Working version of train following spline path
This commit is contained in:
commit
f1c991bd3e
25
.vscode/settings.json
vendored
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25
.vscode/settings.json
vendored
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@ -0,0 +1,25 @@
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{
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"deno.enable": true,
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"deno.unstable": true,
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"deno.config": "./deno.jsonc",
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"workbench.colorCustomizations": {
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"activityBar.activeBackground": "#520088",
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"activityBar.background": "#520088",
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"activityBar.foreground": "#e7e7e7",
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"activityBar.inactiveForeground": "#e7e7e799",
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"activityBarBadge.background": "#9f6000",
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"activityBarBadge.foreground": "#e7e7e7",
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"commandCenter.border": "#e7e7e799",
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"sash.hoverBorder": "#520088",
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"statusBar.background": "#330055",
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"statusBar.foreground": "#e7e7e7",
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"statusBarItem.hoverBackground": "#520088",
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"statusBarItem.remoteBackground": "#330055",
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"statusBarItem.remoteForeground": "#e7e7e7",
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"titleBar.activeBackground": "#330055",
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"titleBar.activeForeground": "#e7e7e7",
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"titleBar.inactiveBackground": "#33005599",
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"titleBar.inactiveForeground": "#e7e7e799"
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},
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"peacock.remoteColor": "330055"
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}
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859
bundle.js
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859
bundle.js
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@ -0,0 +1,859 @@
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// deno-fmt-ignore-file
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// deno-lint-ignore-file
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// This code was bundled using `deno bundle` and it's not recommended to edit it manually
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const Constants = {
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TWO_PI: Math.PI * 2
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};
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const map = (value, x1, y1, x2, y2)=>(value - x1) * (y2 - x2) / (y1 - x1) + x2;
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class Vector {
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x;
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y;
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z;
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constructor(x = 0, y = 0, z = 0){
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this.x = x;
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this.y = y;
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this.z = z;
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}
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set(v, y, z) {
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if (arguments.length === 1 && typeof v !== "number") {
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this.set(v.x || v[0] || 0, v.y || v[1] || 0, v.z || v[2] || 0);
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} else {
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this.x = v;
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this.y = y || 0;
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this.z = z || 0;
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}
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}
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get() {
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return new Vector(this.x, this.y, this.z);
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}
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mag() {
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const x = this.x, y = this.y, z = this.z;
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return Math.sqrt(x * x + y * y + z * z);
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}
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magSq() {
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const x = this.x, y = this.y, z = this.z;
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return x * x + y * y + z * z;
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}
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setMag(v_or_len, len) {
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if (len === undefined) {
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len = v_or_len;
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this.normalize();
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this.mult(len);
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} else {
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const v = v_or_len;
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v.normalize();
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v.mult(len);
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return v;
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}
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}
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add(v, y, z) {
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if (arguments.length === 1 && typeof v !== 'number') {
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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} else if (arguments.length === 2) {
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this.x += v;
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this.y += y ?? 0;
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} else {
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this.x += v;
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this.y += y ?? 0;
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this.z += z ?? 0;
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}
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}
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sub(v, y, z) {
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if (arguments.length === 1 && typeof v !== 'number') {
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this.x -= v.x;
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this.y -= v.y;
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this.z -= v.z;
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} else if (arguments.length === 2) {
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this.x -= v;
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this.y -= y ?? 0;
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} else {
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this.x -= v;
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this.y -= y ?? 0;
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this.z -= z ?? 0;
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}
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}
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mult(v) {
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if (typeof v === 'number') {
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this.x *= v;
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this.y *= v;
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this.z *= v;
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} else {
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this.x *= v.x;
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this.y *= v.y;
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this.z *= v.z;
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}
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return this;
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}
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div(v) {
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if (typeof v === 'number') {
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this.x /= v;
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this.y /= v;
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this.z /= v;
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} else {
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this.x /= v.x;
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this.y /= v.y;
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this.z /= v.z;
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}
