add unoptimized pathfinding

This commit is contained in:
2024-12-25 00:32:33 +09:00
parent 47aade7b3f
commit 05360208b0
8 changed files with 353 additions and 37 deletions
+52 -18
View File
@@ -1,6 +1,7 @@
import { Vector2 } from 'three'
import SAT from 'sat'
import SATX from './satx.js'
import Pathfind from './pathfind.js'
export default class Entity {
id = crypto.randomUUID()
@@ -10,6 +11,7 @@ export default class Entity {
#position = new Vector2()
#dest = null
#game = null
#path = []
static collider(x, y, radius) {
return new SAT.Circle(new SAT.Vector(x, y), radius)
@@ -42,6 +44,26 @@ export default class Entity {
return [this.collider]
}
get unadjustedWaypoints() {
const numberOfWaypoints = 8
const margin = 1
const enclosingRegularPolygonRadius = SATX.enclosingRegularPolygonRadius(numberOfWaypoints)
const radius = this.radius * enclosingRegularPolygonRadius + margin
const baseWaypoint = new Vector2(radius, 0)
const waypoints = []
const origin = new Vector2
const unitOfRotation = (Math.PI * 2 / numberOfWaypoints)
for (let i = 0; i < numberOfWaypoints; i++) {
waypoints.push(baseWaypoint.clone().rotateAround(origin, unitOfRotation * i))
}
return waypoints.map((w) => [
w.clone().add(this.position),
w.clone().normalize().multiplyScalar(enclosingRegularPolygonRadius),
])
}
isColliding(...colliders) {
return SATX.collideObjects(this.collider, colliders)
}
@@ -64,28 +86,40 @@ export default class Entity {
this.position.set(x, y)
}
takeStep() {
const speed = this.speed / (this.game?.tickBudget ?? 1000)
takeStep(distanceTraveled = 0) {
const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
if (this.#dest != null) {
const fixedDest = new Vector2(
Math.min(Math.max(this.radius, this.#dest.x), (this.game?.width ?? Infinity) - this.radius),
Math.min(Math.max(this.radius, this.#dest.y), (this.game?.height ?? Infinity) - this.radius),
)
const fixedDest = SATX.clamp(SATX.fixCollisions(this.#dest, this.collidables, this.radius), this.game?.width, this.game?.height, this.radius)
const distance = this.position.clone().sub(fixedDest).length()
const direction = fixedDest.clone().sub(this.position).normalize()
const stepTaken = this.position.clone().add(direction.multiplyScalar(speed))
const position = distance <= speed ? fixedDest : stepTaken
const collider = Entity.collider(position.x, position.y, this.radius)
const isColliding = SATX.collideObjects(collider, this.collidables)
if (!isColliding) {
this.position.copy(position)
if (this.#path.length < 1 || !this.#path.at(-1).equals(this.#dest)) {
const waypoints = (this.game?.unadjustedWaypoints.map(([unadjusted, direction]) => unadjusted.clone().add(direction.clone().multiplyScalar(this.radius))) ?? []).concat([this.position, fixedDest])
const graph = Pathfind.buildGraph(waypoints, this.collidables, this.radius)
this.#path = Pathfind.shortestPath(graph, this.position, fixedDest)
}
if (this.x == this.#dest?.x && this.y == this.#dest?.y) {
this.#dest = null
if (this.#path.length > 0) {
const destination = this.#path.at(0)
const distance = this.position.clone().sub(destination).length()
const direction = destination.clone().sub(this.position).normalize()
const stepTaken = this.position.clone().add(direction.multiplyScalar(speed))
const position = distance <= speed ? destination : stepTaken
const collider = Entity.collider(position.x, position.y, this.radius)
const isColliding = SATX.collideObjects(collider, this.collidables)
if (!isColliding) {
this.position.copy(position)
}
if (this.position.equals(destination)) {
this.#path = this.#path.slice(1)
if (this.#path.length > 0) {
this.takeStep(distance)
}
else {
this.#dest = null
}
}
}
}
}