91 lines
2.7 KiB
JavaScript
91 lines
2.7 KiB
JavaScript
import { Shape, ShapeUtils, Vector2 } from 'three'
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import SAT from 'sat'
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export default class Terrain {
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id = crypto.randomUUID()
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position = new Vector2()
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relativeVertices = []
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#colliders = []
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#vertices = []
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#unadjustedWaypoints = []
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constructor(vertices) {
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this.#vertices = vertices.map((v) => new Vector2(v.x, v.y))
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if (ShapeUtils.isClockWise(this.#vertices)) {
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this.#vertices.reverse()
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}
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this.#calculateColliders()
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this.#calculatePosition()
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this.#calculateRelativeVertices()
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this.#calculateUnadjustedWaypoints()
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}
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get unadjustedWaypoints() { return this.#unadjustedWaypoints }
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get vertices() { return this.#vertices }
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static waypointsForSide(fromVertex, toVertex, isClockwise = false) {
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const from = isClockwise ? toVertex : fromVertex
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const to = isClockwise ? fromVertex : toVertex
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const origin = new Vector2()
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const sideNormal = to.clone().sub(from).clone().normalize()
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const margin = sideNormal.clone().rotateAround(origin, -3 * Math.PI / 4)
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const offset = margin.clone().multiplyScalar(Math.SQRT2)
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const inverseMargin = sideNormal.clone().negate().rotateAround(origin, 3 * Math.PI / 4)
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const inverseOffset = inverseMargin.clone().multiplyScalar(Math.SQRT2)
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return [
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[margin.clone().add(from), offset],
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[inverseMargin.clone().add(to), inverseOffset],
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]
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}
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colliders() { return this.#colliders }
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state() {
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return {
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...this,
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}
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}
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#shape() {
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const complexShape = new Shape()
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complexShape.moveTo(this.#vertices.at(0).x, this.#vertices.at(0).y)
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this.#vertices.slice(1).forEach((v) => complexShape.lineTo(v.x, v.y))
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return complexShape
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}
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#calculateColliders() {
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const points = this.#shape().extractPoints(16)
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const indicesToPolygon = (indices) => {
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const satPoints = [
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new SAT.Vector(...points.shape[indices[0]].toArray()),
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new SAT.Vector(...points.shape[indices[1]].clone().sub(points.shape[indices[0]]).toArray()),
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new SAT.Vector(...points.shape[indices[2]].clone().sub(points.shape[indices[0]]).toArray()),
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]
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return new SAT.Polygon(satPoints[0], [new SAT.Vector(), satPoints[1], satPoints[2]])
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}
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this.#colliders = ShapeUtils.triangulateShape(points.shape, points.holes).map(indicesToPolygon)
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}
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#calculatePosition() {
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this.position = this.#vertices.reduce(((sum, v) => sum.add(v)), new Vector2()).divideScalar(this.#vertices.length)
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}
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#calculateRelativeVertices() {
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this.relativeVertices = this.#vertices.map((v) => v.clone().sub(this.position))
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}
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#calculateUnadjustedWaypoints() {
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this.#unadjustedWaypoints = this.#vertices.map((v, i, arr) => Terrain.waypointsForSide(v, i + 1 < arr.length ? arr[i + 1] : arr[0])).flat()
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}
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}
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