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}
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rotate(angle) {
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const prev_x = this.x;
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const c = Math.cos(angle);
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const s = Math.sin(angle);
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this.x = c * this.x - s * this.y;
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this.y = s * prev_x + c * this.y;
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}
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dist(v) {
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const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
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return Math.sqrt(dx * dx + dy * dy + dz * dz);
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}
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dot(v, y, z) {
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if (arguments.length === 1 && typeof v !== 'number') {
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return this.x * v.x + this.y * v.y + this.z * v.z;
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}
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return this.x * v + this.y * y + this.z * z;
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}
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cross(v) {
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const x = this.x, y = this.y, z = this.z;
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return new Vector(y * v.z - v.y * z, z * v.x - v.z * x, x * v.y - v.x * y);
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}
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lerp(v_or_x, amt_or_y, z, amt) {
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const lerp_val = (start, stop, amt)=>{
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return start + (stop - start) * amt;
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};
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let x, y;
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if (arguments.length === 2 && typeof v_or_x !== 'number') {
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amt = amt_or_y;
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x = v_or_x.x;
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y = v_or_x.y;
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z = v_or_x.z;
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} else {
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x = v_or_x;
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y = amt_or_y;
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}
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this.x = lerp_val(this.x, x, amt);
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this.y = lerp_val(this.y, y, amt);
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this.z = lerp_val(this.z, z, amt);
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}
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normalize() {
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const m = this.mag();
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if (m > 0) {
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this.div(m);
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}
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return this;
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}
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limit(high) {
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if (this.mag() > high) {
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this.normalize();
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this.mult(high);
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}
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}
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heading() {
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return -Math.atan2(-this.y, this.x);
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}
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heading2D() {
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return this.heading();
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}
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toString() {
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return "[" + this.x + ", " + this.y + ", " + this.z + "]";
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}
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array() {
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return [
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this.x,
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this.y,
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this.z
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];
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}
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copy() {
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return new Vector(this.x, this.y, this.z);
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}
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drawDot(ctx) {
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ctx.beginPath();
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ctx.arc(this.x, this.y, 2, 0, Constants.TWO_PI);
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ctx.fill();
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}
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static fromAngle(angle, v) {
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if (v === undefined || v === null) {
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v = new Vector();
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}
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v.x = Math.cos(angle);
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v.y = Math.sin(angle);
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return v;
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}
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static random2D(v) {
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return Vector.fromAngle(Math.random() * (Math.PI * 2), v);
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}
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static random3D(v) {
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const angle = Math.random() * Constants.TWO_PI;
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const vz = Math.random() * 2 - 1;
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const mult = Math.sqrt(1 - vz * vz);
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const vx = mult * Math.cos(angle);
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const vy = mult * Math.sin(angle);
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if (v === undefined || v === null) {
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v = new Vector(vx, vy, vz);
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} else {
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v.set(vx, vy, vz);
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}
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return v;
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}
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static dist(v1, v2) {
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return v1.dist(v2);
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}
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static dot(v1, v2) {
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return v1.dot(v2);
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}
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static cross(v1, v2) {
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return v1.cross(v2);
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}
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static add(v1, v2) {
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return new Vector(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
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}
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static sub(v1, v2) {
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return new Vector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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}
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static angleBetween(v1, v2) {
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return Math.acos(v1.dot(v2) / Math.sqrt(v1.magSq() * v2.magSq()));
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}
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static lerp(v1, v2, amt) {
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const retval = new Vector(v1.x, v1.y, v1.z);
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retval.lerp(v2, amt);
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return retval;
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}
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static vectorProjection(v1, v2) {
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v2 = v2.copy();
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v2.normalize();
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const sp = v1.dot(v2);
