Working version of train following spline path

This commit is contained in:
Emma
2023-02-07 08:36:58 -07:00
commit f1c991bd3e
17 changed files with 2350 additions and 0 deletions

158
physics/follower.ts Normal file
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import { Constants } from "../math/constants.ts";
import { map } from "../math/lerp.ts";
import { ComplexPath, PathSegment } from "../math/path.ts";
import { Vector } from "../math/vector.ts";
import { Mover } from "./mover.ts";
export class
Follower extends Mover {
debug = true;
follow(toFollow: ComplexPath | PathSegment) {
if (toFollow instanceof ComplexPath) {
const predict = this.velocity.copy();
predict.normalize();
predict.mult(25);
const predictpos = Vector.add(this.position, predict)
if (this.ctx)
Mover.edges(predict, this.ctx.canvas.width, this.ctx.canvas.height)
let normal = null;
let target = null;
let worldRecord = 1000000;
for (let i = 0; i < toFollow.points.length; i++) {
// Look at a line segment
let a = toFollow.points[i];
let b = toFollow.points[(i + 1) % toFollow.points.length]; // Note Path has to wraparound
// Get the normal point to that line
let normalPoint = getNormalPoint(predictpos, a, b);
// Check if normal is on line segment
let dir = Vector.sub(b, a);
// If it's not within the line segment, consider the normal to just be the end of the line segment (point b)
//if (da + db > line.mag()+1) {
if (
normalPoint.x < Math.min(a.x, b.x) ||
normalPoint.x > Math.max(a.x, b.x) ||
normalPoint.y < Math.min(a.y, b.y) ||
normalPoint.y > Math.max(a.y, b.y)
) {
normalPoint = b.copy();
// If we're at the end we really want the next line segment for looking ahead
a = toFollow.points[(i + 1) % toFollow.points.length];
b = toFollow.points[(i + 2) % toFollow.points.length]; // Path wraps around
dir = Vector.sub(b, a);
}
// How far away are we from the path?
const d = Vector.dist(predictpos, normalPoint);
// Did we beat the worldRecord and find the closest line segment?
if (d < worldRecord) {
worldRecord = d;
normal = normalPoint;
// Look at the direction of the line segment so we can seek a little bit ahead of the normal
dir.normalize();
// This is an oversimplification
// Should be based on distance to path & velocity
dir.mult(25);
target = normal.copy();
target.add(dir);
}
if (worldRecord > toFollow.radius) {
return this.seek(target!);
}
}
if (this.debug && this.ctx) {
// Draw predicted future position
this.ctx.strokeStyle = 'red';
this.ctx.fillStyle = 'pink';
this.ctx.beginPath();
this.ctx.moveTo(this.position.x, this.position.y)
this.ctx.lineTo(predictpos.x, predictpos.y);
this.ctx.stroke();
this.ctx.beginPath();
this.ctx.arc(predictpos.x, predictpos.y, 4, 0, Constants.TWO_PI);
this.ctx.fill();
this.ctx.stroke();
// Draw normal position
this.ctx.beginPath();
this.ctx.arc(normal!.x, normal!.y, 4, 0, Constants.TWO_PI);
this.ctx.fill();
this.ctx.stroke();
// Draw actual target (red if steering towards it)
this.ctx.beginPath();
this.ctx.moveTo(predictpos.x, predictpos.y)
this.ctx.lineTo(target!.x, target!.y);
this.ctx.stroke();
// if (worldRecord > toFollow.radius) fill(255, 0, 0);
// noStroke();
this.ctx.beginPath();
this.ctx.arc(target!.x, target!.y, 8, 0, Constants.TWO_PI);
this.ctx.fill();
this.ctx.stroke();
}
}
}
seek(target: Vector, strength: number = 1) {
const desired = Vector.sub(target, this.position);
desired.normalize();
desired.mult(this.maxSpeed);
const steer = Vector.sub(desired, this.velocity);
steer.limit(this.maxForce);
this.applyForce(steer.mult(strength));
}
link(target: Mover) {
// const desired = target.velocity.copy();
// desired.normalize();
// desired.mult(-distance);
// const predicted = Vector.add(target.position, desired);
this.position = target.trailingPoint;
// const lastVel = this.velocity.copy();
this.seek(target.trailingPoint);
// this.velocity = target.velocity;
}
arrive(target: Vector) {
// const predicted = Vector.add(this.position, this.velocity.copy().normalize().mult(25));
const desired = Vector.sub(target, this.position);
const d = desired.mag();
let speed = this.maxSpeed;
if (d < 10) {
speed = map(d, 0, 100, 0, this.maxSpeed);
}
desired.setMag(speed);
const steer = Vector.sub(desired, this.velocity);
steer.limit(this.maxForce);
this.applyForce(steer);
}
}
function getNormalPoint(p: Vector, a: Vector, b: Vector) {
// Vector from a to p
const ap = Vector.sub(p, a);
// Vector from a to b
const ab = Vector.sub(b, a);
ab.normalize(); // Normalize the line
// Project vector "diff" onto line by using the dot product
ab.mult(ap.dot(ab));
const normalPoint = Vector.add(a, ab);
return normalPoint;
}

