is on the perimeter of the circle and the direction is the collision normal
161
+ contactPoints.push(bodyBSigVertices[0]);
162
+ }
163
+ else {
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+ // bodyA is a circle
165
+ // contact point is on the perimeter of the circle and the direction is the collision normal
166
+ contactPoints.push(bodyASigVertices[0]);
167
+ }
168
+ }
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+ else if (bodyAParallelIndicator > bodyBParallelIndicator) {
170
+ // bodyA has the normal that is the most parallel to the collision normal
171
+ const adjacentFaces = bodyA.getAdjacentFaces(PointCal.multiplyVectorByScalar(normalAxis, -1));
172
+ let faceToClip = [...bodyBSigVertices];
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+ for (let index = 0; index < adjacentFaces.length - 1; index++) {
174
+ let startPoint = adjacentFaces[index].startPoint.coord;
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+ let endPoint = adjacentFaces[index].endPoint.coord;
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+ let direction = PointCal.subVector(endPoint, startPoint);
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+ let sigStart = PointCal.subVector(faceToClip[0], startPoint);
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+ let sigEnd = PointCal.subVector(faceToClip[1], startPoint);
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+ let startInside = PointCal.angleFromA2B(direction, sigStart) >= 0;
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+ let endInside = PointCal.angleFromA2B(direction, sigEnd) >= 0;
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+ if ((startInside ? 1 : 0) ^ (endInside ? 1 : 0)) {
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+ // one of the point is outside the face
183
+ let intersectionPoint = PointCal.getLineIntersection(startPoint, endPoint, faceToClip[0], faceToClip[1]);
184
+ if (intersectionPoint.intersects && intersectionPoint.intersection !== undefined) {
185
+ if (startInside) {
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+ faceToClip[1] = intersectionPoint.intersection;
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+ }
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+ else {
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+ faceToClip[0] = intersectionPoint.intersection;
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+ }
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+ }
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+ }
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+ }
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+ const referenceFace = adjacentFaces[adjacentFaces.length - 1];
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+ let startPoint = referenceFace.startPoint.coord;
196
+ let endPoint = referenceFace.endPoint.coord;
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+ let direction = PointCal.subVector(endPoint, startPoint);
198
+ let sigStart = PointCal.subVector(faceToClip[0], startPoint);
199
+ let sigEnd = PointCal.subVector(faceToClip[1], startPoint);
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+ let startInside = PointCal.angleFromA2B(direction, sigStart) >= 0;
201
+ let endInside = PointCal.angleFromA2B(direction, sigEnd) >= 0;
202
+ if (startInside) {
203
+ contactPoints.push(faceToClip[0]);
204
+ }
205
+ if (endInside) {