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v2.mult(sp);
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return v2;
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}
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static hypot2(a, b) {
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return Vector.dot(Vector.sub(a, b), Vector.sub(a, b));
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}
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}
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class ComplexPath {
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points = [];
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radius = 50;
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ctx;
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constructor(points){
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points && (this.points = points);
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}
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setContext(ctx) {
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this.ctx = ctx;
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}
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draw() {
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if (!this.ctx || !this.points.length) return;
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const ctx = this.ctx;
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ctx.save();
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ctx.lineWidth = 2;
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ctx.strokeStyle = 'white';
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ctx.setLineDash([
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21,
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6
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]);
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let last = this.points[this.points.length - 1];
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for (const point of this.points){
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ctx.beginPath();
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ctx.moveTo(last.x, last.y);
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ctx.lineTo(point.x, point.y);
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ctx.stroke();
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last = point;
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}
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ctx.restore();
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}
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}
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class PathSegment {
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points;
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ctx;
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constructor(points){
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this.points = points;
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}
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setContext(ctx) {
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this.ctx = ctx;
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}
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draw() {
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if (!this.ctx) return;
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const ctx = this.ctx;
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ctx.save();
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ctx.beginPath();
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ctx.moveTo(this.points[0].x, this.points[0].y);
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ctx.bezierCurveTo(this.points[1].x, this.points[1].y, this.points[2].x, this.points[2].y, this.points[3].x, this.points[3].y);
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ctx.strokeStyle = '#ffffff50';
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ctx.lineWidth = 2;
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ctx.stroke();
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ctx.restore();
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}
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getPointAtT(t) {
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const [a, b, c, d] = this.points;
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const res = a.copy();
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res.add(Vector.add(a.copy().mult(-3), b.copy().mult(3)).mult(t));
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res.add(Vector.add(Vector.add(a.copy().mult(3), b.copy().mult(-6)), c.copy().mult(3)).mult(Math.pow(t, 2)));
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res.add(Vector.add(Vector.add(a.copy().mult(-1), b.copy().mult(3)), Vector.add(c.copy().mult(-3), d.copy())).mult(Math.pow(t, 3)));
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return res;
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}
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getClosestPoint(v) {
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const resolution = 1 / 25;
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let closest = this.points[0];
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let closestDistance = this.points[0].dist(v);
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let closestT = 0;
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for(let i = 0; i < 25; i++){
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const point = this.getPointAtT(i * resolution);
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||||
const distance = v.dist(point);
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||||
if (distance < closestDistance) {
|
||||
closest = point;
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closestDistance = distance;
|
||||
closestT = i * resolution;
|
||||
}
|
||||
}
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return [
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||||
closest,
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||||
closestDistance,
|
||||
closestT
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||||
];
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}
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getPointsWithinRadius(v, r) {
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const points = [];
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||||
const resolution = 1 / 25;
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||||
for(let i = 0; i < 25; i++){
|
||||
const point = this.getPointAtT(i * resolution);
|
||||
const distance = v.dist(point);
|
||||
if (distance < r) {
|
||||
points.push([
|
||||
i * resolution,
|
||||
this
|
||||
]);
|
||||
}
|
||||
}
|
||||
return points;
|
||||
}
|
||||
tangent(t) {
|
||||
const [a, b, c, d] = this.points;
|
||||
const res = Vector.sub(b, a).mult(3 * Math.pow(1 - t, 2));
|
||||
res.add(Vector.add(Vector.sub(c, b).mult(6 * (1 - t) * t), Vector.sub(d, c).mult(3 * Math.pow(t, 2))));
|
||||
return res;
|
||||
}
|
||||
doesIntersectCircle(x, y, r) {
|
||||
const v = new Vector(x, y);
|
||||
const resolution = 1 / 25;
|
||||
let distance = Infinity;
|
||||
let t;
|
||||
for(let i = 0; i < 25; i++){
|
||||
if (i !== 25 - 1) {
|
||||
const a = this.getPointAtT(i * resolution);
|
||||
const b = this.getPointAtT((i + 1) * resolution);
|
||||
const ac = Vector.sub(v, a);
|
||||
const ab = Vector.sub(b, a);
|
||||
const d = Vector.add(Vector.vectorProjection(ac, ab), a);
|
||||
const ad = Vector.sub(d, a);
|
||||
const k = Math.abs(ab.x) > Math.abs(ab.y) ? ad.x / ab.x : ad.y / ab.y;
|
||||
let dist;
|
||||
if (k <= 0.0) {
|
||||
dist = Vector.hypot2(v, a);
|
||||
} else if (k >= 1.0) {
|
||||
dist = Vector.hypot2(v, b);
|
||||
}
|
||||
dist = Vector.hypot2(v, d);
|
||||
if (dist < distance) {
|
||||
distance = dist;
|
||||
t = i * resolution;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (distance < r) return t;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
class Mover {
|
||||
position;
|
||||
velocity;
|
||||
acceleration;
|
||||
maxSpeed;
|
||||
maxForce;
|
||||
_trailingPoint;
|
||||
_leadingPoint;
|
||||
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;
|
||||
boundingBox;
|
||||
constructor(posOrRandom, vel, acc){
|
||||
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.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) {
|
||||
this.ctx = ctx;
|
||||
}
|
||||
applyForce(force) {
|
||||
this.acceleration.add(force);
|
||||
}
|
||||
static edges(point, width, height) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
class Follower extends Mover {
|
||||
debug = true;
|
||||
follow(toFollow) {
|
||||
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++){
|
||||
let a = toFollow.points[i];
|
||||
let b = toFollow.points[(i + 1) % toFollow.points.length];
|
||||
let normalPoint = getNormalPoint(predictpos, a, b);
|
||||
let dir = Vector.sub(b, a);
|
||||
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();
|
||||
a = toFollow.points[(i + 1) % toFollow.points.length];
|
||||
b = toFollow.points[(i + 2) % toFollow.points.length];
|
||||
dir = Vector.sub(b, a);
|
||||
}
|
||||
const d = Vector.dist(predictpos, normalPoint);
|
||||
if (d < worldRecord) {
|
||||
worldRecord = d;
|
||||
normal = normalPoint;
