Working version of train following spline path
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112
physics/mover.ts
Normal file
112
physics/mover.ts
Normal file
@@ -0,0 +1,112 @@
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import { Vector } from "../math/vector.ts";
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export class Mover {
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position: Vector;
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velocity: Vector;
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acceleration: Vector;
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maxSpeed: number;
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maxForce: number;
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_trailingPoint: number;
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protected _leadingPoint: number;
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get trailingPoint() {
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const desired = this.velocity.copy();
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desired.normalize();
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desired.mult(-this._trailingPoint);
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return Vector.add(this.position, desired);
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}
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get leadingPoint() {
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const desired = this.velocity.copy();
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desired.normalize();
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desired.mult(this._leadingPoint);
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return Vector.add(this.position, desired);
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}
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ctx?: CanvasRenderingContext2D;
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boundingBox: {
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pos: Vector;
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size: Vector;
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}
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constructor();
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constructor(random: boolean);
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constructor(pos?: Vector, vel?: Vector, acc?: Vector);
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constructor(posOrRandom?: Vector | boolean, vel?: Vector, acc?: Vector) {
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if (typeof posOrRandom === 'boolean' && posOrRandom) {
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this.position = Vector.random2D(new Vector());
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this.velocity = Vector.random2D(new Vector());
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this.acceleration = new Vector()
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} else {
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this.position = posOrRandom || new Vector();
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this.velocity = vel || new Vector();
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this.acceleration = acc || new Vector()
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}
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this.boundingBox = {
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size: new Vector(20, 10),
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pos: new Vector(this.position.x - 10, this.position.y - 5)
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}
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this.maxSpeed = 3;
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this.maxForce = .3;
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this._trailingPoint = 0;
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this._leadingPoint = 0;
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this.init();
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}
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init() {
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//
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}
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move() {
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this.velocity.limit(this.maxSpeed);
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this.acceleration.limit(this.maxForce);
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this.velocity.add(this.acceleration);
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this.position.add(this.velocity);
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this.edges();
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this.draw();
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}
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edges() {
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if (!this.ctx) return;
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if (this.position.x > this.ctx.canvas.width) this.position.x = 0;
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if (this.position.y > this.ctx.canvas.height) this.position.y = 0;
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if (this.position.x < 0) this.position.x = this.ctx.canvas.width;
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if (this.position.y < 0) this.position.y = this.ctx.canvas.height;
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}
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draw() {
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if (!this.ctx) return;
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this.ctx.fillStyle = 'white'
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this.ctx.save();
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this.ctx.translate(this.position.x, this.position.y);
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this.ctx.rotate(this.velocity.heading() || 0);
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this.ctx.translate(-this.position.x, -this.position.y);
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// this.ctx.rotate(Math.PI)
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// this.ctx.rotate(.5);
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this.ctx.translate(-(this.boundingBox.size.x / 2), -(this.boundingBox.size.y / 2));
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this.ctx.fillRect(this.position.x, this.position.y, this.boundingBox.size.x, this.boundingBox.size.y);
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this.ctx.restore();
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}
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setContext(ctx: CanvasRenderingContext2D) {
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this.ctx = ctx;
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}
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applyForce(force: Vector) {
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this.acceleration.add(force);
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}
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static edges(point: Vector, width: number, height: number) {
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if (point.x > width) point.x = 0;
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if (point.y > height) point.y = 0;
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if (point.x < 0) point.x = width;
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if (point.y < 0) point.y = height;
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}
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}
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