fix waypoints going out of bounds
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+24
-27
@@ -2,7 +2,6 @@ import { Vector2 } from 'three'
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import SAT from 'sat'
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import SATX from './satx.js'
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import Pathfind from './pathfind.js'
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import Terrain from './terrain.js'
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export default class Entity {
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id = crypto.randomUUID()
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@@ -69,8 +68,19 @@ export default class Entity {
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return SATX.collideObjects(this.collider, colliders)
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}
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// TODO: calculate convex hulls of collidables because tris handle collisions sequentially
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moveAction(x, y) {
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this.#dest = new Vector2(x, y)
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const temp = SATX.fixCollisions(new Vector2(x, y), this.collidables(), this.radius)
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// const entity = new Entity()
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// entity.teleport(temp.x, temp.y)
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// entity.radius = this.radius
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// this.game.spawn_entity(entity)
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this.#dest = SATX.clamp(
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temp,
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this.game?.width,
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this.game?.height,
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this.radius,
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)
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}
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state() {
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@@ -87,9 +97,8 @@ export default class Entity {
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this.position.set(x, y)
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}
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// TODO: waypoints go out of bounds
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// TODO: pathfinding stops if wall is clicked (did you forget to fix the destination?)
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async takeStep(distanceTraveled = 0) {
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takeStep(distanceTraveled = 0) {
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const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
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const collidables = this.collidables()
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if (this.#dest != null) {
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@@ -97,29 +106,12 @@ export default class Entity {
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if (this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) {
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console.time('pathfinding')
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console.time('waypoints')
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const start = SATX.vectorToFloat32Array(this.position)
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const goal = SATX.vectorToFloat32Array(fixedDest)
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const nonUniqueWaypoints = this.waypoints().map((w) => SATX.vectorToFloat32Array(w)).concat([start, goal])
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const waypoints = Pathfind.uniqueWaypoints(nonUniqueWaypoints)
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console.timeEnd('waypoints')
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console.time('graph')
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const graph = Pathfind.buildGraph(waypoints, collidables, this.radius)
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// const tunnels = []
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// for (let i = 0; i < graph.length; i += 5) {
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// tunnels.push(SATX.entityTunnel(graph[i], graph[i + 1], graph[i + 2], graph[i + 3], 1))
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// }
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// tunnels.map((t) => SATX.satPolygonToVectors(t)).forEach((t) => this.#game.add_terrain(new Terrain(t)))
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// this.#dest = null
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console.timeEnd('graph')
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console.time('path')
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this.#path = Pathfind.shortestPath(graph, start, goal).map((waypoint) => new Vector2(waypoint[0], waypoint[1]))
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console.log(this.#path)
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console.timeEnd('path')
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console.timeEnd('pathfinding')
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}
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@@ -140,7 +132,7 @@ export default class Entity {
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if (this.position.equals(destination)) {
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this.#path = this.#path.slice(1)
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if (this.#path.length > 0) {
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await this.takeStep(distance)
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this.takeStep(distance)
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}
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else {
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this.#dest = null
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@@ -150,10 +142,8 @@ export default class Entity {
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}
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}
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async update() {
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await Promise.allSettled([
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this.takeStep(),
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])
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update() {
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this.takeStep()
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}
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waypoints() {
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@@ -161,6 +151,13 @@ export default class Entity {
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const terrainColliders = (this.game?.terrains ?? [])
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const unadjustedWaypoints = entityColliders.concat(terrainColliders).map((e) => e.unadjustedWaypoints).flat()
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return unadjustedWaypoints.map(([waypoint, direction]) => waypoint.clone().add(direction.clone().multiplyScalar(this.radius))) ?? []
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return unadjustedWaypoints.map(([waypoint, direction]) => {
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return SATX.clamp(
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waypoint.clone().add(direction.clone().multiplyScalar(this.radius)),
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this.game?.width,
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this.game?.height,
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this.radius,
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)
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}) ?? []
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}
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}
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