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+ contactPoints.push(faceToClip[1]);
207
+ }
208
+ }
209
+ else {
210
+ // bodyB has the normal that is the most parallel to the collision normal
211
+ const adjacentFaces = bodyB.getAdjacentFaces(normalAxis);
212
+ let faceToClip = [...bodyASigVertices];
213
+ if (faceToClip.length == 0) {
214
+ console.log("warning");
215
+ }
216
+ let count = 0;
217
+ for (let index = 0; index < adjacentFaces.length - 1; index++) {
218
+ let startPoint = adjacentFaces[index].startPoint.coord;
219
+ let endPoint = adjacentFaces[index].endPoint.coord;
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+ let direction = PointCal.subVector(endPoint, startPoint);
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+ let sigStart = PointCal.subVector(faceToClip[0], startPoint);
222
+ let sigEnd = PointCal.subVector(faceToClip[1], startPoint);
223
+ let startInside = PointCal.angleFromA2B(direction, sigStart) >= 0;
224
+ let endInside = PointCal.angleFromA2B(direction, sigEnd) >= 0;
225
+ if ((startInside ? 1 : 0) ^ (endInside ? 1 : 0)) {
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+ count += 1;
227
+ // one of the point is outside the face
228
+ let intersectionPoint = PointCal.getLineIntersection(startPoint, endPoint, faceToClip[0], faceToClip[1]);
229
+ if (intersectionPoint.intersects && intersectionPoint.intersection !== undefined) {
230
+ if (startInside) {
231
+ faceToClip[1] = intersectionPoint.intersection;
232
+ }
233
+ else {
234
+ faceToClip[0] = intersectionPoint.intersection;
235
+ }
236
+ }
237
+ }
238
+ }
239
+ const referenceFace = adjacentFaces[adjacentFaces.length - 1];
240
+ let startPoint = referenceFace.startPoint.coord;
241
+ let endPoint = referenceFace.endPoint.coord;
242
+ let direction = PointCal.subVector(endPoint, startPoint);
243
+ let sigStart = PointCal.subVector(faceToClip[0], startPoint);
244
+ let sigEnd = PointCal.subVector(faceToClip[1], startPoint);
245
+ let startInside = PointCal.angleFromA2B(direction, sigStart) >= 0;
246
+ let endInside = PointCal.angleFromA2B(direction, sigEnd) >= 0;
247
+ if (startInside) {
248
+ contactPoints.push(faceToClip[0]);
249
+ }
250
+ if (endInside) {
251
+ contactPoints.push(faceToClip[1]);
252
+ }
253
+ }
254
+ if (resolveCollisionFlag) {
255
+ resolveCollisionWithRotation(bodyA, bodyB, { normal: normalAxis, contactPoints: contactPoints });
256
+ // resolveCollision(bodyA, bodyB, normalAxis);
257
+ }
258
+ }
259
+ });
260
+ return contactPoints;
261
+ }
262
+ export function narrowPhase(bodies, combinationsToCheck, resolveCollisionFlag) {
263
+ if (!resolveCollisionFlag) {
264
+ return;
265
+ }
266
+ combinationsToCheck.forEach(combination => {
267
+ let bodyA = bodies[combination.bodyAIndex];
268
+ let bodyB = bodies[combination.bodyBIndex];
269
+ let { collision, depth, normal: normalAxis } = intersects(bodyA, bodyB);
270
+ if (collision && normalAxis !== undefined && depth !== undefined) {
271
+ // console.log("collision");
272
+ let moveDisplacement = PointCal.multiplyVectorByScalar(normalAxis, depth / 2);
273
+ let revMoveDisplacement = PointCal.multiplyVectorByScalar(normalAxis, -depth / 2);
274
+ if (!bodyA.isStatic()) {
275
+ bodyA.move(moveDisplacement);
276
+ }
277
+ if (!bodyB.isStatic()) {
278
+ bodyB.move(revMoveDisplacement);
279
+ }
280
+ if (bodyA.isStatic()) {
281
+ // bodyA.move(revMoveDisplacement);
282