|
||||
dir.normalize();
|
||||
dir.mult(25);
|
||||
target = normal.copy();
|
||||
target.add(dir);
|
||||
}
|
||||
if (worldRecord > toFollow.radius) {
|
||||
return this.seek(target);
|
||||
}
|
||||
}
|
||||
if (this.debug && this.ctx) {
|
||||
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();
|
||||
this.ctx.beginPath();
|
||||
this.ctx.arc(normal.x, normal.y, 4, 0, Constants.TWO_PI);
|
||||
this.ctx.fill();
|
||||
this.ctx.stroke();
|
||||
this.ctx.beginPath();
|
||||
this.ctx.moveTo(predictpos.x, predictpos.y);
|
||||
this.ctx.lineTo(target.x, target.y);
|
||||
this.ctx.stroke();
|
||||
this.ctx.beginPath();
|
||||
this.ctx.arc(target.x, target.y, 8, 0, Constants.TWO_PI);
|
||||
this.ctx.fill();
|
||||
this.ctx.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
seek(target, strength = 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) {
|
||||
this.position = target.trailingPoint;
|
||||
this.seek(target.trailingPoint);
|
||||
}
|
||||
arrive(target) {
|
||||
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, a, b) {
|
||||
const ap = Vector.sub(p, a);
|
||||
const ab = Vector.sub(b, a);
|
||||
ab.normalize();
|
||||
ab.mult(ap.dot(ab));
|
||||
const normalPoint = Vector.add(a, ab);
|
||||
return normalPoint;
|
||||
}
|
||||
class Train extends Follower {
|
||||
nodes;
|
||||
currentTrack;
|
||||
speed;
|
||||
follower;
|
||||
followers;
|
||||
constructor(track, length){
|
||||
super(track.points[0].copy());
|
||||
this.maxSpeed = 2;
|
||||
this.speed = 1;
|
||||
this.currentTrack = track;
|
||||
this.velocity = this.currentTrack.tangent(0).normalize().mult(this.maxSpeed);
|
||||
this.addCar(length);
|
||||
this.maxForce = .2;
|
||||
}
|
||||
init() {
|
||||
this.boundingBox.size.set(30, 10);
|
||||
this._trailingPoint = 30;
|
||||
}
|
||||
move() {
|
||||
this.follow();
|
||||
super.move();
|
||||
this.follower?.move();
|
||||
}
|
||||
follow() {
|
||||
const [_, t] = this.currentTrack.followTrack(this);
|
||||
this.velocity = this.currentTrack.tangent(t);
|
||||
this.velocity.normalize().mult(this.speed || this.maxSpeed);
|
||||
}
|
||||
setContext(ctx) {
|
||||
super.setContext(ctx);
|
||||
this.follower?.setContext(ctx);
|
||||
}
|
||||
addCar(length) {
|
||||
console.log(length);
|
||||
if (length) this.follower = new TrainCar(this.currentTrack, length - 1);
|
||||
this.follower?.setTarget(this);
|
||||
this.follower?.position.set(this.trailingPoint);
|
||||
this._trailingPoint -= 2;
|
||||
}
|
||||
}
|
||||
class TrainCar extends Train {
|
||||
target;
|
||||
setTarget(t) {
|
||||
this.target = t;
|
||||
}
|
||||
init() {
|
||||
this.boundingBox.size.set(20, 10);
|
||||
this._trailingPoint = 25;
|
||||
this.maxSpeed = this.maxSpeed * 2;
|
||||
this.maxForce = this.maxForce * 2;
|
||||
}
|
||||
move() {
|
||||
if (this.target) {
|
||||
if (this.position.dist(this.target.position) > this.target.position.dist(this.target.trailingPoint)) {
|
||||
this.arrive(this.currentTrack.getNearestPoint(this.target.trailingPoint));
|
||||
this.speed = this.target.speed;
|
||||
super.move();
|
||||
} else {
|
||||
this.draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
edges() {}
|
||||
}
|
||||
class Track extends PathSegment {
|
||||
editable = false;
|
||||
next;
|
||||
prev;
|
||||
id;
|
||||
constructor(points, next, prev){
|
||||
super(points);
|
||||
this.id = crypto.randomUUID();
|
||||
this.next = next || this;
|
||||
this.prev = prev || this;
|
||||
}
|
||||
followTrack(train) {
|
||||
const predict = train.velocity.copy();
|
||||
predict.normalize();
|
||||
predict.mult(1);
|
||||
const predictpos = Vector.add(train.position, predict);
|
||||
let [closest, closestDistance, closestT] = this.getClosestPoint(predictpos);
|
||||
let mostValid = this;
|
||||
if (this.next !== this) {
|
||||
const [point, distance, t] = this.next.getClosestPoint(predictpos);
|
||||
if (distance < closestDistance) {
|
||||
closest = point;
|
||||
closestDistance = distance;
|
||||
mostValid = this.next;
|
||||
closestT = t;
|
||||
}
|
||||
}
|
||||
if (this.prev !== this) {
|
||||
const [point1, distance1, t1] = this.next.getClosestPoint(predictpos);
|
||||
if (distance1 < closestDistance) {
|
||||
closest = point1;
|
||||
closestDistance = distance1;
|
||||
mostValid = this.next;
|
||||
closestT = t1;
|
||||
}
|
||||
}
|
||||
train.currentTrack = mostValid;
|
||||
train.arrive(closest);
|
||||
return [
|
||||
closest,
|
||||
closestT
|
||||
];
|
||||
}
|
||||
getNearestPoint(p) {
|
||||
let [closest, closestDistance, closestT] = this.getClosestPoint(p);
|
||||
let mostValid = this;
|
||||
if (this.next !== this) {
|
||||
const [point, distance, t] = this.next.getClosestPoint(p);
|
||||
if (distance < closestDistance) {
|
||||
closest = point;
|
||||
closestDistance = distance;
|
||||
mostValid = this.next;
|
||||
t;
|
||||
}
|
||||
}
|
||||
if (this.prev !== this) {
|
||||
const [point1, distance1, t1] = this.next.getClosestPoint(p);
|
||||
if (distance1 < closestDistance) {
|
||||
closest = point1;
|
||||
closestDistance = distance1;
|
||||
mostValid = this.next;
|
||||
t1;
|
||||
}
|
||||
}
|
||||
return closest;
|
||||
}
|
||||
getAllPointsInRange(v, r) {
|
||||
const points = this.getPointsWithinRadius(v, r).concat(this.next.getPointsWithinRadius(v, r), this.prev.getPointsWithinRadius(v, r));
|
||||
return points;
|
||||
}
|
||||
draw() {
|
||||
super.draw();
|
||||
if (this.ctx && this.editable) for (const e of this.points){
|
||||
this.ctx.fillStyle = 'blue';
|
||||
e.drawDot(this.ctx);
|
||||
}
|
||||
}
|
||||
}
|
||||
class Spline {
|
||||
segments = [];
|
||||
ctx;
|
||||
constructor(segs){
|
||||
this.segments = segs;
|
||||
}
|
||||
setContext(ctx) {
|
||||
this.ctx = ctx;
|
||||
for (const segment of this.segments){
|
||||
segment.setContext(ctx);
|
||||
}
|
||||
}
|
||||
draw() {
|
||||
for (const segment of this.segments){
|
||||
segment.draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
const generateSquareTrack = ()=>{
|
||||
const first = new Track([
|
||||
new Vector(20, 40),
|
||||
new Vector(20, 100),
|
||||
new Vector(20, 300),
|
||||
new Vector(20, 360)
|
||||
]);
|
||||
const second = new Track([
|
||||
first.points[3],
|
||||
new Vector(20, 370),
|
||||
new Vector(30, 380),
|
||||
new Vector(40, 380)
|
||||
]);
|
||||
const third = new Track([
|
||||
second.points[3],
|
||||
new Vector(100, 380),
|
||||
new Vector(300, 380),
|
||||
new Vector(360, 380)
|
||||
]);
|
||||
const fourth = new Track([
|
||||
third.points[3],
|
||||
new Vector(370, 380),
|
||||
new Vector(380, 370),
|
||||
new Vector(380, 360)
|
||||
]);
|
||||
const fifth = new Track([
|
||||
fourth.points[3],
|
||||
new Vector(380, 300),
|
||||
new Vector(380, 100),
|
||||
new Vector(380, 40)
|
||||
]);
|
||||
const sixth = new Track([
|
||||
fifth.points[3],
|
||||
new Vector(380, 30),
|
||||
new Vector(370, 20),
|
||||
new Vector(360, 20)
|
||||
]);
|
||||
const seventh = new Track([
|
||||
sixth.points[3],
|
||||
new Vector(300, 20),
|
||||
new Vector(100, 20),
|
||||
new Vector(40, 20)
|
||||
]);
|
||||
const eighth = new Track([
|
||||
seventh.points[3],
|
||||
new Vector(30, 20),
|
||||
new Vector(20, 30),
|
||||
first.points[0]
|
||||
]);
|
||||
const tracks = [
|
||||
first,
|
||||
second,
|
||||
third,
|
||||
fourth,
|
||||
fifth,
|
||||
sixth,
|
||||
seventh,
|
||||
eighth
|
||||
];
|
||||
for (const [i, track] of tracks.entries()){
|
||||
track.next = tracks[(i + 1) % tracks.length];
|
||||
track.prev = tracks.at(i - 1);
|
||||
}
|
||||
return new Spline([
|
||||
first,
|
||||
second,
|
||||
third,
|
||||
fourth,
|
||||
fifth,
|
||||
sixth,
|
||||
seventh,
|
||||
eighth
|
||||
]);
|
||||
};
|
||||
const drawLine = (ctx, x1, y1, x2, y2)=>{
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x1, y1);
|
||||
ctx.lineTo(x2, y2);
|
||||
ctx.stroke();
|
||||
};
|
||||
const hello = ()=>{
|
||||
console.log('HELLO WORLD');
|
||||
};
|
||||
hello();
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.height = 400;
|
||||
canvas.width = 400;
|
||||
document.body.append(canvas);
|
||||
const ctx = canvas.getContext('2d');
|
||||
const clear = ()=>{
|
||||
ctx.fillStyle = 'black';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height);
|
||||
};
|
||||
setInterval(()=>{
|
||||
draw();
|
||||
}, 1000 / 60);
|
||||
const path = generateSquareTrack();
|
||||
path.setContext(ctx);
|
||||
let t = 0;
|
||||
let currentSeg = 0;
|
||||
const trains = Array(1).fill(null).map((_, i)=>new Train(path.segments[i % path.segments.length], 5));
|
||||
for (const train of trains){
|
||||
train.setContext(ctx);
|
||||
}
|
||||
function draw() {
|
||||
clear();
|
||||
path.draw();
|
||||
for (const train of trains){
|
||||
train.move();
|
||||
}
|
||||
ctx.strokeStyle = 'red';
|
||||
ctx.lineWidth = 4;
|
||||
const seg = path.segments[currentSeg];
|
||||
const start = seg.getPointAtT(t);
|
||||
const tan = seg.tangent(t).normalize().mult(25);
|
||||
drawLine(ctx, start.x, start.y, start.x + tan.x, start.y + tan.y);
|
||||
t += .01;
|
||||
if (t > 1) {
|
||||
t -= 1;
|
||||
currentSeg = (currentSeg + 1) % path.segments.length;
|
||||
}
|
||||
}
|
||||
document.addEventListener('keyup', (e)=>{
|
||||
if (e.key === 'd') {
|
||||
console.log(trains);
|
||||
}
|
||||
if (e.key === 'ArrowUp') {
|
||||
for (const train of trains){
|
||||
train.speed += .1;
|
||||
}
|
||||
}
|
||||
if (e.key === 'ArrowDown') {
|
||||
for (const train1 of trains){
