disable collision to fix pathfinding phasing through walls

This commit is contained in:
2024-12-25 03:55:32 +09:00
parent 3bb34ed012
commit f48a6bf9aa
4 changed files with 71 additions and 28 deletions
+17 -8
View File
@@ -2,6 +2,7 @@ import { Vector2 } from 'three'
import SAT from 'sat'
import SATX from './satx.js'
import Pathfind from './pathfind.js'
import Terrain from './terrain.js'
export default class Entity {
id = crypto.randomUUID()
@@ -94,13 +95,18 @@ export default class Entity {
if (this.#path.length < 1 || !this.#path.at(-1).equals(this.#dest)) {
console.time('pathfinding')
console.time('waypoints')
const waypoints = (this.game?.unadjustedWaypoints.map(([unadjusted, direction]) => unadjusted.clone().add(direction.clone().multiplyScalar(this.radius))) ?? []).concat([this.position, fixedDest])
const extraWaypoints = [[this.position, new Vector2()], [fixedDest, new Vector2()]]
const waypoints = (this.game?.unadjustedWaypoints ?? []).concat(extraWaypoints)
console.timeEnd('waypoints')
console.time('graph')
const graph = Pathfind.buildGraph(waypoints, this.collidables(), this.radius)
console.timeEnd('graph')
console.time('extraEntries')
const extraGraphEntries = Pathfind.buildGraph(waypoints, this.collidables(), extraWaypoints)
console.timeEnd('extraEntries')
console.time('unadjustedGraph')
const unadjustedGraph = (this.game?.waypointGraph ?? []).concat(extraGraphEntries)
console.timeEnd('unadjustedGraph')
console.time('path')
this.#path = Pathfind.shortestPath(graph, this.position, fixedDest)
this.#path = Pathfind.shortestPath(unadjustedGraph, this.position, fixedDest).map(([unadjusted, direction]) => unadjusted.clone().add(direction.clone().multiplyScalar(this.radius)))
console.log(this.#path)
console.timeEnd('path')
console.timeEnd('pathfinding')
}
@@ -113,11 +119,14 @@ export default class Entity {
const position = distance <= speed ? destination : stepTaken
const collider = Entity.collider(position.x, position.y, this.radius)
const isColliding = SATX.collideObjects(collider, this.collidables())
// TODO: fix collisions while pathfinding
// const isColliding = SATX.collideObjects(collider, this.collidables())
// if (!isColliding) {
// this.position.copy(position)
// }
if (!isColliding) {
this.position.copy(position)
}
if (this.position.equals(destination)) {
this.#path = this.#path.slice(1)
+16 -1
View File
@@ -1,4 +1,5 @@
import { EventEmitter } from 'node:events'
import Pathfind from './pathfind.js'
export default class Game {
tickRate = 30
@@ -10,14 +11,23 @@ export default class Game {
#eventEmitter = new EventEmitter()
#terrains = []
#tickBudget = Math.floor(1000 / this.tickRate)
#waypointGraph = []
get entities() { return this.#entities }
get eventEmitter() { return this.#eventEmitter }
get terrains() { return this.#terrains }
get tickBudget() { return this.#tickBudget }
get waypointGraph() { return this.#waypointGraph }
get unadjustedWaypoints() {
return this.terrains.map((t) => t.unadjustedWaypoints).concat(this.entities.map((e) => e.unadjustedWaypoints)).flat()
// const terrainAndEntities = this.entities.concat(this.terrains)
const terrainAndEntities = this.terrains
return terrainAndEntities.map((e) => e.unadjustedWaypoints).flat()
}
colliders() {
const terrainAndEntities = this.entities.concat(this.terrains)
return terrainAndEntities.map((e) => e.colliders).flat()
}
spawn_entity(entity) {
@@ -32,6 +42,7 @@ export default class Game {
add_terrain(terrain) {
this.#terrains.push(terrain)
this.#calculateWaypointGraph()
}
state() {
@@ -53,4 +64,8 @@ export default class Game {
this.currentTick++
this.eventEmitter.emit('tick')
}
#calculateWaypointGraph() {
this.#waypointGraph = Pathfind.buildGraph(this.unadjustedWaypoints, this.colliders())
}
}
+10
View File
@@ -52,6 +52,14 @@ app.listen(port, () => {
entity2.radius = 50
game.spawn_entity(entity2)
// const triangle = new Terrain([
// { x: 400, y: 200 },
// { x: 400, y: 600 },
// { x: 600, y: 300 },
// ])
// triangle.id = 'triangle'
// game.add_terrain(triangle)
const horseshoe = new Terrain([
{ x: 400, y: 200 },
{ x: 600, y: 200 },
@@ -107,5 +115,7 @@ app.listen(port, () => {
pole.id = 'pole'
game.add_terrain(pole)
entity1.moveAction(entity1.x + 600, entity1.y)
game.start()
})
+26 -17
View File
@@ -3,28 +3,33 @@ import PriorityQueue from "./priority-queue.js"
import SATX from "./satx.js"
export default class Pathfind {
static keyFor(pos) {
return `${pos.x},${pos.y}`
}
static shortestPath(graph, start, goal) {
const key = (pos) => `${pos.x},${pos.y}`
const queue = new PriorityQueue((a, b) => a[1] < b[1])
const visited = new Map()
queue.push([[start], 0])
queue.push([[[start, null]], 0])
while (!queue.isEmpty()) {
const [path, cost] = queue.pop()
const waypoint = path.at(-1)
const waypoint = path.at(-1).at(0)
if (waypoint.equals(goal)) {
path.shift()
return path
}
if (!visited.has(key(waypoint)) || visited.get(key(waypoint)) > cost) {
visited.set(key(waypoint), cost)
const key = this.keyFor(waypoint)
if (!visited.has(key) || visited.get(key) > cost) {
visited.set(key, cost)
for (const { to, distance } of graph.filter(e => e.from.equals(waypoint))) {
if (!visited.has(key(to)) || visited.get(key(to)) > cost + distance) {
queue.push([[...path, to], cost + distance])
for (const { to, direction, distance } of graph.filter(e => e.from.equals(waypoint))) {
const keyTo = this.keyFor(to)
if (!visited.has(keyTo) || visited.get(keyTo) > cost + distance) {
queue.push([[...path, [to, direction]], cost + distance])
}
}
}
@@ -33,24 +38,28 @@ export default class Pathfind {
return []
}
static buildGraph(waypoints = [], colliders = [], radius = 0) {
static buildGraph(toWaypoints, colliders, fromWaypoints = null) {
const graph = []
const calculated = new Set()
for (const from of waypoints) {
for (const to of waypoints) {
for (const [from, reverseDirection] of (fromWaypoints ?? toWaypoints)) {
for (const [to, direction] of toWaypoints) {
if (from.equals(to)) {
continue
}
const tunnel = SATX.entityTunnel(from, to, radius)
const collider = Entity.collider(from.x, from.y, radius)
const key = `${from.x},${from.y};${to.x},${to.y}`
if (!calculated.has(key)) {
calculated.add(key)
calculated.add(`${to.x},${to.y};${from.x},${from.y}`)
const tunnelClear = !SATX.collideObjects(tunnel, colliders)
const waypointAvailable = !SATX.collideObjects(collider, colliders)
const lineOfSight = !SATX.collideObjects(SATX.line(from, to), colliders)
if (waypointAvailable && tunnelClear) {
if (lineOfSight) {
const distance = from.distanceTo(to)
graph.push({ from, to, distance })
graph.push({ from, to, distance, direction })
graph.push({ to: from, from: to, distance, direction: reverseDirection })
}
}
}
}