import SAT from 'sat' import { Shape, ShapeUtils, Vector2 } from 'three' export default class Terrain { id = crypto.randomUUID() position = new Vector2() relativeVertices = [] #colliders = [] #vertices = [] constructor(vertices) { this.#vertices = vertices.map((v) => new Vector2(v.x, v.y)) this.#calculateColliders() this.#calculatePosition() this.#calculateRelativeVertices() } get colliders() { return this.#colliders } get vertices() { return this.#vertices } state() { return { ...this, } } #calculateColliders() { const complexShape = new Shape() complexShape.moveTo(this.#vertices.at(0).x, this.#vertices.at(0).y) this.#vertices.slice(1).forEach((v) => complexShape.lineTo(v.x, v.y)) const points = complexShape.extractPoints(16) const indicesToPolygon = (indices) => { const satPoints = [ new SAT.Vector(...points.shape[indices[0]].toArray()), new SAT.Vector(...points.shape[indices[1]].clone().sub(points.shape[indices[0]]).toArray()), new SAT.Vector(...points.shape[indices[2]].clone().sub(points.shape[indices[0]]).toArray()), ] return new SAT.Polygon(satPoints[0], [new SAT.Vector(), satPoints[1], satPoints[2]]) } this.#colliders = ShapeUtils.triangulateShape(points.shape, points.holes).map(indicesToPolygon) } #calculatePosition() { this.position = this.#vertices.reduce(((sum, v) => sum.add(v)), new Vector2()).divideScalar(this.#vertices.length) } #calculateRelativeVertices() { this.relativeVertices = this.#vertices.map((v) => v.clone().sub(this.position)) } }