|
||||
train1.speed -= .1;
|
||||
}
|
||||
}
|
||||
if (e.key === 'e') {
|
||||
for (const t of path.segments){
|
||||
t.editable = !t.editable;
|
||||
}
|
||||
}
|
||||
});
|
||||
document.addEventListener('keydown', (e)=>{
|
||||
if (e.ctrlKey && e.key === 's') {
|
||||
e.preventDefault();
|
||||
path.segments.forEach((s)=>{
|
||||
s.next = s.next.id;
|
||||
s.prev = s.prev.id;
|
||||
delete s.ctx;
|
||||
});
|
||||
delete path.ctx;
|
||||
const json = JSON.stringify(path);
|
||||
localStorage.setItem('railPath', json);
|
||||
}
|
||||
});
|
18
canvas/canvas.ts
Normal file
18
canvas/canvas.ts
Normal file
@ -0,0 +1,18 @@
|
||||
|
||||
type ClickEvent = {
|
||||
mouseX: number;
|
||||
mouseY: number;
|
||||
}
|
||||
type ClickEventHandler = (e: ClickEvent) => void;
|
||||
|
||||
export class Canvas {
|
||||
clickables: ClickEventHandler[] = [];
|
||||
|
||||
constructor();
|
||||
constructor(width: number, height: number);
|
||||
constructor(width?: number, height?: number) {
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.width = width || 400;
|
||||
canvas.height = height || 400;
|
||||
}
|
||||
}
|
17
deno.jsonc
Normal file
17
deno.jsonc
Normal file
@ -0,0 +1,17 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
"lib": [
|
||||
// "deno.window"
|
||||
"DOM",
|
||||
"ES2021",
|
||||
"ESNext"
|
||||
]
|
||||
},
|
||||
"tasks": {
|
||||
"dev": "deno bundle --watch main.ts bundle.js"
|
||||
},
|
||||
"imports": {
|
||||
"drawing": "./drawing/index.ts",
|
||||
"doodler": "https://git.cyborggrizzly.com/emma/doodler/raw/branch/main/mod.ts"
|
||||
}
|
||||
}
|
16
drawing/circle.ts
Normal file
16
drawing/circle.ts
Normal file
@ -0,0 +1,16 @@
|
||||
import { Constants } from "../math/constants.ts";
|
||||
import { Vector } from "../math/vector.ts";
|
||||
|
||||
const circle = (ctx: CanvasRenderingContext2D, center: Vector, radius: number) => {
|
||||
ctx.beginPath();
|
||||
ctx.arc(center.x, center.y, radius, 0, Constants.TWO_PI);
|
||||
}
|
||||
|
||||
export const drawCircle = (ctx: CanvasRenderingContext2D, center: Vector, radius: number) => {
|
||||
circle(ctx, center, radius);
|
||||
ctx.stroke();
|
||||
}
|
||||
export const fillCircle = (ctx: CanvasRenderingContext2D, center: Vector, radius: number) => {
|
||||
circle(ctx, center, radius);
|
||||
ctx.fill();
|
||||
}
|
1
drawing/index.ts
Normal file
1
drawing/index.ts
Normal file
@ -0,0 +1 @@
|
||||
export { drawCircle, fillCircle } from './circle.ts'
|
6
drawing/line.ts
Normal file
6
drawing/line.ts
Normal file
@ -0,0 +1,6 @@
|
||||
export const drawLine = (ctx: CanvasRenderingContext2D, x1:number, y1:number, x2:number, y2: number) => {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(x1,y1);
|
||||
ctx.lineTo(x2,y2);
|
||||
ctx.stroke();
|
||||
}
|
12
index.html
Normal file
12
index.html
Normal file
@ -0,0 +1,12 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>TRAINS!</title>
|
||||
</head>
|
||||
<body>
|
||||
<script src="bundle.js"></script>
|
||||
</body>
|
||||
</html>
|
207
main.ts
Normal file
207
main.ts
Normal file
@ -0,0 +1,207 @@
|
||||
import { lerp } from "./math/lerp.ts";
|
||||
import { ComplexPath, PathSegment } from "./math/path.ts";
|
||||
import { Vector } from "./math/vector.ts";
|
||||
import { Mover } from "./physics/mover.ts";
|
||||
import { Train } from "./train.ts";
|
||||
import { fillCircle, drawCircle } from 'drawing';
|
||||
import { generateSquareTrack } from "./track.ts";
|
||||
import { drawLine } from "./drawing/line.ts";
|
||||
import { hello } from 'doodler';
|
||||
|
||||
hello();
|
||||
|
||||
const canvas = document.createElement('canvas');
|
||||
canvas.height = 400;
|
||||
canvas.width = 400;
|
||||
document.body.append(canvas);
|
||||
const ctx = canvas.getContext('2d')!;
|
||||
|
||||
// for (const mover of trains) {
|
||||
// mover.setContext(ctx);
|
||||
// mover.velocity.add(Vector.random2D())
|
||||
// }
|
||||
|
||||
const clear = () => {
|
||||
ctx.fillStyle = 'black';
|
||||
ctx.fillRect(0, 0, canvas.width, canvas.height)
|
||||
}
|
||||
|
||||
const fps = 60;
|
||||
|
||||
setInterval(() => {
|
||||
// for (const train of trains) {
|
||||
// train.move();
|
||||
// }
|
||||
draw();
|
||||
}, 1000 / fps);
|
||||
|
||||
|
||||
// const path = new PathSegment([new Vector(20, 20), new Vector(200, 100), new Vector(200, 300), new Vector(20, 380)]);
|
||||
const path = generateSquareTrack();
|
||||
path.setContext(ctx);
|
||||
// const train = new Train(path.segments[0], 4);
|
||||
// train.setContext(ctx);
|
||||
// train.velocity.x = -1;
|
||||
// train.velocity.y = 1;
|
||||
|
||||
const controls = {
|
||||
ArrowUp: false,
|
||||
ArrowRight: false,
|
||||
ArrowDown: false,
|
||||
ArrowLeft: false,
|
||||
}
|
||||
|
||||
let t = 0;
|
||||
let currentSeg = 0;
|
||||
|
||||
const trainCount = 1;
|
||||
const trains = Array(trainCount).fill(null).map((_, i) => new Train(path.segments[i % path.segments.length], 5));
|
||||
for (const train of trains) {
|
||||
train.setContext(ctx);
|
||||
// train.maxSpeed = Math.random() * 5 + 1
|
||||
}
|
||||
|
||||
function draw() {
|
||||
clear();
|
||||
path.draw();
|
||||
|
||||
// for (const control in controls) {
|
||||
// if (controls.hasOwnProperty(control)) {
|
||||
// const isActive = controls[control as keyof typeof controls];
|
||||
// if (isActive) {
|
||||
// const force = getSteeringForce(train, control);
|
||||
// train.applyForce(force);
|
||||
// }
|
||||
// }
|
||||
|
||||
// if (Object.values(controls).every(c => !c)) {
|
||||
// train.acceleration.set(0, 0)
|
||||
// }
|
||||
// }
|
||||
|
||||
// train.follow(path)
|
||||
for (const train of trains) {
|
||||
train.move();
|
||||
}
|
||||
// ctx.strokeStyle = 'orange';
|
||||
|
||||
ctx.strokeStyle = 'red';
|
||||
ctx.lineWidth = 4;
|
||||
const seg = path.segments[currentSeg];
|
||||
const start = seg.getPointAtT(t);
|
||||
const tan = seg.tangent(t).normalize().mult(25);
|
||||
drawLine(ctx, start.x, start.y, start.x + tan.x, start.y + tan.y);
|
||||
|
||||
t += .01;
|
||||
if (t > 1) {
|
||||
t -= 1;
|
||||
currentSeg = (currentSeg + 1) % path.segments.length;
|
||||
}
|
||||
}
|
||||
|
||||
// let wKeydown =false
|
||||
|
||||
// document.addEventListener('keydown', e => {
|
||||
// if (e.key === 'w' && !wKeydown) {
|
||||
// wKeydown = true;
|
||||
// for (const train of trains) {
|
||||
// train.acceleration.add(.1, 0);
|
||||
// }
|
||||
// }
|
||||
// });
|
||||
// document.addEventListener('keyup', e => {
|
||||
// if (e.key === 'w') {
|
||||
// wKeydown = false;
|
||||
// for (const train of trains) {
|
||||
// train.acceleration.sub(.1, 0);
|
||||
// }
|
||||
// }
|
||||
// });
|
||||
// let sKeydown = false;
|
||||
// document.addEventListener('keydown', e => {
|
||||
// if (e.key === 's' && !sKeydown) {
|
||||
// sKeydown = true;
|
||||
// for (const train of trains) {
|
||||
// train.acceleration.sub(.1, 0);
|
||||
// }
|
||||
// }
|
||||
// });
|
||||
// document.addEventListener('keyup', e => {
|
||||
// if (e.key === 's') {
|
||||
// sKeydown = false;
|
||||
// for (const train of trains) {
|
||||
// train.acceleration.add(.1, 0);
|
||||
// }
|
||||
// }
|
||||
// });
|
||||
|
||||
document.addEventListener('keyup', e => {
|
||||
if (e.key === 'd') {
|
||||
console.log(trains)
|
||||
}
|
||||
|
||||
if (e.key === 'ArrowUp') {
|
||||
for (const train of trains) {
|
||||
train.speed += .1;
|
||||
}
|
||||
}
|
||||
if (e.key === 'ArrowDown') {
|
||||
for (const train of trains) {
|
||||
train.speed -= .1;
|
||||
}
|
||||
}
|
||||
|
||||
if (e.key === 'e') {
|
||||
for (const t of path.segments) {
|
||||
t.editable = !t.editable;
|
||||
}
|
||||
}
|
||||
})
|
||||
|
||||
// document.addEventListener('keydown', e => {
|
||||
// const valid = ["ArrowUp",
|
||||
// "ArrowRight",
|
||||
// "ArrowDown",
|
||||
// "ArrowLeft",]
|
||||
// if (valid.includes(e.key))
|
||||
// controls[e.key as keyof typeof controls] = true;
|
||||
// })
|
||||
// document.addEventListener('keyup', e => {
|
||||
// const valid = ["ArrowUp",
|
||||
// "ArrowRight",
|
||||
// "ArrowDown",
|
||||
// "ArrowLeft",]
|
||||
// if (valid.includes(e.key))
|
||||
// controls[e.key as keyof typeof controls] = false;
|
||||
// })
|
||||
|
||||
// function getSteeringForce(mover: Mover, dir: string) {
|
||||
// const dirs = {
|
||||
// ArrowUp: 0,
|
||||
// ArrowRight: .1 * Math.PI,
|
||||
// ArrowDown: Math.PI,
|
||||
// ArrowLeft: -.1 * Math.PI,
|
||||
// }
|
||||
|
||||
// const target = mover.velocity.copy();
|
||||
// target.normalize();
|
||||
// target.mult(10);
|
||||
// target.rotate(dirs[dir as keyof typeof dirs]);
|
||||
// const force = Vector.sub(target, mover.velocity);
|
||||
// force.limit(.1)
|
||||
// return force;
|
||||
// }
|
||||
|
||||
document.addEventListener('keydown', e => {
|
||||
if (e.ctrlKey && e.key === 's') {
|
||||
e.preventDefault();
|
||||
path.segments.forEach((s: any) => {
|
||||
s.next = s.next.id
|
||||
s.prev = s.prev.id
|
||||
delete s.ctx
|
||||
})
|
||||
delete path.ctx;
|
||||
const json = JSON.stringify(path);
|
||||
localStorage.setItem('railPath', json);
|
||||
}
|
||||
})
|
3
math/constants.ts
Normal file
3
math/constants.ts
Normal file
@ -0,0 +1,3 @@
|
||||
export const Constants = {
|
||||
TWO_PI: Math.PI * 2
|
||||
}
|
8
math/lerp.ts
Normal file
8
math/lerp.ts
Normal file
@ -0,0 +1,8 @@
|
||||
import { Vector } from "./vector.ts";
|
||||
|
||||
