Compare commits
2 Commits
Author | SHA1 | Date | |
---|---|---|---|
5a5e490aa5 | |||
9500f6dabf |
@ -14,7 +14,7 @@
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]
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},
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"imports": {
|
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"@bearmetal/doodler": "jsr:@bearmetal/doodler@0.0.5-e",
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"@bearmetal/doodler": "jsr:@bearmetal/doodler@0.0.5-i",
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"@deno/vite-plugin": "npm:@deno/vite-plugin@^1.0.4",
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"vite": "npm:vite@^6.0.1"
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},
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|
8
deno.lock
generated
8
deno.lock
generated
@ -1,7 +1,7 @@
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{
|
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"version": "4",
|
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"specifiers": {
|
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"jsr:@bearmetal/doodler@0.0.5-e": "0.0.5-e",
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"jsr:@bearmetal/doodler@0.0.5-i": "0.0.5-i",
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||||
"jsr:@std/assert@*": "1.0.10",
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"jsr:@std/assert@^1.0.10": "1.0.10",
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"jsr:@std/internal@^1.0.5": "1.0.5",
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@ -13,8 +13,8 @@
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"npm:web-ext@*": "8.4.0"
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},
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"jsr": {
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"@bearmetal/doodler@0.0.5-e": {
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||||
"integrity": "70bd19397deac3b8a2ff6641b5df99bd1881581258c1c9ef3dab1170cf348430"
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"@bearmetal/doodler@0.0.5-i": {
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"integrity": "5aa20e3d838218f0934a268639f7c2afe706aed7f87f59570a26650b968f8c8b"
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},
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||||
"@std/assert@1.0.10": {
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"integrity": "59b5cbac5bd55459a19045d95cc7c2ff787b4f8527c0dd195078ff6f9481fbb3",
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@ -2103,7 +2103,7 @@
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},
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"workspace": {
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"dependencies": [
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"jsr:@bearmetal/doodler@0.0.5-e",
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"jsr:@bearmetal/doodler@0.0.5-i",
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"npm:@deno/vite-plugin@^1.0.4",
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"npm:vite@^6.0.1"
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]
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|
@ -3,12 +3,14 @@ import { TrackSegment } from "../track/system.ts";
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import { Train, TrainCar } from "../train/train.ts";
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import { InputManager } from "./input.ts";
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import { ResourceManager } from "./resources.ts";
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import { Debuggable } from "./debuggable.ts";
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interface ContextMap {
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inputManager: InputManager;
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doodler: ZoomableDoodler;
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resources: ResourceManager;
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debug: Debug;
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debuggables: Debuggable[];
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colors: [
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string,
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string,
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|
@ -12,22 +12,24 @@ export abstract class Debuggable extends Drawable {
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if (typeof debugKeys[0] === "boolean") {
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drawFirst = debugKeys.shift() as boolean;
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}
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const draw = this.draw.bind(this);
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this.draw = drawFirst
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? (...args: unknown[]) => {
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draw(...args);
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const debug = getContextItem<Debug>("debug");
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if (debugKeys.some((k) => debug[k as keyof Debug])) {
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this.debugDraw();
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}
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}
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: (...args: unknown[]) => {
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const debug = getContextItem<Debug>("debug");
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if (debugKeys.some((k) => debug[k as keyof Debug])) {
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this.debugDraw();
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}
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draw(...args);
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};
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const debuggables = getContextItem("debuggables");
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debuggables.push(this);
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// const draw = this.draw.bind(this);
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// this.draw = drawFirst
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// ? (...args: unknown[]) => {
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// draw(...args);
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// const debug = getContextItem<Debug>("debug");
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// if (debugKeys.some((k) => debug[k as keyof Debug])) {
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// this.debugDraw();
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// }
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// }
