import { vec2 } from 'gl-matrix'; import { Circle, GameObject, serializesTo, settings } from 'shared'; import { PhysicalBase } from '../physics/physicals/physical-base'; import { BoundingBox } from '../physics/bounding-boxes/bounding-box'; import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base'; import { moveCircle } from '../physics/functions/move-circle'; import { PhysicalContainer } from '../physics/containers/physical-container'; import { DynamicPhysical } from '../physics/physicals/dynamic-physical'; import { ReactsToCollision, reactsToCollision, } from '../physics/physicals/reacts-to-collision'; @serializesTo(Circle) export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollision { readonly canCollide = true; readonly canMove = true; public velocity = vec2.create(); private _boundingBox: BoundingBox; constructor( private _center: vec2, private _radius: number, public owner: GameObject, private readonly container: PhysicalContainer, private restitution = 0, ) { this._boundingBox = new BoundingBox(); this.recalculateBoundingBox(); } public get boundingBox(): BoundingBoxBase { return this._boundingBox; } public get center(): vec2 { return this._center; } public set center(value: vec2) { this._center = value; this.recalculateBoundingBox(); } public onCollision(other: GameObject) { if (reactsToCollision(this.owner)) { this.owner.onCollision(other); } } public get gameObject(): GameObject { return this.owner; } public get radius(): number { return this._radius; } public set radius(value: number) { this._radius = value; this.recalculateBoundingBox(); } public distance(target: vec2): number { return vec2.distance(target, this.center) - this.radius; } public distanceBetween(target: Circle): number { return vec2.distance(target.center, this.center) - this.radius - target.radius; } public areIntersecting(other: PhysicalBase): boolean { return other.distance(this.center) < this.radius; } public isInside(other: PhysicalBase): boolean { return other.distance(this.center) < -this.radius; } private recalculateBoundingBox() { this._boundingBox.xMin = this.center.x - this._radius; this._boundingBox.xMax = this.center.x + this._radius; this._boundingBox.yMin = this.center.y - this._radius; this._boundingBox.yMax = this.center.y + this._radius; } public applyForce(force: vec2, timeInSeconds: number) { vec2.add( this.velocity, this.velocity, vec2.scale(vec2.create(), force, timeInSeconds), ); } public step(_: number) {} public step2(deltaTimeInSeconds: number): GameObject | undefined { vec2.scale( this.velocity, this.velocity, Math.pow(settings.velocityAttenuation, deltaTimeInSeconds), ); const delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds); this.radius += vec2.length(delta); const intersecting = this.container.findIntersecting(this.boundingBox); this.radius -= vec2.length(delta); const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep); vec2.scale(delta, delta, 1 / stepCount); let lastHit: GameObject | undefined; for (let i = 0; i < stepCount; i++) { const distance = vec2.scale( vec2.create(), this.velocity, deltaTimeInSeconds / stepCount, ); const { normal, hitSurface, hitObject } = moveCircle( this, vec2.clone(distance), intersecting, ); if (hitSurface) { vec2.subtract( this.velocity, this.velocity, vec2.scale( normal!, normal!, (1 + this.restitution) * vec2.dot(normal!, this.velocity), ), ); lastHit = hitObject; } } return lastHit; } public tryMove(delta: vec2): GameObject | undefined { this.radius += vec2.length(delta); const intersecting = this.container.findIntersecting(this.boundingBox); this.radius -= vec2.length(delta); const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep); vec2.scale(delta, delta, 1 / stepCount); let lastHit: GameObject | undefined; for (let i = 0; i < stepCount; i++) { const { tangent, hitSurface, hitObject } = moveCircle( this, vec2.clone(delta), intersecting, ); if (hitSurface) { delta = vec2.scale(delta, tangent!, vec2.length(delta)); lastHit = hitObject; } } return lastHit; } public toArray(): Array { const { center, radius } = this; return [center, radius]; } }