+ bodyB.move(revMoveDisplacement);
283
+ }
284
+ if (bodyB.isStatic()) {
285
+ bodyA.move(moveDisplacement);
286
+ // bodyB.move(moveDisplacement);
287
+ }
288
+ if (resolveCollisionFlag) {
289
+ resolveCollision(bodyA, bodyB, normalAxis);
290
+ }
291
+ }
292
+ });
293
+ }
294
+ export function broadPhaseWithRigidBodyReturned(quadTree, bodies) {
295
+ let possibleCombi = [];
296
+ for (let index = 0; index <= bodies.length - 1; index++) {
297
+ let objsToCheck = quadTree.retrieve(bodies[index]);
298
+ for (let jindex = 0; jindex <= objsToCheck.length - 1; jindex++) {
299
+ let bodyA = bodies[index];
300
+ let bodyB = objsToCheck[jindex];
301
+ if (bodyA.isStatic() && bodyB.isStatic()) {
302
+ continue;
303
+ }
304
+ if (!aabbIntersects(bodyA.AABB, bodyB.AABB)) {
305
+ continue;
306
+ }
307
+ possibleCombi.push({ bodyA: bodyA, bodyB: bodyB });
308
+ }
309
+ }
310
+ return possibleCombi;
311
+ }
312
+ export function broadPhase(quadTree, bodies) {
313
+ let possibleCombi = [];
314
+ for (let index = 0; index <= bodies.length - 1; index++) {
315
+ let objsToCheck = quadTree.retrieve(bodies[index]);
316
+ for (let jindex = 0; jindex <= objsToCheck.length - 1; jindex++) {
317
+ let bodyA = bodies[index];
318
+ let bodyB = objsToCheck[jindex];
319
+ if (bodyA.isStatic() && bodyB.isStatic()) {
320
+ continue;
321
+ }
322
+ if (!aabbIntersects(bodyA.AABB, bodyB.AABB)) {
323
+ continue;
324
+ }
325
+ possibleCombi.push({ bodyAIndex: index, bodyBIndex: jindex });
326
+ }
327
+ }
328
+ return possibleCombi;
329
+ }
330
+ //# sourceMappingURL=collision.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,166 @@
1
+ import { PointCal } from "@ue-too/math";
2
+ export class FixedPinJoint {
3
+ constructor(bodyA, anchorA, worldAnchorA) {
4
+ this.bodyA = bodyA;
5
+ this.anchorA = anchorA;
6
+ this.worldAnchorA = worldAnchorA;
7
+ }
8
+ enforce(dt) {
9
+ this.solveWorldPinJointConstraint(dt);
10
+ }
11
+ solveWorldPinJointConstraint(dt) {
12
+ const body = this.bodyA;
13
+ const localAnchor = this.anchorA;
14
+ const worldAnchor = this.worldAnchorA;
15
+ // Transform local anchor point to world space
16
+ const worldAnchorOnBody = PointCal.addVector(body.center, PointCal.rotatePoint(localAnchor, body.orientationAngle));
17
+ // Calculate the difference between the anchor points
18
+ const diff = PointCal.subVector(worldAnchorOnBody, worldAnchor);
19
+ // Calculate the relative velocity of the anchor point
20
+ const r = PointCal.subVector(worldAnchorOnBody, body.center);
21
+ const velocity = PointCal.addVector(body.linearVelocity, PointCal.crossProduct({ x: 0, y: 0, z: body.angularVelocity }, r));
22
+ // Calculate the mass matrix
23
+ const invMass = body.isStatic() ? 0 : 1 / body.mass;
24
+ const invI = body.isStatic() ? 0 : 1 / body.momentOfInertia;
25
+ const K = {
26
+ x: invMass + invI * r.y * r.y,
27
+ y: invMass + invI * r.x * r.x,
28
+ xy: -invI * r.x * r.y
29
+ };
30
+ // Calculate the impulse
31
+ const baumgarte = 1; // Baumgarte stabilization factor
32
+ const impulse = {
33
+ x: -K.x * diff.x - K.xy * diff.y - baumgarte * diff.x / dt - velocity.x,
34
+ y: -K.xy * diff.x - K.y * diff.y - baumgarte * diff.y / dt - velocity.y
35
+ };
36
+ // Apply the impulse
37
+ if (!body.isStatic()) {
38
+ body.linearVelocity.x += invMass * impulse.x;
39
+ body.linearVelocity.y += invMass * impulse.y;
40
+ body.angularVelocity += invI * (r.x * impulse.y - r.y * impulse.x);