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// : (...args: unknown[]) => {
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// const debug = getContextItem<Debug>("debug");
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// if (debugKeys.some((k) => debug[k as keyof Debug])) {
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// this.debugDraw();
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// }
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// draw(...args);
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// };
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}
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}
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|
66
src/physics/SpatialGrid.ts
Normal file
66
src/physics/SpatialGrid.ts
Normal file
@ -0,0 +1,66 @@
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import { Vector } from "@bearmetal/doodler";
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declare global {
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type GridItem = [Vector, Vector, Set<tag>];
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}
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export class SpatialHashGrid {
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private grid: Map<string, GridItem[]> = new Map();
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private cellSize: number;
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constructor(cellSize: number) {
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this.cellSize = cellSize;
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}
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private getKey(x: number, y: number): string {
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return `${Math.floor(x / this.cellSize)},${Math.floor(y / this.cellSize)}`;
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}
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insert(segment: GridItem) {
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const [a, b] = segment;
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const minX = Math.min(a.x, b.x);
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const minY = Math.min(a.y, b.y);
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const maxX = Math.max(a.x, b.x);
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const maxY = Math.max(a.y, b.y);
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for (let x = minX; x <= maxX; x += this.cellSize) {
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for (let y = minY; y <= maxY; y += this.cellSize) {
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const key = this.getKey(x, y);
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if (!this.grid.has(key)) this.grid.set(key, []);
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this.grid.get(key)!.push(segment);
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}
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}
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}
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query(position: Vector, radius: number, tag?: tag): GridItem[] {
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const minX = position.x - radius;
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const minY = position.y - radius;
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const maxX = position.x + radius;
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const maxY = position.y + radius;
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const segments: Set<GridItem> = new Set();
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for (let x = minX; x <= maxX; x += this.cellSize) {
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for (let y = minY; y <= maxY; y += this.cellSize) {
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const key = this.getKey(x, y);
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if (this.grid.has(key)) {
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for (const segment of this.grid.get(key)!) {
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tag
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? segment[2].has(tag) &&
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segments.add(segment)
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: segments.add(segment);
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}
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}
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}
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}
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return Array.from(segments);
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}
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getAllSegments() {
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return Array.from(this.grid.values()).flatMap((s) => s);
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}
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clear() {
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this.grid.clear();
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}
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}
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39
src/physics/solver.ts
Normal file
39
src/physics/solver.ts
Normal file
@ -0,0 +1,39 @@
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export class PhysicsSolver {
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tasks: SolverTask[] = [];
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maxTickStep?: number;
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addTask(c: SolverTask) {
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c.solver = this;
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this.tasks.push(c);
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this.tasks.sort((a, b) => a.priority - b.priority);
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}
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removeTask(c: SolverTask) {
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this.tasks = this.tasks.filter((c1) => c1 !== c);
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}
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cleanupTasks() {
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this.tasks = this.tasks.filter((c) => c.active);
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}
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solve(dt: number) {
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dt = Math.min(dt, this.maxTickStep ?? Infinity);
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for (const c of this.tasks) {
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for (let i = 0; i < c.iterations; i++) {
