dacha 0.17.2 → 0.18.0-alpha.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (53) hide show
  1. package/build/contrib/components/collider/index.d.ts +6 -2
  2. package/build/contrib/components/collider/index.js +7 -2
  3. package/build/contrib/components/rigid-body/index.d.ts +29 -17
  4. package/build/contrib/components/rigid-body/index.js +64 -21
  5. package/build/contrib/events/index.d.ts +10 -75
  6. package/build/contrib/events/index.js +0 -36
  7. package/build/contrib/systems/physics-system/index.d.ts +0 -1
  8. package/build/contrib/systems/physics-system/index.js +6 -11
  9. package/build/contrib/systems/physics-system/subsystems/collision-broadcast/collision.d.ts +5 -3
  10. package/build/contrib/systems/physics-system/subsystems/collision-broadcast/collision.js +7 -5
  11. package/build/contrib/systems/physics-system/subsystems/collision-broadcast/index.d.ts +4 -6
  12. package/build/contrib/systems/physics-system/subsystems/collision-broadcast/index.js +20 -17
  13. package/build/contrib/systems/physics-system/subsystems/collision-detection/index.d.ts +12 -9
  14. package/build/contrib/systems/physics-system/subsystems/collision-detection/index.js +107 -93
  15. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/box-box/check-boxes-intersection.d.ts +10 -0
  16. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/box-box/check-boxes-intersection.js +36 -0
  17. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/box-box/utils.d.ts +23 -0
  18. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/box-box/utils.js +143 -0
  19. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/box-circle/check-box-and-circle-intersection.d.ts +9 -0
  20. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/box-circle/check-box-and-circle-intersection.js +47 -0
  21. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/circle-circle/check-circles-intersection.d.ts +12 -0
  22. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/circle-circle/check-circles-intersection.js +49 -0
  23. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/index.d.ts +2 -2
  24. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/index.js +3 -3
  25. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/tests/helpers.d.ts +17 -0
  26. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/tests/helpers.js +66 -0
  27. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/utils.d.ts +4 -0
  28. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/utils.js +9 -0
  29. package/build/contrib/systems/physics-system/subsystems/collision-detection/reorientation-checkers/check-collider.js +3 -0
  30. package/build/contrib/systems/physics-system/subsystems/collision-detection/types.d.ts +14 -5
  31. package/build/contrib/systems/physics-system/subsystems/collision-detection/types.js +0 -3
  32. package/build/contrib/systems/physics-system/subsystems/constraint-solver/index.d.ts +7 -10
  33. package/build/contrib/systems/physics-system/subsystems/constraint-solver/index.js +117 -79
  34. package/build/contrib/systems/physics-system/subsystems/index.d.ts +0 -1
  35. package/build/contrib/systems/physics-system/subsystems/index.js +0 -1
  36. package/build/contrib/systems/physics-system/subsystems/physics/index.d.ts +3 -9
  37. package/build/contrib/systems/physics-system/subsystems/physics/index.js +57 -93
  38. package/build/contrib/systems/physics-system/types.d.ts +9 -0
  39. package/build/engine/math-lib/vector/ops.d.ts +3 -3
  40. package/build/engine/math-lib/vector/ops.js +8 -5
  41. package/build/engine/math-lib/vector/vector2.d.ts +22 -7
  42. package/build/engine/math-lib/vector/vector2.js +29 -5
  43. package/build/events/index.d.ts +2 -2
  44. package/build/events/index.js +1 -1
  45. package/package.json +1 -1
  46. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/check-box-and-circle-intersection.d.ts +0 -16
  47. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/check-box-and-circle-intersection.js +0 -80
  48. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/check-boxes-intersection.d.ts +0 -6
  49. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/check-boxes-intersection.js +0 -72
  50. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/check-circles-intersection.d.ts +0 -11
  51. package/build/contrib/systems/physics-system/subsystems/collision-detection/intersection-checkers/check-circles-intersection.js +0 -39
  52. package/build/contrib/systems/physics-system/subsystems/collision-solver/index.d.ts +0 -10
  53. package/build/contrib/systems/physics-system/subsystems/collision-solver/index.js +0 -50
@@ -89,7 +89,7 @@ export declare class VectorOps {
89
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  */
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  static dotProduct(point: Point, vector: Vector2): number;
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  /**
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- * Projects a point onto a given edge, returning the closest point
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+ * Returns the closest point on an edge segment to the given point.