export const lerp = (a: number, b: number, t: number) => {
|
||||
return (a*t) + (b*(1-t));
|
||||
}
|
||||
|
||||
export const map = (value: number, x1: number, y1: number, x2: number, y2: number) =>
|
||||
(value - x1) * (y2 - x2) / (y1 - x1) + x2;
|
172
math/path.ts
Normal file
172
math/path.ts
Normal file
@ -0,0 +1,172 @@
|
||||
import { Vector } from "./vector.ts";
|
||||
|
||||
export class ComplexPath {
|
||||
|
||||
points: Vector[] = [];
|
||||
|
||||
radius = 50;
|
||||
|
||||
ctx?: CanvasRenderingContext2D;
|
||||
|
||||
constructor(points?: Vector[]) {
|
||||
points && (this.points = points);
|
||||
}
|
||||
|
||||
setContext(ctx: CanvasRenderingContext2D) {
|
||||
this.ctx = ctx;
|
||||
}
|
||||
|
||||
draw() {
|
||||
if (!this.ctx || !this.points.length) return;
|
||||
const ctx = this.ctx;
|
||||
|
||||
ctx.save();
|
||||
ctx.lineWidth = 2;
|
||||
ctx.strokeStyle = 'white';
|
||||
ctx.setLineDash([21, 6])
|
||||
|
||||
let last = this.points[this.points.length - 1]
|
||||
|
||||
for (const point of this.points) {
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(last.x, last.y);
|
||||
ctx.lineTo(point.x, point.y);
|
||||
ctx.stroke();
|
||||
last = point;
|
||||
}
|
||||
ctx.restore();
|
||||
}
|
||||
}
|
||||
|
||||
export class PathSegment {
|
||||
points: [Vector, Vector, Vector, Vector]
|
||||
ctx?: CanvasRenderingContext2D;
|
||||
|
||||
constructor(points: [Vector, Vector, Vector, Vector]) {
|
||||
this.points = points;
|
||||
}
|
||||
|
||||
setContext(ctx: CanvasRenderingContext2D) {
|
||||
this.ctx = ctx;
|
||||
}
|
||||
|
||||
draw() {
|
||||
if (!this.ctx) return;
|
||||
const ctx = this.ctx;
|
||||
|
||||
ctx.save();
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(this.points[0].x, this.points[0].y);
|
||||
|
||||
ctx.bezierCurveTo(
|
||||
this.points[1].x,
|
||||
this.points[1].y,
|
||||
this.points[2].x,
|
||||
this.points[2].y,
|
||||
this.points[3].x,
|
||||
this.points[3].y,
|
||||
);
|
||||
|
||||
ctx.strokeStyle = '#ffffff50';
|
||||
ctx.lineWidth = 2;
|
||||
ctx.stroke();
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
getPointAtT(t: number) {
|
||||
const [a, b, c, d] = this.points;
|
||||
const res = a.copy();
|
||||
|
||||
res.add(Vector.add(a.copy().mult(-3), b.copy().mult(3)).mult(t))
|
||||
res.add(Vector.add(Vector.add(a.copy().mult(3), b.copy().mult(-6)), c.copy().mult(3)).mult(Math.pow(t, 2)));
|
||||
res.add(Vector.add(Vector.add(a.copy().mult(-1), b.copy().mult(3)), Vector.add(c.copy().mult(-3), d.copy())).mult(Math.pow(t, 3)));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
getClosestPoint(v: Vector): [Vector, number, number] {
|
||||
const samples = 25;
|
||||
const resolution = 1 / samples;
|
||||
let closest = this.points[0];
|
||||
let closestDistance = this.points[0].dist(v);
|
||||
let closestT = 0;
|
||||
|
||||
for (let i = 0; i < samples; i++) {
|
||||
const point = this.getPointAtT(i * resolution);
|
||||
const distance = v.dist(point);
|
||||
if (distance < closestDistance) {
|
||||
closest = point;
|
||||
closestDistance = distance;
|
||||
closestT = i * resolution;
|
||||
}
|
||||
}
|
||||
|
||||
return [closest, closestDistance, closestT];
|
||||
}
|
||||
|
||||
getPointsWithinRadius(v: Vector, r: number) {
|
||||
const points: [number, PathSegment][] = [];
|
||||
const samples = 25;
|
||||
const resolution = 1 / samples;
|
||||
|
||||
for (let i = 0; i < samples; i++) {
|
||||
const point = this.getPointAtT(i * resolution);
|
||||
const distance = v.dist(point);
|
||||
if (distance < r) {
|
||||
points.push([i * resolution,this]);
|
||||
}
|
||||
}
|
||||
return points
|
||||
}
|
||||
|
||||
tangent(t: number) {
|
||||
// dP(t) / dt = -3(1-t)^2 * P0 + 3(1-t)^2 * P1 - 6t(1-t) * P1 - 3t^2 * P2 + 6t(1-t) * P2 + 3t^2 * P3
|
||||
const [a, b, c, d] = this.points;
|
||||
|
||||
const res = Vector.sub(b, a).mult(3 * Math.pow(1 - t, 2));
|
||||
res.add(Vector.add(Vector.sub(c, b).mult(6 * (1 - t) * t), Vector.sub(d, c).mult(3 * Math.pow(t, 2))));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
doesIntersectCircle(x: number, y: number, r: number) {
|
||||
const v = new Vector(x, y);
|
||||
const samples = 25;
|
||||
const resolution = 1 / samples;
|
||||
|
||||
let distance = Infinity;
|
||||
let t;
|
||||
|
||||
for (let i = 0; i < samples; i++) {
|
||||
if (i !== samples - 1) {
|
||||
const a = this.getPointAtT(i * resolution);
|
||||
const b = this.getPointAtT((i + 1) * resolution);
|
||||
const ac = Vector.sub(v, a);
|
||||
const ab = Vector.sub(b, a);
|
||||
|
||||
const d = Vector.add(Vector.vectorProjection(ac, ab), a);
|
||||
const ad = Vector.sub(d, a);
|
||||
|
||||
const k = Math.abs(ab.x) > Math.abs(ab.y) ? ad.x / ab.x : ad.y / ab.y;
|
||||
|
||||
let dist;
|
||||
if (k <= 0.0) {
|
||||
dist = Vector.hypot2(v, a)
|
||||
} else if (k >= 1.0) {
|
||||
dist = Vector.hypot2(v, b)
|
||||
}
|
||||
|
||||
dist = Vector.hypot2(v, d)
|
||||
|
||||
if (dist < distance) {
|
||||
distance = dist;
|
||||
t = i * resolution;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (distance < r) return t;
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
273
math/vector.ts
Normal file
273
math/vector.ts
Normal file
@ -0,0 +1,273 @@
|
||||
import { Constants } from "./constants.ts";
|
||||
|
||||
export class Vector {
|
||||
x: number;
|
||||
y: number;
|
||||
z: number;
|
||||
|
||||
constructor(x = 0, y = 0, z = 0) {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
set(x: number, y: number, z?: number): void;
|
||||
set(v: Vector): void;
|
||||
set(v: [number, number, number]): void;
|
||||
set(v: Vector | [number, number, number] | number, y?: number, z?: number) {
|
||||
if (arguments.length === 1 && typeof v !== "number") {
|
||||
this.set((v as Vector).x || (v as Array<number>)[0] || 0,
|
||||
(v as Vector).y || (v as Array<number>)[1] || 0,
|
||||
(v as Vector).z || (v as Array<number>)[2] || 0);
|
||||
} else {
|
||||
this.x = v as number;
|
||||
this.y = y || 0;
|
||||
this.z = z || 0;
|
||||
}
|
||||
}
|
||||
get() {
|
||||
return new Vector(this.x, this.y, this.z);
|
||||
}
|
||||
mag() {
|
||||
const x = this.x,
|
||||
y = this.y,
|
||||
z = this.z;
|
||||
return Math.sqrt(x * x + y * y + z * z);
|
||||
}
|
||||
magSq() {
|
||||
const x = this.x,
|
||||
y = this.y,
|
||||
z = this.z;
|
||||
return (x * x + y * y + z * z);
|
||||
}
|
||||
setMag(len: number): void;
|
||||
setMag(v: Vector, len: number): Vector
|
||||
setMag(v_or_len: Vector | number, len?: number) {
|
||||
if (len === undefined) {
|
||||
len = v_or_len as number;
|
||||
this.normalize();
|
||||
this.mult(len);
|
||||
} else {
|
||||
const v = v_or_len as Vector;
|
||||
v.normalize();
|
||||
v.mult(len);
|
||||
return v;
|
||||
}
|
||||
}
|
||||
add(x: number, y: number, z: number): void;
|
||||
add(x: number, y: number): void;
|
||||
add(v: Vector): void;
|
||||
add(v: Vector | number, y?: number, z?: number) {
|
||||
if (arguments.length === 1 && typeof v !== 'number') {
|
||||
this.x += v.x;
|
||||
this.y += v.y;
|
||||
this.z += v.z;
|
||||
} else if (arguments.length === 2) {
|
||||
// 2D Vector
|
||||
this.x += v as number;
|
||||
this.y += y ?? 0;
|
||||
} else {
|
||||
this.x += v as number;
|
||||
this.y += y ?? 0;
|
||||
this.z += z ?? 0;
|
||||
}
|
||||
}
|
||||
sub(x: number, y: number, z: number): void;
|
||||
sub(x: number, y: number): void;
|
||||
sub(v: Vector): void;
|
||||
sub(v: Vector | number, y?: number, z?: number) {
|
||||
if (arguments.length === 1 && typeof v !== 'number') {
|
||||
this.x -= v.x;
|
||||
this.y -= v.y;
|
||||
this.z -= v.z;
|
||||
} else if (arguments.length === 2) {
|
||||
// 2D Vector
|
||||
this.x -= v as number;
|
||||
this.y -= y ?? 0;
|
||||
} else {
|
||||
this.x -= v as number;
|
||||
this.y -= y ?? 0;
|
||||
this.z -= z ?? 0;
|
||||
}
|
||||
}
|
||||
mult(v: number | Vector) {
|
||||
if (typeof v === 'number') {
|
||||
this.x *= v;
|
||||
this.y *= v;
|
||||
this.z *= v;
|
||||
} else {
|
||||
this.x *= v.x;
|
||||
this.y *= v.y;
|
||||
this.z *= v.z;
|
||||
}
|
||||
return this;
|
||||
}
|
||||
div(v: number | Vector) {
|
||||
if (typeof v === 'number') {
|
||||
this.x /= v;
|
||||
this.y /= v;
|
||||
this.z /= v;
|
||||
} else {
|
||||
this.x /= v.x;
|
||||
this.y /= v.y;
|
||||
this.z /= v.z;
|
||||
}
|
||||
}
|
||||
rotate(angle: number) {
|
||||
const prev_x = this.x;
|
||||
const c = Math.cos(angle);
|
||||
const s = Math.sin(angle);
|
||||
this.x = c * this.x - s * this.y;
|
||||
this.y = s * prev_x + c * this.y;
|
||||
}
|
||||
dist(v: Vector) {
|
||||
const dx = this.x - v.x,
|
||||
dy = this.y - v.y,
|
||||
dz = this.z - v.z;
|
||||
return Math.sqrt(dx * dx + dy * dy + dz * dz);
|
||||
}
|
||||
dot(x: number, y: number, z: number): number;
|
||||
dot(v: Vector): number;
|
||||
dot(v: Vector | number, y?: number, z?: number) {
|
||||
if (arguments.length === 1 && typeof v !== 'number') {
|
||||
return (this.x * v.x + this.y * v.y + this.z * v.z);
|
||||
}
|
||||
return (this.x * (v as number) + this.y * y! + this.z * z!);
|
||||
}
|
||||
cross(v: Vector) {
|
||||
const x = this.x,
|
||||
y = this.y,
|
||||
z = this.z;
|
||||
return new Vector(y * v.z - v.y * z,
|
||||
z * v.x - v.z * x,
|
||||
x * v.y - v.x * y);
|
||||
}
|
||||
lerp(x: number, y: number, z: number): void;
|
||||
lerp(v: Vector, amt: number): void;
|
||||
lerp(v_or_x: Vector | number, amt_or_y: number, z?: number, amt?: number) {
|
||||