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if (!c.apply(dt)) break;
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}
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}
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}
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}
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export abstract class SolverTask {
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iterations: number = 10;
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solver?: PhysicsSolver;
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priority: number = 0;
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active = true;
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abstract apply(dt: number): boolean;
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remove() {
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this.solver?.removeTask(this);
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}
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}
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@ -4,8 +4,10 @@ import { InputManager } from "../../lib/input.ts";
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import { TrackSystem } from "../../track/system.ts";
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import { Tender } from "../../train/cars.ts";
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import { RedEngine } from "../../train/engines.ts";
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import { DotFollower } from "../../train/newTrain.ts";
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import { Train } from "../../train/train.ts";
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// import { Train } from "../../train/train.ts";
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import { Train } from "../../train/newTrain/Train.ts";
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import { Bogie, Driver } from "../../train/newTrain/Bogie.ts";
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import { TrainCar } from "../../train/newTrain/TrainCar.ts";
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import { State } from "../machine.ts";
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import { States } from "./index.ts";
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import { LargeLady, LargeLadyTender } from "../../train/LargeLady.ts";
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@ -26,13 +28,13 @@ export class RunningState extends State<States> {
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const doodler = getContextItem<ZoomableDoodler>(
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"doodler",
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);
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if (this.activeTrain) {
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// (doodler as any).origin = doodler.worldToScreen(
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// doodler.width - this.activeTrain.aabb.center.x,
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// doodler.height - this.activeTrain.aabb.center.y,
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// );
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doodler.centerCameraOn(this.activeTrain.aabb.center);
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}
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// if (this.activeTrain) {
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// // (doodler as any).origin = doodler.worldToScreen(
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// // doodler.width - this.activeTrain.aabb.center.x,
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// // doodler.height - this.activeTrain.aabb.center.y,
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// // );
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// doodler.centerCameraOn(this.activeTrain.aabb.center);
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// }
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// const ctx = getContext() as { trains: DotFollower[]; track: TrackSystem };
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// TODO
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// Update trains
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@ -40,7 +42,7 @@ export class RunningState extends State<States> {
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// Handle input
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// Monitor world events
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for (const train of ctx.trains) {
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train.move(dt);
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train.update(dt);
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}
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}
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override start(): void {
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@ -71,40 +73,44 @@ export class RunningState extends State<States> {
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// const path = track.path;
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// const follower = new DotFollower(path, path.points[0].copy());
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// ctx.trains.push(follower);
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const train = new Train(track.path, [
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new LargeLady(),
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new LargeLadyTender(),
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// const train = new Train(track.path, [
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// new LargeLady(),
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// new LargeLadyTender(),
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// ]);
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const bogies = [new Bogie(20, 20, 1), new Driver(20, 20, 1)];
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const train = new Train(track, [
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new TrainCar(
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bogies,
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),
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]);
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track.generatePath();
|
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const firstPoint = track.path.points[0].copy();
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let prevOffset = 0;
|
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for (let i = 0; i < bogies.length; i++) {
|
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const b = bogies[i];
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b.position = firstPoint.add(b.leadingOffset + prevOffset, 0);