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  *
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  * @param {Point} point - Point to project. Should have properties `x` and `y`.
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  * @param {Edge} edge - Edge to project onto, defined by two endpoints `point1` and `point2`.
@@ -100,10 +100,10 @@ export declare class VectorOps {
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  * ```typescript
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  * const point = { x: 3, y: 4 };
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  * const edge = { point1: { x: 0, y: 0 }, point2: { x: 10, y: 0 } };
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- * const projected = VectorOps.projectPointToEdge(point, edge);
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+ * const projected = VectorOps.getClosestPointOnEdge(point, edge);
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  * ```
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  */
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- static projectPointToEdge(point: Point, edge: Edge): Point;
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+ static getClosestPointOnEdge(point: Point, edge: Edge): Point;
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  /**
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  * Determines if a point is inside a polygon.
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  *
@@ -87,7 +87,7 @@ export class VectorOps {
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  return point.x * vector.x + point.y * vector.y;
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  }
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  /**
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- * Projects a point onto a given edge, returning the closest point
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+ * Returns the closest point on an edge segment to the given point.
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  *
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  * @param {Point} point - Point to project. Should have properties `x` and `y`.
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  * @param {Edge} edge - Edge to project onto, defined by two endpoints `point1` and `point2`.
@@ -98,15 +98,18 @@ export class VectorOps {
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  * ```typescript
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  * const point = { x: 3, y: 4 };
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  * const edge = { point1: { x: 0, y: 0 }, point2: { x: 10, y: 0 } };
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- * const projected = VectorOps.projectPointToEdge(point, edge);
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+ * const projected = VectorOps.getClosestPointOnEdge(point, edge);
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  * ```
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  */
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- static projectPointToEdge(point, edge) {
104
+ static getClosestPointOnEdge(point, edge) {
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  const abVector = new Vector2(edge.point2.x - edge.point1.x, edge.point2.y - edge.point1.y);
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  const apVector = new Vector2(point.x - edge.point1.x, point.y - edge.point1.y);
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- const dotProduct = VectorOps.dotProduct(apVector, abVector);
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  const lengthSquared = abVector.x * abVector.x + abVector.y * abVector.y;
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- const t = dotProduct / lengthSquared;
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+ if (lengthSquared === 0) {
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+ return edge.point1;
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+ }
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+ const dotProduct = VectorOps.dotProduct(apVector, abVector);
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+ const t = Math.max(0, Math.min(1, dotProduct / lengthSquared));
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  return {
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  x: edge.point1.x + t * abVector.x,
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  y: edge.point1.y + t * abVector.y,
@@ -15,28 +15,43 @@ export declare class Vector2 {
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  */
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  constructor(x: number, y: number);
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  /**
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- * Calculates the magnitude of the vector.
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+ * Returns the Euclidean length of the vector.
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+ *
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  * @returns Magnitude of the vector
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  */
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  get magnitude(): number;
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  /**
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- * Adds the given vector to the current vector.
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+ * Adds another vector to the current vector in place.
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+ *
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  * @param vector - Vector to add
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+ * @returns The current vector after the addition
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  */
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- add(vector: Vector2): void;
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+ add(vector: Vector2): Vector2;
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  /**
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- * Multiplies the current vector by the given number.
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+ * Multiplies the current vector by a scalar in place.
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+ *
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  * @param number - Number to multiply by
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+ * @returns The current vector after scaling
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  */
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- multiplyNumber(number: number): void;
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+ multiplyNumber(number: number): Vector2;
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  /**
33
- * Checks if the current vector is equal to the given vector.
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+ * Normalizes the current vector to unit length in place.
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+ *
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+ * If the vector magnitude is zero, it remains unchanged.