41
+ }
42
+ }
43
+ }
44
+ export class PinJoint {
45
+ constructor(bodyA, bodyB, anchorA, anchorB) {
46
+ this.bodyA = bodyA;
47
+ this.bodyB = bodyB;
48
+ this.anchorA = anchorA;
49
+ this.anchorB = anchorB;
50
+ }
51
+ enforce(dt) {
52
+ this.solvePinJointConstraint(dt);
53
+ }
54
+ solvePinJointConstraint(dt) {
55
+ const bodyA = this.bodyA;
56
+ const bodyB = this.bodyB;
57
+ const anchorA = this.anchorA;
58
+ const anchorB = this.anchorB;
59
+ // Transform local anchor points to world space
60
+ const worldAnchorA = PointCal.addVector(bodyA.center, PointCal.rotatePoint(anchorA, bodyA.orientationAngle));
61
+ const worldAnchorB = PointCal.addVector(bodyB.center, PointCal.rotatePoint(anchorB, bodyB.orientationAngle));
62
+ // Calculate the difference between the two anchor points in world space
63
+ const diff = PointCal.subVector(worldAnchorB, worldAnchorA);
64
+ // Calculate the relative velocity of the anchor points
65
+ const rA = PointCal.subVector(worldAnchorA, bodyA.center);
66
+ const rB = PointCal.subVector(worldAnchorB, bodyB.center);
67
+ const relativeVelocity = PointCal.subVector(PointCal.addVector(bodyB.linearVelocity, PointCal.crossProduct({ x: 0, y: 0, z: bodyB.angularVelocity }, rB)), PointCal.addVector(bodyA.linearVelocity, PointCal.crossProduct({ x: 0, y: 0, z: bodyA.angularVelocity }, rA)));
68
+ // Calculate the mass matrix
69
+ const invMassA = bodyA.isStatic() ? 0 : 1 / bodyA.mass;
70
+ const invMassB = bodyB.isStatic() ? 0 : 1 / bodyB.mass;
71
+ const invIA = bodyA.isStatic() ? 0 : 1 / bodyA.momentOfInertia;
72
+ const invIB = bodyB.isStatic() ? 0 : 1 / bodyB.momentOfInertia;
73
+ const K = {
74
+ x: invMassA + invMassB + invIA * rA.y * rA.y + invIB * rB.y * rB.y,
75
+ y: invMassA + invMassB + invIA * rA.x * rA.x + invIB * rB.x * rB.x,
76
+ xy: -invIA * rA.x * rA.y - invIB * rB.x * rB.y
77
+ };
78
+ // Calculate the impulse
79
+ const baumgarte = 1; // Baumgarte stabilization factor
80
+ const impulse = {
81
+ x: -K.x * diff.x - K.xy * diff.y - baumgarte * diff.x / dt - relativeVelocity.x,
82
+ y: -K.xy * diff.x - K.y * diff.y - baumgarte * diff.y / dt - relativeVelocity.y
83
+ };
84
+ // Apply the impulse
85
+ if (!bodyA.isStatic()) {
86
+ bodyA.linearVelocity.x -= invMassA * impulse.x;
87
+ bodyA.linearVelocity.y -= invMassA * impulse.y;
88
+ bodyA.angularVelocity -= invIA * (rA.x * impulse.y - rA.y * impulse.x);
89
+ }
90
+ if (!bodyB.isStatic()) {
91
+ bodyB.linearVelocity.x += invMassB * impulse.x;
92
+ bodyB.linearVelocity.y += invMassB * impulse.y;
93
+ bodyB.angularVelocity += invIB * (rB.x * impulse.y - rB.y * impulse.x);
94
+ }
95
+ }
96
+ }
97
+ export function solvePinJointConstraint(constraint, dt) {
98
+ const { bodyA, bodyB, anchorA, anchorB } = constraint;
99
+ // Transform local anchor points to world space
100
+ const worldAnchorA = PointCal.addVector(bodyA.center, PointCal.rotatePoint(anchorA, bodyA.orientationAngle));
101
+ const worldAnchorB = PointCal.addVector(bodyB.center, PointCal.rotatePoint(anchorB, bodyB.orientationAngle));
102
+ // Calculate the difference between the two anchor points in world space
103
+ const diff = PointCal.subVector(worldAnchorB, worldAnchorA);
104
+ // Calculate the relative velocity of the anchor points
105
+ const rA = PointCal.subVector(worldAnchorA, bodyA.center);
106
+ const rB = PointCal.subVector(worldAnchorB, bodyB.center);
107