const lerp_val = (start: number, stop: number, amt: number) => {
|
||||
return start + (stop - start) * amt;
|
||||
};
|
||||
let x, y: number;
|
||||
if (arguments.length === 2 && typeof v_or_x !== 'number') {
|
||||
// given vector and amt
|
||||
amt = amt_or_y;
|
||||
x = v_or_x.x;
|
||||
y = v_or_x.y;
|
||||
z = v_or_x.z;
|
||||
} else {
|
||||
// given x, y, z and amt
|
||||
x = v_or_x as number;
|
||||
y = amt_or_y;
|
||||
}
|
||||
this.x = lerp_val(this.x, x, amt!);
|
||||
this.y = lerp_val(this.y, y, amt!);
|
||||
this.z = lerp_val(this.z, z!, amt!);
|
||||
}
|
||||
normalize() {
|
||||
const m = this.mag();
|
||||
if (m > 0) {
|
||||
this.div(m);
|
||||
}
|
||||
return this;
|
||||
}
|
||||
limit(high: number) {
|
||||
if (this.mag() > high) {
|
||||
this.normalize();
|
||||
this.mult(high);
|
||||
}
|
||||
}
|
||||
heading() {
|
||||
return (-Math.atan2(-this.y, this.x));
|
||||
}
|
||||
heading2D() {
|
||||
return this.heading();
|
||||
}
|
||||
toString() {
|
||||
return "[" + this.x + ", " + this.y + ", " + this.z + "]";
|
||||
}
|
||||
array() {
|
||||
return [this.x, this.y, this.z];
|
||||
}
|
||||
|
||||
copy() {
|
||||
return new Vector(this.x, this.y, this.z);
|
||||
}
|
||||
|
||||
drawDot(ctx: CanvasRenderingContext2D) {
|
||||
// ctx.fillStyle = 'red'
|
||||
ctx.beginPath();
|
||||
ctx.arc(this.x, this.y, 2, 0, Constants.TWO_PI);
|
||||
ctx.fill();
|
||||
}
|
||||
|
||||
static fromAngle(angle: number, v?: Vector) {
|
||||
if (v === undefined || v === null) {
|
||||
v = new Vector();
|
||||
}
|
||||
v.x = Math.cos(angle);
|
||||
v.y = Math.sin(angle);
|
||||
return v;
|
||||
}
|
||||
|
||||
static random2D(v?: Vector) {
|
||||
return Vector.fromAngle(Math.random() * (Math.PI * 2), v);
|
||||
}
|
||||
|
||||
static random3D(v: Vector) {
|
||||
const angle = Math.random() * Constants.TWO_PI;
|
||||
const vz = Math.random() * 2 - 1;
|
||||
const mult = Math.sqrt(1 - vz * vz);
|
||||
const vx = mult * Math.cos(angle);
|
||||
const vy = mult * Math.sin(angle);
|
||||
if (v === undefined || v === null) {
|
||||
v = new Vector(vx, vy, vz);
|
||||
} else {
|
||||
v.set(vx, vy, vz);
|
||||
}
|
||||
return v;
|
||||
}
|
||||
|
||||
static dist(v1: Vector, v2: Vector) {
|
||||
return v1.dist(v2);
|
||||
}
|
||||
|
||||
static dot(v1: Vector, v2: Vector) {
|
||||
return v1.dot(v2);
|
||||
}
|
||||
|
||||
static cross(v1: Vector, v2: Vector) {
|
||||
return v1.cross(v2);
|
||||
}
|
||||
|
||||
static add(v1: Vector, v2: Vector) {
|
||||
return new Vector(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
|
||||
}
|
||||
|
||||
static sub(v1: Vector, v2: Vector) {
|
||||
return new Vector(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
|
||||
}
|
||||
|
||||
static angleBetween(v1: Vector, v2: Vector) {
|
||||
return Math.acos(v1.dot(v2) / Math.sqrt(v1.magSq() * v2.magSq()));
|
||||
}
|
||||
|
||||
static lerp(v1: Vector, v2: Vector, amt: number) {
|
||||
// non-static lerp mutates object, but this version returns a new vector
|
||||
const retval = new Vector(v1.x, v1.y, v1.z);
|
||||
retval.lerp(v2, amt);
|
||||
return retval;
|
||||
}
|
||||
|
||||
static vectorProjection(v1: Vector, v2: Vector) {
|
||||
v2 = v2.copy();
|
||||
v2.normalize();
|
||||
const sp = v1.dot(v2);
|
||||
v2.mult(sp);
|
||||
return v2;
|
||||
}
|
||||
|
||||
static hypot2(a: Vector, b: Vector) {
|
||||
return Vector.dot(Vector.sub(a,b), Vector.sub(a,b))
|
||||
}
|
||||
}
|
158
physics/follower.ts
Normal file
158
physics/follower.ts
Normal file
@ -0,0 +1,158 @@
|
||||
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;
|
||||
}
|
112
physics/mover.ts
Normal file
112
physics/mover.ts
Normal file
@ -0,0 +1,112 @@
|
||||
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;
|
||||
}
|
||||
}
|
152
track.ts
Normal file
152
track.ts
Normal file
@ -0,0 +1,152 @@
|
||||
import { PathSegment } from "./math/path.ts";
|
||||
import { Vector } from "./math/vector.ts";
|
||||
import { Train } from "./train.ts";
|
||||
|
||||
export class Track extends PathSegment {
|
||||
|
||||
editable = false;
|
||||
|
||||
next: Track;
|
||||
prev: Track;
|
||||
|
||||
id: string;
|
||||
|
||||
constructor(points: [Vector, Vector, Vector, Vector], next?: Track, prev?: Track) {
|
||||
super(points);
|
||||
this.id = crypto.randomUUID();
|
||||
this.next = next || this;
|
||||
this.prev = prev || this;
|
||||
}
|
||||
|
||||
followTrack(train: Train): [Vector, number] {
|
||||
const predict = train.velocity.copy();
|
||||
predict.normalize();
|
||||
predict.mult(1);
|
||||
const predictpos = Vector.add(train.position, predict)
|
||||
|
||||
// const leading = train.leadingPoint;
|
||||
// let closest = this.points[0];
|
||||
// let closestDistance = this.getClosestPoint(leading);
|
||||
let [closest, closestDistance, closestT] = this.getClosestPoint(predictpos);
|
||||
// deno-lint-ignore no-this-alias
|
||||
let mostValid: Track = this;
|
||||
|
||||
if (this.next !== this) {
|
||||
const [point, distance, t] = this.next.getClosestPoint(predictpos);
|
||||
if (distance < closestDistance) {
|
||||
closest = point;
|
||||
closestDistance = distance;
|
||||
mostValid = this.next;
|
||||
closestT = t;
|
||||
}
|
||||
}
|
||||
if (this.prev !== this) {
|
||||
const [point, distance, t] = this.next.getClosestPoint(predictpos);
|
||||
if (distance < closestDistance) {
|
||||
closest = point;
|
||||
closestDistance = distance;
|
||||
mostValid = this.next;
|
||||
closestT = t;
|
||||
}
|
||||
}
|
||||
|
||||
train.currentTrack = mostValid;
|
||||
train.arrive(closest);
|
||||
// if (predictpos.dist(closest) > 2) train.arrive(closest);
|
||||
return [closest, closestT];
|
||||
}
|
||||
|
||||
getNearestPoint(p: Vector) {
|
||||
let [closest, closestDistance, closestT] = this.getClosestPoint(p);
|
||||
// deno-lint-ignore no-this-alias
|
||||
let mostValid: Track = this;
|
||||
|
||||
if (this.next !== this) {
|
||||
const [point, distance, t] = this.next.getClosestPoint(p);
|
||||
if (distance < closestDistance) {
|
||||
closest = point;
|
||||
closestDistance = distance;
|
||||
mostValid = this.next;
|
||||
closestT = t;
|
||||
}
|
||||
}
|
||||
if (this.prev !== this) {
|
||||
const [point, distance, t] = this.next.getClosestPoint(p);
|
||||
if (distance < closestDistance) {
|
||||
closest = point;
|
||||
closestDistance = distance;
|
||||
mostValid = this.next;
|
||||
closestT = t;
|
||||
}
|
||||
}
|
||||
|
||||
return closest;
|
||||
}
|
||||
|
||||
getAllPointsInRange(v: Vector, r: number) {
|
||||
const points: [number, PathSegment][] = this.getPointsWithinRadius(v, r).concat(this.next.getPointsWithinRadius(v, r), this.prev.getPointsWithinRadius(v, r))
|
||||
|
||||
return points;
|
||||
}
|
||||
|
||||
draw(): void {
|
||||
super.draw();
|
||||
if (this.ctx && this.editable)
|
||||
for (const e of this.points) {
|
||||
this.ctx.fillStyle = 'blue';
|
||||
e.drawDot(this.ctx);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export class Spline<T extends PathSegment = PathSegment> {
|
||||
segments: T[] = [];
|
||||
ctx?: CanvasRenderingContext2D;
|
||||
constructor(segs: T[]) {
|
||||
this.segments = segs;
|
||||
}
|
||||
|
||||
setContext(ctx: CanvasRenderingContext2D) {
|
||||
this.ctx = ctx;
|
||||
for (const segment of this.segments) {
|
||||
segment.setContext(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
draw() {
|
||||
for (const segment of this.segments) {
|
||||
segment.draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export const generateSquareTrack = () => {
|
||||
const first = new Track([new Vector(20, 40), new Vector(20, 100), new Vector(20, 300), new Vector(20, 360)]);
|
||||
|
||||
const second = new Track([first.points[3], new Vector(20, 370), new Vector(30, 380), new Vector(40, 380)]);
|
||||
|
||||
const third = new Track([second.points[3], new Vector(100, 380), new Vector(300, 380), new Vector(360, 380)]);
|
||||
|
||||
const fourth = new Track([third.points[3], new Vector(370, 380), new Vector(380, 370), new Vector(380, 360)]);
|
||||
|
||||
const fifth = new Track([fourth.points[3], new Vector(380, 300), new Vector(380, 100), new Vector(380, 40)]);
|
||||
|
||||
const sixth = new Track([fifth.points[3], new Vector(380, 30), new Vector(370, 20), new Vector(360, 20)]);
|
||||
|
||||
const seventh = new Track([sixth.points[3], new Vector(300, 20), new Vector(100, 20), new Vector(40, 20)]);
|
||||
|
||||
const eighth = new Track([seventh.points[3], new Vector(30, 20), new Vector(20, 30), first.points[0]]);
|
||||
|
||||
const tracks = [first, second, third, fourth, fifth, sixth, seventh, eighth];
|
||||
for (const [i, track] of tracks.entries()) {
|
||||
track.next = tracks[(i + 1) % tracks.length];
|
||||
track.prev = tracks.at(i - 1)!;
|
||||
}
|
||||
// first.next = second;
|
||||
// first.prev = eighth;
|
||||
// second.next = third;
|
||||
// second.prev = first;
|
||||
// third.
|
||||
|
||||
return new Spline<Track>([first, second, third, fourth, fifth, sixth, seventh, eighth]);
|
||||
}
|
311
train.ts
Normal file
311
train.ts
Normal file
@ -0,0 +1,311 @@
|
||||
import { drawLine } from "./drawing/line.ts";
|
||||
import { ComplexPath, PathSegment } from "./math/path.ts";
|
||||
import { Vector } from "./math/vector.ts";
|
||||
import { Follower } from "./physics/follower.ts";
|
||||
import { Mover } from "./physics/mover.ts";
|
||||
import { Track } from "./track.ts";
|
||||
|
||||
export class Train extends Follower {
|
||||
nodes?: Vector[];
|