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+ *
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+ * @returns The current vector after normalization
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+ */
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+ normalize(): Vector2;
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+ /**
46
+ * Checks whether another vector has the same coordinates.
47
+ *
34
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  * @param vector - Vector to compare with
35
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  * @returns True if the vectors are equal, false otherwise
36
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  */
37
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  equals(vector: Vector2): boolean;
38
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  /**
39
- * Creates a new vector with the same x and y coordinates as the current vector.
53
+ * Creates a new vector with the same coordinates.
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+ *
40
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  * @returns A new vector with the same x and y coordinates
41
56
  */
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  clone(): Vector2;
@@ -18,30 +18,53 @@ export class Vector2 {
18
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  this.y = y;
19
19
  }
20
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  /**
21
- * Calculates the magnitude of the vector.
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+ * Returns the Euclidean length of the vector.
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+ *
22
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  * @returns Magnitude of the vector
23
24
  */
24
25
  get magnitude() {
25
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  return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2));
26
27
  }
27
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  /**
28
- * Adds the given vector to the current vector.
29
+ * Adds another vector to the current vector in place.
30
+ *
29
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  * @param vector - Vector to add
32
+ * @returns The current vector after the addition
30
33
  */
31
34
  add(vector) {
32
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  this.x += vector.x;
33
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  this.y += vector.y;
37
+ return this;
34
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  }
35
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  /**
36
- * Multiplies the current vector by the given number.
40
+ * Multiplies the current vector by a scalar in place.
41
+ *
37
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  * @param number - Number to multiply by
43
+ * @returns The current vector after scaling
38
44
  */
39
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  multiplyNumber(number) {
40
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  this.x *= number;
41
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  this.y *= number;
48
+ return this;
42
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  }
43
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  /**
44
- * Checks if the current vector is equal to the given vector.
51
+ * Normalizes the current vector to unit length in place.
52
+ *
53
+ * If the vector magnitude is zero, it remains unchanged.
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+ *
55
+ * @returns The current vector after normalization
56
+ */
57
+ normalize() {
58
+ const magnitude = this.magnitude;
59
+ if (magnitude === 0) {
60
+ return this;
61
+ }
62
+ this.multiplyNumber(1 / magnitude);
63
+ return this;
64
+ }
65
+ /**
66
+ * Checks whether another vector has the same coordinates.
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+ *
45
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  * @param vector - Vector to compare with
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  * @returns True if the vectors are equal, false otherwise
47
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  */
@@ -49,7 +72,8 @@ export class Vector2 {
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  return this.x === vector.x && this.y === vector.y;
50
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  }
51
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  /**
52
- * Creates a new vector with the same x and y coordinates as the current vector.
75
+ * Creates a new vector with the same coordinates.
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+ *
53
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  * @returns A new vector with the same x and y coordinates
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  */
