use bounding boxes to optimize collision detection
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+9
-57
@@ -1,8 +1,16 @@
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import { Vector2 } from 'three'
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import Entity from './entity.js'
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import SAT from 'sat'
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export default class SATX {
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static bboxCheck(bbox1, bbox2) {
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if (bbox1[0] <= bbox2[2]) { return false }
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if (bbox1[1] <= bbox2[3]) { return false }
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if (bbox1[2] >= bbox2[0]) { return false }
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if (bbox1[3] >= bbox2[1]) { return false }
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return true
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}
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static clamp(vectorOrObject, maxX = Infinity, maxY = Infinity, radius = 0) {
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let modified = null
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if (vectorOrObject instanceof Vector2) {
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@@ -41,66 +49,10 @@ export default class SATX {
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return false
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}
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static collideObjects(collider, colliders) {
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return colliders.some((c) => this.collideObject(collider, c))
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}
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static collideObstacles(collider, obstacles) {
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return obstacles.filter((obstacle) => obstacle.colliders().some((c) => this.collideObject(collider, c)))
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}
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static enclosingRegularPolygonRadius(numberOfVertices) {
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return 1 / Math.cos(Math.PI / numberOfVertices)
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}
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static entityTunnel(fromX, fromY, toX, toY, radius = 0) {
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if (radius <= 0) {
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return this.line(fromX, fromY, toX, toY)
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}
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const sides = new Float32Array(5)
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sides[0] = toX - fromX
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sides[1] = toY - fromY
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sides[4] = Math.hypot(sides[0], sides[1])
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sides[2] = (sides[1] / sides[4]) * -radius // optimization: negation and swapping rotates
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sides[3] = (sides[0] / sides[4]) * radius
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return new SAT.Polygon(new SAT.Vector(fromX - sides[2], fromY - sides[3]), [
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new SAT.Vector(),
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new SAT.Vector(sides[0], sides[1]),
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new SAT.Vector(sides[0] + (2 * sides[2]), sides[1] + (2 * sides[3])),
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new SAT.Vector(2 * sides[2], 2 * sides[3]),
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])
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}
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static fixCollisions(entityPosition, colliders, radius = 0, maxX = Infinity, maxY = Infinity) {
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if (!this.collideObjects(Entity.collider(entityPosition.x, entityPosition.y, radius), colliders)) {
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return entityPosition
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}
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// console.time('fixCollisions')
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let direction = new Vector2(0, 5)
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let multiplier = 1
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const rotationSlices = 16
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for (let limit = 1; limit <= 10000; limit++) {
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const rads = (limit % rotationSlices) * 2 * Math.PI / rotationSlices
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const offset = direction.clone().rotateAround(new Vector2(), rads).multiplyScalar(multiplier)
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const position = SATX.clamp(entityPosition.clone().add(offset), maxX, maxY, radius)
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if (!this.collideObjects(Entity.collider(position.x, position.y, radius), colliders)) {
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// console.timeEnd('fixCollisions')
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return position
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}
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if (limit % rotationSlices == 0) {
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multiplier++
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}
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}
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// console.timeEnd('fixCollisions')
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console.error('ERROR: can\'t fix collision')
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}
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static line(fromX, fromY, toX, toY) {
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return new SAT.Polygon(new SAT.Vector(fromX, fromY), [new SAT.Vector(), new SAT.Vector(toX - fromX, toY - fromY)])
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}
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