+ const relativeVelocity = PointCal.subVector(PointCal.addVector(bodyB.linearVelocity, PointCal.crossProduct({ x: 0, y: 0, z: bodyB.angularVelocity }, rB)), PointCal.addVector(bodyA.linearVelocity, PointCal.crossProduct({ x: 0, y: 0, z: bodyA.angularVelocity }, rA)));
108
+ // Calculate the mass matrix
109
+ const invMassA = bodyA.isStatic() ? 0 : 1 / bodyA.mass;
110
+ const invMassB = bodyB.isStatic() ? 0 : 1 / bodyB.mass;
111
+ const invIA = bodyA.isStatic() ? 0 : 1 / bodyA.momentOfInertia;
112
+ const invIB = bodyB.isStatic() ? 0 : 1 / bodyB.momentOfInertia;
113
+ const K = {
114
+ x: invMassA + invMassB + invIA * rA.y * rA.y + invIB * rB.y * rB.y,
115
+ y: invMassA + invMassB + invIA * rA.x * rA.x + invIB * rB.x * rB.x,
116
+ xy: -invIA * rA.x * rA.y - invIB * rB.x * rB.y
117
+ };
118
+ // Calculate the impulse
119
+ const baumgarte = 0.5; // Baumgarte stabilization factor
120
+ const impulse = {
121
+ x: -K.x * diff.x - K.xy * diff.y - baumgarte * diff.x / dt - relativeVelocity.x,
122
+ y: -K.xy * diff.x - K.y * diff.y - baumgarte * diff.y / dt - relativeVelocity.y
123
+ };
124
+ // Apply the impulse
125
+ if (!bodyA.isStatic()) {
126
+ bodyA.linearVelocity.x -= invMassA * impulse.x;
127
+ bodyA.linearVelocity.y -= invMassA * impulse.y;
128
+ bodyA.angularVelocity -= invIA * (rA.x * impulse.y - rA.y * impulse.x);
129
+ }
130
+ if (!bodyB.isStatic()) {
131
+ bodyB.linearVelocity.x += invMassB * impulse.x;
132
+ bodyB.linearVelocity.y += invMassB * impulse.y;
133
+ bodyB.angularVelocity += invIB * (rB.x * impulse.y - rB.y * impulse.x);
134
+ }
135
+ }
136
+ export function solveWorldPinJointConstraint(constraint, dt) {
137
+ const { body, localAnchor, worldAnchor } = constraint;
138
+ // Transform local anchor point to world space
139
+ const worldAnchorOnBody = PointCal.addVector(body.center, PointCal.rotatePoint(localAnchor, body.orientationAngle));
140
+ // Calculate the difference between the anchor points
141
+ const diff = PointCal.subVector(worldAnchorOnBody, worldAnchor);
142
+ // Calculate the relative velocity of the anchor point
143
+ const r = PointCal.subVector(worldAnchorOnBody, body.center);
144
+ const velocity = PointCal.addVector(body.linearVelocity, PointCal.crossProduct({ x: 0, y: 0, z: body.angularVelocity }, r));
145
+ // Calculate the mass matrix
146
+ const invMass = body.isStatic() ? 0 : 1 / body.mass;
147
+ const invI = body.isStatic() ? 0 : 1 / body.momentOfInertia;
148
+ const K = {
149
+ x: invMass + invI * r.y * r.y,
150
+ y: invMass + invI * r.x * r.x,
151
+ xy: -invI * r.x * r.y
152
+ };
153
+ // Calculate the impulse
154
+ const baumgarte = 0.2; // Baumgarte stabilization factor
155
+ const impulse = {
156
+ x: -K.x * diff.x - K.xy * diff.y - baumgarte * diff.x / dt - velocity.x,
157
+ y: -K.xy * diff.x - K.y * diff.y - baumgarte * diff.y / dt - velocity.y
158
+ };
159
+ // Apply the impulse
160
+ if (!body.isStatic()) {
161
+ body.linearVelocity.x += invMass * impulse.x;
162
+ body.linearVelocity.y += invMass * impulse.y;
163
+ body.angularVelocity += invI * (r.x * impulse.y - r.y * impulse.x);
164
+ }
165
+ }
166
+ //# sourceMappingURL=constraint.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,4 @@
1
+ export * from "./rigidbody";
2
+ export * from "./quadtree";
3
+ export * from "./collision";
4
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,aAAa,CAAC;AAC5B,cAAc,YAAY,CAAC;AAC3B,cAAc,aAAa,CAAC"}