55
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  clone() {
@@ -1,4 +1,4 @@
1
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  export { AddActor, RemoveActor, LoadScene, EnterScene, ExitScene, DestroyScene, SceneLoaded, SceneEntered, SceneExited, SceneDestroyed, } from '../engine/events';
2
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  export type { AddActorEvent, RemoveActorEvent, LoadSceneEvent, EnterSceneEvent, ExitSceneEvent, DestroySceneEvent, SceneLoadedEvent, SceneEnteredEvent, SceneExitedEvent, SceneDestroyedEvent, } from '../engine/events';
3
- export { GameStatsUpdate, KeyboardInput, MouseInput, CollisionEnter, CollisionStay, CollisionLeave, AddForce, AddImpulse, PlayAudio, StopAudio, SetAudioVolume, } from '../contrib/events';
4
- export type { GameStatsUpdateEvent, KeyboardInputEvent, MouseInputEvent, KeyboardControlEvent, MouseControlEvent, CollisionEnterEvent, CollisionStayEvent, CollisionLeaveEvent, AddForceEvent, AddImpulseEvent, SetAudioGroupVolumeEvent, SetAudioSourceVolumeEvent, } from '../contrib/events';
3
+ export { GameStatsUpdate, KeyboardInput, MouseInput, CollisionEnter, CollisionStay, CollisionLeave, PlayAudio, StopAudio, SetAudioVolume, } from '../contrib/events';
4
+ export type { GameStatsUpdateEvent, KeyboardInputEvent, MouseInputEvent, KeyboardControlEvent, MouseControlEvent, CollisionEnterEvent, CollisionStayEvent, CollisionLeaveEvent, SetAudioGroupVolumeEvent, SetAudioSourceVolumeEvent, } from '../contrib/events';
@@ -1,2 +1,2 @@
1
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  export { AddActor, RemoveActor, LoadScene, EnterScene, ExitScene, DestroyScene, SceneLoaded, SceneEntered, SceneExited, SceneDestroyed, } from '../engine/events';
2
- export { GameStatsUpdate, KeyboardInput, MouseInput, CollisionEnter, CollisionStay, CollisionLeave, AddForce, AddImpulse, PlayAudio, StopAudio, SetAudioVolume, } from '../contrib/events';
2
+ export { GameStatsUpdate, KeyboardInput, MouseInput, CollisionEnter, CollisionStay, CollisionLeave, PlayAudio, StopAudio, SetAudioVolume, } from '../contrib/events';
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "dacha",
3
- "version": "0.17.2",
3
+ "version": "0.18.0-alpha.0",
4
4
  "main": "./build/index.js",
5
5
  "types": "./build/index.d.ts",
6
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  "exports": {
@@ -1,16 +0,0 @@
1
- import type { CollisionEntry, Intersection } from '../types';
2
- /**
3
- * Checks box and circle colliders at the intersection.
4
- * The main target is to check two possible scenarios:
5
- * - circle lies inside box
6
- * - circle intersects one of the boxe's edges
7
- * Steps of the algorithm:
8
- * 1. Find the nearest edge to circle center and check wether it intersects with circle or not
9
- * For each edge three points should be considered: corners and circle center projection
10
- * 2. Determine is the circle center lies inside of the box or not.
11
- * This affects how we should compute mtv distance
12
- * 3. If circle doesn't have any intersection with boxe's edges
13
- * and circle center lies outside of the box – return false.
14
- * Otherwise compute mtv vectors considering relative position of circle and box centers
15
- */
16
- export declare const checkBoxAndCircleIntersection: (arg1: CollisionEntry, arg2: CollisionEntry) => Intersection | false;
@@ -1,80 +0,0 @@
1
- import { Collider } from '../../../../../components';
2
- import { MathOps, Vector2, VectorOps } from '../../../../../../engine/math-lib';
3
- const getMtvs = (axis, overlap, point1, point2) => {
4
- axis.multiplyNumber((1 / axis.magnitude) * overlap);
5
- const positiveX = Math.abs(axis.x);
6
- const negativeX = -Math.abs(axis.x);
7
- const positiveY = Math.abs(axis.y);
8
- const negativeY = -Math.abs(axis.y);
9
- return {
10
- mtv1: new Vector2(point1.x < point2.x ? negativeX : positiveX, point1.y < point2.y ? negativeY : positiveY),
11
- mtv2: new Vector2(point2.x > point1.x ? positiveX : negativeX, point2.y > point1.y ? positiveY : negativeY),
12
- };
13
- };
14
- /**
15
- * Checks box and circle colliders at the intersection.
16
- * The main target is to check two possible scenarios:
17
- * - circle lies inside box
18
- * - circle intersects one of the boxe's edges
19
- * Steps of the algorithm:
20
- * 1. Find the nearest edge to circle center and check wether it intersects with circle or not
21
- * For each edge three points should be considered: corners and circle center projection
22
- * 2. Determine is the circle center lies inside of the box or not.
23
- * This affects how we should compute mtv distance
24
- * 3. If circle doesn't have any intersection with boxe's edges
25
- * and circle center lies outside of the box – return false.
