ditch THREE raycasting for SAT again

This commit is contained in:
2024-12-23 09:46:26 +09:00
parent 054d22d01a
commit e23978ea90
6 changed files with 61 additions and 29 deletions
+40 -22
View File
@@ -1,32 +1,42 @@
import * as THREE from 'three'
import SAT from 'sat'
import SATX from './satx.js'
export default class Entity {
id = crypto.randomUUID()
speed = 400
radius = 0
#position = new THREE.Vector2(0, 0)
#dest = null
#game = null
#mesh = null
static collider(x, y, radius) {
return new SAT.Circle(new SAT.Vector(x, y), radius)
}
constructor(...options) {
Object.entries(options).forEach((value, key) => this[key] = value)
const geometry = new THREE.CircleGeometry(options.radius ?? 0)
this.#mesh = new THREE.Mesh(geometry)
}
get game() { return this.#game }
get mesh() { return this.#mesh }
get pos() { return this.#mesh.position }
get radius() { return this.#mesh.userData.radius }
get x() { return this.#mesh.position.x }
get y() { return this.#mesh.position.y }
get position() { return this.#position }
get x() { return this.position.x }
get y() { return this.position.y }
set game(value) { this.#game = value }
set x(value) { this.#mesh.position.x = value }
set y(value) { this.#mesh.position.y = value }
set x(value) { this.position.x = value }
set y(value) { this.position.y = value }
set radius(value) {
this.#mesh.geometry = new THREE.CircleGeometry(value)
this.#mesh.userData.radius = value
get collidables() {
return this.game?.entities.filter((e) => e.id != this.id).map((e) => e.collider)
}
get collider() {
return new SAT.Circle(new SAT.Vector(this.x, this.y), this.radius)
}
isColliding(collider) {
return SATX.colliding(this.collider, collider)
}
moveAction(x, y) {
@@ -36,30 +46,38 @@ export default class Entity {
state() {
return {
...this,
pos: {
position: {
x: this.x,
y: this.y,
},
radius: this.radius,
}
}
teleport(x, y) {
this.#mesh.position.set(x, y, 0)
this.position.set(x, y)
}
takeStep() {
const speed = this.speed / (this.game?.tickBudget ?? 1000)
if (this.#dest != null) {
const fixedDest = new THREE.Vector3(
Math.min(Math.max(this.radius, this.#dest.x), this.game?.height ?? Infinity),
const fixedDest = new THREE.Vector2(
Math.min(Math.max(this.radius, this.#dest.x), this.game?.width ?? Infinity),
Math.min(Math.max(this.radius, this.#dest.y), this.game?.height ?? Infinity),
0,
)
this.pos.add(fixedDest.clone().sub(this.pos).normalize().multiplyScalar(speed))
if (this.pos.clone().sub(fixedDest).length() <= speed) {
this.pos.copy(fixedDest)
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 = this.collidables.some((c) => SATX.colliding(collider, c))
if (!isColliding) {
this.position.copy(position)
}
if (this.x == this.#dest?.x && this.y == this.#dest?.y) {
this.#dest = null
}
}