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physics/mover.ts Normal file
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import { Vector } from "../math/vector.ts";
export class Mover {
position: Vector;
velocity: Vector;
acceleration: Vector;
maxSpeed: number;
maxForce: number;
_trailingPoint: number;
protected _leadingPoint: number;
get trailingPoint() {
const desired = this.velocity.copy();
desired.normalize();
desired.mult(-this._trailingPoint);
return Vector.add(this.position, desired);
}
get leadingPoint() {
const desired = this.velocity.copy();
desired.normalize();
desired.mult(this._leadingPoint);
return Vector.add(this.position, desired);
}
ctx?: CanvasRenderingContext2D;
boundingBox: {
pos: Vector;
size: Vector;
}
constructor();
constructor(random: boolean);
constructor(pos?: Vector, vel?: Vector, acc?: Vector);
constructor(posOrRandom?: Vector | boolean, vel?: Vector, acc?: Vector) {
if (typeof posOrRandom === 'boolean' && posOrRandom) {
this.position = Vector.random2D(new Vector());
this.velocity = Vector.random2D(new Vector());
this.acceleration = new Vector()
} else {
this.position = posOrRandom || new Vector();
this.velocity = vel || new Vector();
this.acceleration = acc || new Vector()
}
this.boundingBox = {
size: new Vector(20, 10),
pos: new Vector(this.position.x - 10, this.position.y - 5)
}
this.maxSpeed = 3;
this.maxForce = .3;
this._trailingPoint = 0;
this._leadingPoint = 0;
this.init();
}
init() {
//
}
move() {
this.velocity.limit(this.maxSpeed);
this.acceleration.limit(this.maxForce);
this.velocity.add(this.acceleration);
this.position.add(this.velocity);
this.edges();
this.draw();
}
edges() {
if (!this.ctx) return;
if (this.position.x > this.ctx.canvas.width) this.position.x = 0;
if (this.position.y > this.ctx.canvas.height) this.position.y = 0;
if (this.position.x < 0) this.position.x = this.ctx.canvas.width;
if (this.position.y < 0) this.position.y = this.ctx.canvas.height;
}
draw() {
if (!this.ctx) return;
this.ctx.fillStyle = 'white'
this.ctx.save();
this.ctx.translate(this.position.x, this.position.y);
this.ctx.rotate(this.velocity.heading() || 0);
this.ctx.translate(-this.position.x, -this.position.y);
// this.ctx.rotate(Math.PI)
// this.ctx.rotate(.5);
this.ctx.translate(-(this.boundingBox.size.x / 2), -(this.boundingBox.size.y / 2));
this.ctx.fillRect(this.position.x, this.position.y, this.boundingBox.size.x, this.boundingBox.size.y);
this.ctx.restore();
}
setContext(ctx: CanvasRenderingContext2D) {
this.ctx = ctx;
}
applyForce(force: Vector) {
this.acceleration.add(force);
}
static edges(point: Vector, width: number, height: number) {
if (point.x > width) point.x = 0;
if (point.y > height) point.y = 0;
if (point.x < 0) point.x = width;
if (point.y < 0) point.y = height;
}
}