26
- * Otherwise compute mtv vectors considering relative position of circle and box centers
27
- */
28
- export const checkBoxAndCircleIntersection = (arg1, arg2) => {
29
- let box;
30
- let circle;
31
- if (arg1.actor.getComponent(Collider).type === 'box') {
32
- box = arg1.geometry;
33
- circle = arg2.geometry;
34
- }
35
- else {
36
- box = arg2.geometry;
37
- circle = arg1.geometry;
38
- }
39
- let isIntersection = false;
40
- let minDistance = Infinity;
41
- let minDistanceAxis;
42
- const { center: circleCenter } = circle;
43
- for (const edge of box.edges) {
44
- const projectedPoint = VectorOps.projectPointToEdge(circleCenter, edge);
45
- const minX = Math.min(edge.point1.x, edge.point2.x);
46
- const maxX = Math.max(edge.point1.x, edge.point2.x);
47
- const minY = Math.min(edge.point1.y, edge.point2.y);
48
- const maxY = Math.max(edge.point1.y, edge.point2.y);
49
- const isPointOnEdge = projectedPoint.x >= minX
50
- && projectedPoint.x <= maxX
51
- && projectedPoint.y >= minY
52
- && projectedPoint.y <= maxY;
53
- const distanceProjection = isPointOnEdge ? MathOps.getDistanceBetweenTwoPoints(circleCenter.x, projectedPoint.x, circleCenter.y, projectedPoint.y) : Infinity;
54
- const distance1 = MathOps.getDistanceBetweenTwoPoints(circleCenter.x, edge.point1.x, circleCenter.y, edge.point1.y);
55
- const distance2 = MathOps.getDistanceBetweenTwoPoints(circleCenter.x, edge.point2.x, circleCenter.y, edge.point2.y);
56
- const isInsideCircle = Math.min(distanceProjection, distance1, distance2) < circle.radius;
57
- isIntersection = isIntersection || isInsideCircle;
58
- if (isPointOnEdge && distanceProjection < minDistance) {
59
- minDistance = distanceProjection;
60
- minDistanceAxis = edge.normal.clone();
61
- }
62
- if (distance1 < minDistance) {
63
- minDistance = distance1;
64
- minDistanceAxis = minDistance !== 0
65
- ? new Vector2(edge.point1.x - circleCenter.x, edge.point1.y - circleCenter.y)
66
- : edge.normal.clone();
67
- }
68
- if (distance2 < minDistance) {
69
- minDistance = distance2;
70
- minDistanceAxis = minDistance !== 0
71
- ? new Vector2(edge.point2.x - circleCenter.x, edge.point2.y - circleCenter.y)
72
- : edge.normal.clone();
73
- }
74
- }
75
- const isInsidePolygon = VectorOps.isPointInPolygon(circleCenter, box.edges);
76
- if (!isIntersection && !isInsidePolygon) {
77
- return false;
78
- }
79
- return getMtvs(minDistanceAxis, isInsidePolygon ? circle.radius + minDistance : circle.radius - minDistance, arg1.geometry.center, arg2.geometry.center);
80
- };
@@ -1,6 +0,0 @@
1
- import type { CollisionEntry, Intersection } from '../types';
2
- /**
3
- * Checks boxes colliders at the intersection.
4
- * The SAT (separating axis theorem) is used to determine an intersection and mtvs.
5
- */
6
- export declare const checkBoxesIntersection: (arg1: CollisionEntry, arg2: CollisionEntry) => Intersection | false;
@@ -1,72 +0,0 @@
1
- import { Vector2, VectorOps } from '../../../../../../engine/math-lib';
2
- const projectPolygon = (polygon, axisVector) => {
3
- const initialProjectionValue = VectorOps.dotProduct(polygon.edges[0].point1, axisVector);
4
- const projection = {
5
- min: initialProjectionValue,
6
- max: initialProjectionValue,
7
- };
8
- for (let i = 1; i < polygon.edges.length; i += 1) {
9
- const projectionValue = VectorOps.dotProduct(polygon.edges[i].point1, axisVector);
10
- if (projectionValue < projection.min) {
11
- projection.min = projectionValue;
12
- }
13
- else if (projectionValue > projection.max) {
14
- projection.max = projectionValue;
15
- }
16
- }
17
- return projection;
18
- };
19
- /**
20
- * Checks boxes colliders at the intersection.