||||
|
||||
currentTrack: Track;
|
||||
|
||||
speed: number;
|
||||
|
||||
follower?: TrainCar;
|
||||
|
||||
followers?: TrainCar[];
|
||||
|
||||
constructor(track: Track, length: number) {
|
||||
super(track.points[0].copy());
|
||||
this.maxSpeed = 2;
|
||||
this.speed = 1;
|
||||
this.currentTrack = track;
|
||||
this.velocity = this.currentTrack.tangent(0).normalize().mult(this.maxSpeed);
|
||||
|
||||
this.addCar(length);
|
||||
|
||||
this.maxForce = .2;
|
||||
}
|
||||
|
||||
init(): void {
|
||||
this.boundingBox.size.set(30, 10);
|
||||
this._trailingPoint = 30;
|
||||
}
|
||||
|
||||
move(): void {
|
||||
this.follow();
|
||||
|
||||
super.move();
|
||||
this.follower?.move()
|
||||
// this.draw();
|
||||
}
|
||||
|
||||
follow(): void {
|
||||
const [_, t] = this.currentTrack.followTrack(this);
|
||||
|
||||
// this.position = this.currentTrack.getPointAtT(t);
|
||||
this.velocity = this.currentTrack.tangent(t);
|
||||
this.velocity.normalize().mult(this.speed || this.maxSpeed);
|
||||
// if (nearest.dist(this.position) > 10)
|
||||
// this.seek(nearest);
|
||||
}
|
||||
|
||||
// draw(): void {
|
||||
// if (!this.ctx) return;
|
||||
// const ctx = this.ctx;
|
||||
// // const [a, b] = this.nodes;
|
||||
|
||||
// ctx.strokeStyle = 'blue'
|
||||
// ctx.lineWidth = 10;
|
||||
// // drawLine(ctx, a.x, a.y, b.x, b.y);
|
||||
// super.draw()
|
||||
// }
|
||||
|
||||
setContext(ctx: CanvasRenderingContext2D): void {
|
||||
super.setContext(ctx);
|
||||
this.follower?.setContext(ctx);
|
||||
}
|
||||
|
||||
addCar(length: number,) {
|
||||
console.log(length);
|
||||
if (length)
|
||||
this.follower = new TrainCar(this.currentTrack, length - 1);
|
||||
this.follower?.setTarget(this);
|
||||
this.follower?.position.set(this.trailingPoint);
|
||||
this._trailingPoint -= 2;
|
||||
}
|
||||
}
|
||||
|
||||
class TrainCar extends Train {
|
||||
// constructor(n: [Vector, Vector], track: Track) {
|
||||
// super(track);
|
||||
// this.nodes = n;
|
||||
// }
|
||||
target?: Train;
|
||||
setTarget(t: Train) {
|
||||
this.target = t;
|
||||
}
|
||||
|
||||
init(): void {
|
||||
this.boundingBox.size.set(20, 10)
|
||||
this._trailingPoint = 25;
|
||||
this.maxSpeed = this.maxSpeed * 2;
|
||||
this.maxForce = this.maxForce * 2;
|
||||
// this.speed = 0;
|
||||
}
|
||||
|
||||
// follow(): void {
|
||||
// if (!this.target) return;
|
||||
|
||||
// const points = this.currentTrack.getAllPointsInRange(this.target.position, this.target._trailingPoint);
|
||||
// let closest = this.target.position;
|
||||
// let closestTan = this.target.velocity;
|
||||
// for (const [t, path] of points) {
|
||||
// const point = path.getPointAtT(t);
|
||||
// if (point.dist(this.target.trailingPoint) < this.target.trailingPoint.dist(closest)) {
|
||||
// closest = point;
|
||||
// closestTan = path.tangent(t);
|
||||
// }
|
||||
// }
|
||||
|
||||
// // this.position.set(closest);
|
||||
// this.seek(closest);
|
||||
// this.velocity.set(closestTan.normalize().mult(this.target.speed));
|
||||
// }
|
||||
|
||||
move(): void {
|
||||
// if (!this.target) return;
|
||||
|
||||
// const r = 30;
|
||||
// const points = this.currentTrack.getAllPointsInRange(this.target.position, this.target._trailingPoint);
|
||||
// let closest = this.target.position;
|
||||
// let closestTan = this.target.velocity;
|
||||
// for (const [t, path] of points) {
|
||||
// const point = path.getPointAtT(t);
|
||||
// if (point.dist(this.target.trailingPoint) < this.target.trailingPoint.dist(closest)) {
|
||||
// closest = point;
|
||||
// closestTan = path.tangent(t);
|
||||
// }
|
||||
// }
|
||||
|
||||
// // this.position.set(closest);
|
||||
// // this.seek(closest);
|
||||
// this.velocity.set(closestTan.normalize().mult(this.target.speed));
|
||||
// super.move();
|
||||
// if (this.target && this.position.dist(this.target.trailingPoint) < 2) {
|
||||
// this.velocity.setMag(0);
|
||||
// } else if (this.target) {
|
||||
// this.velocity.setMag(this.target.velocity.mag());
|
||||
// }
|
||||
|
||||
// if (this.target) {
|
||||
// this.position.set(this.target.trailingPoint);
|
||||
// this.speed = this.target.speed;
|
||||
// }
|
||||
// const [pos,t] = this.currentTrack.followTrack(this);
|
||||
|
||||
// this.position = pos.copy()
|
||||
// if (this.target) {
|
||||
// const points = this.currentTrack.getPointWithinRadius(this.target.position, 30);
|
||||
|
||||
// let closest = this.target.position;
|
||||
// for (const [i,point] of points.entries()) {
|
||||
// if (typeof point !== "number") break;
|
||||
|
||||
// const tracks = [this.currentTrack, this.currentTrack.next, this.currentTrack.prev];
|
||||
|
||||
// const a = tracks[i].getPointAtT(point);
|
||||
|
||||
// if (a.dist(this.target.trailingPoint) < closest.dist(this.target.trailingPoint)) {
|
||||
// closest = a;
|
||||
// }
|
||||
// }
|
||||
|
||||
// this.position = closest;
|
||||
// }
|
||||
// this.draw();
|
||||
if (this.target) {
|
||||
if (this.position.dist(this.target.position) > this.target.position.dist(this.target.trailingPoint)) {
|
||||
|
||||
// this.velocity = this.currentTrack.tangent(t);
|
||||
// this.velocity.normalize().mult(this.speed);
|
||||
|
||||
this.arrive(this.currentTrack.getNearestPoint(this.target.trailingPoint));
|
||||
// if (this.position.dist())
|
||||
// this.move()
|
||||
this.speed = this.target.speed;
|
||||
super.move();
|
||||
} else {
|
||||
this.draw()
|
||||
}
|
||||
}
|
||||
// this.draw()
|
||||
// this.follower?.move()
|
||||
}
|
||||
|
||||
// draw(): void {
|
||||
// if (!this.ctx) return;
|
||||
// super.draw()
|
||||
// this.ctx.fillStyle = 'red';
|
||||
// this.position.drawDot(this.ctx);
|
||||
// this.ctx.fillStyle = 'green';
|
||||
// this.target?.trailingPoint.drawDot(this.ctx);
|
||||
// }
|
||||
|
||||
edges(): void {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
// export class Train extends Follower {
|
||||
|
||||
// currentSegment: Track;
|
||||
// cars: TrainCar[] = [];
|
||||
|
||||
// id: string;
|
||||
// constructor(path: Track);
|
||||
// constructor(x: number, y: number, segment: Track);
|
||||
// constructor(x: number | Track, y?: number, segment?: Track) {
|
||||
|
||||
// super(x instanceof Track ? x.points[0].copy() : new Vector(x, y))
|
||||
|
||||
// if (x instanceof Track) {
|
||||
// this.currentSegment = x;
|
||||
// } else if (segment) {
|
||||
// this.currentSegment = segment;
|
||||
// } else {
|
||||
// throw new Error('Path not provided for train construction')
|
||||
// }
|
||||
// // super(new Vector(Math.floor(Math.random() * 200),Math.floor(Math.random() * 200)), Vector.random2D());
|
||||
// this.id = crypto.randomUUID()
|
||||
// this.boundingBox.size.set(40, 10)
|
||||
|
||||
// this.maxSpeed = 3;
|
||||
// this.maxForce = .3;
|
||||
|
||||
// this.addCar();
|
||||
|
||||
// this._trailingPoint = 40;
|
||||
// this._leadingPoint = 15;
|
||||
// }
|
||||
|
||||
// move(): void {
|
||||
// for (const car of this.cars) {
|
||||
// car.move();
|
||||
// }
|
||||
// this.follow(this.currentSegment)
|
||||
// super.move();
|
||||
// }
|
||||
|
||||
// draw(): void {
|
||||
// if (!this.ctx) return;
|
||||
// // this.ctx.save();
|
||||
// this.ctx.fillStyle = 'white';
|
||||
// this.ctx.strokeStyle = 'red';
|
||||
// super.draw();
|
||||
// // this.ctx.restore();
|
||||
// }
|
||||
|
||||
// addCar() {
|
||||
// const last = this.cars[this.cars.length - 1];
|
||||
// this.cars.push(new TrainCar(this, (last || this).velocity.copy().normalize().mult(-30), last));
|
||||
// }
|
||||
|
||||
// setContext(ctx: CanvasRenderingContext2D): void {
|
||||
// super.setContext(ctx);
|
||||
// for (const car of this.cars) {
|
||||
// car.setContext(ctx);
|
||||
// }
|
||||
// }
|
||||
|
||||
// follow(toFollow: Track): void {
|
||||
// // const predict = this.velocity.copy();
|
||||
// // predict.normalize();
|
||||
// // predict.mult(25);
|
||||
// // const predictpos = Vector.add(this.position, predict)
|
||||
|
||||
// const nearest = toFollow.getMostValidTrack(this);
|
||||
|
||||
// this.seek(nearest);
|
||||
// }
|
||||
// }
|
||||
|
||||
// export class TrainCar extends Follower {
|
||||
// train?: Train;
|
||||
// prevCar?: Mover;
|
||||
// constructor(train: Train, pos: Vector, prevCar: Mover) {
|
||||
// super(pos);
|
||||
// this.train = train;
|
||||
|
||||
// this.boundingBox.size.set(20, 15);
|
||||
|
||||
// this.prevCar = prevCar || train;
|
||||
|
||||
// this.maxSpeed = 2;
|
||||
// this.maxForce = .3;
|
||||
|
||||
// this._trailingPoint = 25;
|
||||
// this._leadingPoint = 25;
|
||||
|
||||
// }
|
||||
|
||||
// move(): void {
|
||||
// if (this.train && this.prevCar) {
|
||||
// this.link(this.prevCar);
|
||||
// // super.move();
|
||||
// this.edges();
|
||||
// this.ctx && (this.ctx.fillStyle = 'orange')
|
||||
// this.draw();
|
||||
// }
|
||||
// else super.move();
|
||||
// }
|
||||
|
||||
// edges(): void {
|
||||
// if (!this.ctx || !this.train) return;
|
||||
// if (this.train.position.x > this.ctx.canvas.width) this.position.x -= this.ctx.canvas.width;
|
||||
// if (this.train.position.y > this.ctx.canvas.height) this.position.y -= this.ctx.canvas.height;
|
||||
// if (this.train.position.x < 0) this.position.x += this.ctx.canvas.width;
|
||||
// if (this.train.position.y < 0) this.position.y += this.ctx.canvas.height;
|
||||
// }
|
||||
// }
|
Loading…
x
Reference in New Issue
Block a user