21
- * The SAT (separating axis theorem) is used to determine an intersection and mtvs.
22
- */
23
- export const checkBoxesIntersection = (arg1, arg2) => {
24
- let overlap = Infinity;
25
- let normal;
26
- const geometry1 = arg1.geometry;
27
- const geometry2 = arg2.geometry;
28
- // Consider arg1 box normals as axes
29
- for (const edge of geometry1.edges) {
30
- const axis = edge.normal;
31
- const aProjection = projectPolygon(geometry1, axis);
32
- const bProjection = projectPolygon(geometry2, axis);
33
- const aDistance = aProjection.min - bProjection.max;
34
- const bDistance = bProjection.min - aProjection.max;
35
- if (aDistance > 0 || bDistance > 0) {
36
- return false;
37
- }
38
- const axisOverlap = Math.min(Math.abs(aDistance), Math.abs(bDistance));
39
- if (axisOverlap < overlap) {
40
- overlap = axisOverlap;
41
- normal = axis;
42
- }
43
- }
44
- // Consider arg2 box normals as axes
45
- for (const edge of geometry2.edges) {
46
- const axis = edge.normal;
47
- const aProjection = projectPolygon(geometry1, axis);
48
- const bProjection = projectPolygon(geometry2, axis);
49
- const aDistance = aProjection.min - bProjection.max;
50
- const bDistance = bProjection.min - aProjection.max;
51
- if (aDistance > 0 || bDistance > 0) {
52
- return false;
53
- }
54
- const axisOverlap = Math.min(Math.abs(aDistance), Math.abs(bDistance));
55
- if (axisOverlap < overlap) {
56
- overlap = axisOverlap;
57
- normal = axis;
58
- }
59
- }
60
- const { x: xArg1, y: yArg1 } = geometry1.center;
61
- const { x: xArg2, y: yArg2 } = geometry2.center;
62
- const mtv = normal.clone();
63
- mtv.multiplyNumber(overlap);
64
- const positiveX = Math.abs(mtv.x);
65
- const negativeX = -Math.abs(mtv.x);
66
- const positiveY = Math.abs(mtv.y);
67
- const negativeY = -Math.abs(mtv.y);
68
- return {
69
- mtv1: new Vector2(xArg1 < xArg2 ? negativeX : positiveX, yArg1 < yArg2 ? negativeY : positiveY),
70
- mtv2: new Vector2(xArg2 > xArg1 ? positiveX : negativeX, yArg2 > yArg1 ? positiveY : negativeY),
71
- };
72
- };
@@ -1,11 +0,0 @@
1
- import type { CollisionEntry, Intersection } from '../types';
2
- /**
3
- * Checks circles at the intersection.
4
- * Steps of the alghorith:
5
- * 1. Calculate distance between circles centers.
6
- * 2. If distance greater or equal to summ of circles radiuses then is no intersection.
7
- * 3. If distance is zero then circles centers lie at the same point, so just X axis used for mtv.
8
- * 4. If distance less than summ of circles radiuses and it's non-zero
9
- * then circles centers used to get the axis.
10
- */
11
- export declare const checkCirclesIntersection: (arg1: CollisionEntry, arg2: CollisionEntry) => Intersection | false;
@@ -1,39 +0,0 @@
1
- import { Vector2 } from '../../../../../../engine/math-lib';
2
- /**
3
- * Checks circles at the intersection.
4
- * Steps of the alghorith:
5
- * 1. Calculate distance between circles centers.
6
- * 2. If distance greater or equal to summ of circles radiuses then is no intersection.
7
- * 3. If distance is zero then circles centers lie at the same point, so just X axis used for mtv.
8
- * 4. If distance less than summ of circles radiuses and it's non-zero
9
- * then circles centers used to get the axis.
10
- */
11
- export const checkCirclesIntersection = (arg1, arg2) => {
12
- const { radius: rArg1 } = arg1.geometry;
13
- const { radius: rArg2 } = arg2.geometry;
14
- const { x: xArg1, y: yArg1 } = arg1.geometry.center;
15
- const { x: xArg2, y: yArg2 } = arg2.geometry.center;
16
- const x = xArg1 - xArg2;
17
- const y = yArg1 - yArg2;
18
- const distance = Math.sqrt((x ** 2) + (y ** 2));
19
- if (distance >= rArg1 + rArg2) {
20
- return false;
21
- }
22
- if (distance === 0) {
23
- return {
24
- mtv1: new Vector2(rArg1 + rArg2, 0),
25
- mtv2: new Vector2(-(rArg1 + rArg2), 0),
26
- };
27
- }
28
- const mtv = new Vector2(x, y);
29
- const overlap = rArg1 + rArg2 - distance;
30
- mtv.multiplyNumber((1 / distance) * overlap);
31
- const positiveX = Math.abs(mtv.x);
32
- const negativeX = -Math.abs(mtv.x);
33
- const positiveY = Math.abs(mtv.y);
34
- const negativeY = -Math.abs(mtv.y);
35
- return {
36
- mtv1: new Vector2(xArg1 < xArg2 ? negativeX : positiveX, yArg1 < yArg2 ? negativeY : positiveY),
37
- mtv2: new Vector2(xArg2 < xArg1 ? negativeX : positiveX, yArg2 < yArg1 ? negativeY : positiveY),
38
- };
39
- };
@@ -1,10 +0,0 @@
1
- import type { SceneSystemOptions } from '../../../../../engine/system';
2
- export declare class CollisionSolver {
3
- private scene;
4
- private gravity;
5
- constructor(options: SceneSystemOptions);
6
- destroy(): void;
7
- private handleCollision;
8
- private validateCollision;
9
- private addReactionForce;
10
- }
@@ -1,50 +0,0 @@
1
- import { Vector2 } from '../../../../../engine/math-lib';
2
- import { RigidBody } from '../../../../components/rigid-body';
3
- import { Collision, AddForce, StopMovement } from '../../../../events';
4
- import { RIGID_BODY_TYPE } from '../../consts';
5
- const REACTION_FORCE_VECTOR_X = 0;
6
- const REACTION_FORCE_VECTOR_Y = -1;
7
- export class CollisionSolver {
8
- scene;
9
- gravity;
10
- constructor(options) {
11
- const { scene, gravity } = options;
12
- this.scene = scene;
13
- this.gravity = gravity;
14
- this.scene.addEventListener(Collision, this.handleCollision);
15
- }
16
- destroy() {
17
- this.scene.removeEventListener(Collision, this.handleCollision);
18
- }
19
- handleCollision = (event) => {
20
- const { actor1, actor2, mtv1 } = event;
21
- if (!this.validateCollision(actor1, actor2)) {
22
- return;
23
- }
24
- this.addReactionForce(actor1, mtv1);
25
- };
26
- validateCollision(actor1, actor2) {
27
- const rigidBody1 = actor1.getComponent(RigidBody);
28
- const rigidBody2 = actor2.getComponent(RigidBody);
29
- if (!rigidBody1 || !rigidBody2) {
30
- return false;
31
- }
32
- if (rigidBody2.type === RIGID_BODY_TYPE.STATIC) {
33
- return !rigidBody1.ghost && !rigidBody2.ghost;
34
- }
35
- return !rigidBody1.ghost && !rigidBody1.isPermeable
36
- && !rigidBody2.ghost && !rigidBody2.isPermeable;
37
- }
38
- addReactionForce(actor, mtv) {
39
- const rigidBody = actor.getComponent(RigidBody);
40
- const { useGravity, mass } = rigidBody;
41
- if (useGravity && mtv.y && Math.sign(mtv.y) === -1 && !mtv.x) {
42
- const reactionForce = new Vector2(REACTION_FORCE_VECTOR_X, REACTION_FORCE_VECTOR_Y);
43
- reactionForce.multiplyNumber(mass * this.gravity);
44
- actor.dispatchEventImmediately(AddForce, {
45
- value: reactionForce,
46
- });
47
- actor.dispatchEventImmediately(StopMovement);
48
- }
49
- }
50
- }