|
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b.prevPos = b.position.copy();
|
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prevOffset += b.trailingOffset;
|
||||
}
|
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ctx.trains.push(train);
|
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});
|
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// const train = new Train(track.path, [
|
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// new LargeLady(),
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// new LargeLadyTender(),
|
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// ]);
|
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// ctx.trains.push(train);
|
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// this.activeTr0ain = train;
|
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// const trainCount = 1000;
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// for (let i = 0; i < trainCount; i++) {
|
||||
// const train = new Train(track.path, [
|
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// new LargeLady(),
|
||||
// new LargeLadyTender(),
|
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// ]);
|
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// ctx.trains.push(train);
|
||||
// }
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|
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inputManager.onKey("ArrowUp", () => {
|
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const trains = getContextItem<Train[]>("trains");
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for (const train of trains) {
|
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train.speed += 1;
|
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train.bogies.filter((b) => b instanceof Driver).forEach((b) => {
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b.drivingForce += 10;
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if (b.dir.mag() < 0.1) b.updateDirection(new Vector(1, 0));
|
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b.velocity = new Vector(10, 0);
|
||||
});
|
||||
}
|
||||
// for (const [i, train] of trains.entries()) {
|
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// train.speed += .01 * i;
|
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// }
|
||||
});
|
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inputManager.onKey("ArrowDown", () => {
|
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const trains = getContextItem<Train[]>("trains");
|
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for (const train of trains) {
|
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train.speed -= 1;
|
||||
train.bogies.filter((b) => b instanceof Driver).forEach((b) => {
|
||||
b.drivingForce -= 10;
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -3,16 +3,26 @@ import { ComplexPath, PathSegment } from "../math/path.ts";
|
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import { getContextItem, setDefaultContext } from "../lib/context.ts";
|
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import { clamp } from "../math/clamp.ts";
|
||||
import { Debuggable } from "../lib/debuggable.ts";
|
||||
import { SpatialHashGrid } from "../physics/SpatialGrid.ts";
|
||||
|
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export class TrackSystem extends Debuggable {
|
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private _segments: Map<string, TrackSegment> = new Map();
|
||||
private doodler: Doodler;
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public grid: SpatialHashGrid = new SpatialHashGrid(10);
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|
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constructor(segments: TrackSegment[]) {
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super("track");
|
||||
this.doodler = getContextItem<Doodler>("doodler");
|
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for (const segment of segments) {
|
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this._segments.set(segment.id, segment);
|
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let [prev] = segment.evenPoints[0];
|
||||
for (const [p] of segment.evenPoints.slice(1)) {
|
||||
const seg: GridItem = [prev, p, new Set([segment.id])];
|
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segment.lineSegments ??= [];
|
||||
segment.lineSegments.push(seg);
|
||||
this.grid.insert(seg);
|
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prev = p;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -74,30 +84,6 @@ export class TrackSystem extends Debuggable {
|
||||
for (const [i, segment] of this._segments.entries()) {
|
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segment.draw(showControls);
|
||||
}
|
||||
|
||||
// try {
|
||||
// if (getContextItem<boolean>("showEnds")) {
|
||||
// const ends = this.findEnds();
|
||||
// for (const end of ends) {
|
||||
// this.doodler.fillCircle(end.pos, 2, {
|
||||
// color: "red",
|
||||
// // weight: 3,
|
||||
// });
|
||||
// if (getContextItem<boolean>("debug")) {
|
||||
// this.doodler.line(
|
||||
// end.pos,
|
||||
// end.pos.copy().add(end.tangent.copy().mult(20)),
|
||||
// {
|
||||
// color: "blue",
|
||||
// // weight: 3,
|
||||
// },
|
||||
// );
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// } catch {
|
||||
// setDefaultContext({ showEnds: false });
|
||||
// }
|
||||
}
|
||||
|
||||
override debugDraw(): void {
|
||||
@ -107,6 +93,12 @@ export class TrackSystem extends Debuggable {
|
||||
segment.drawAABB();
|
||||
}
|
||||
}
|
||||
this.grid.getAllSegments().forEach((segment) => {
|
||||
this.doodler.drawLine(segment.slice(0, 2) as Vector[], {
|
||||
color: "red",
|
||||
weight: 2,
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
ends: Map<TrackSegment, [End, End]> = new Map();
|
||||
@ -207,6 +199,11 @@ export class TrackSystem extends Debuggable {
|
||||
const prev = arr[i - 1];
|
||||
s.points[0] = prev.points[3];
|
||||
s.prev = prev;
|
||||
let [prevEvenPoint] = prev.evenPoints[0];
|
||||
for (const [p] of s.evenPoints.slice(1)) {
|
||||
this.grid.insert([prevEvenPoint, p, new Set([s.id])]);
|
||||
prevEvenPoint = p;
|
||||
}
|
||||
prev.next = s;
|
||||
});
|
||||
if (flags.looping) {
|
||||
@ -305,6 +302,7 @@ export class TrackSegment extends PathSegment {
|
||||
normalPoints: Vector[] = [];
|
||||
antiNormalPoints: Vector[] = [];
|
||||
evenPoints: [Vector, number][] = [];
|
||||
lineSegments?: GridItem[];
|
||||
|
||||
aabb!: AABB;
|
||||
|
||||
|
@ -1,147 +0,0 @@
|
||||
import { Doodler, Vector } from "@bearmetal/doodler";
|
||||
import { getContextItem } from "../lib/context.ts";
|
||||
import { Spline, TrackSegment } from "../track/system.ts";
|
||||
|
||||
export class DotFollower {
|
||||
position: Vector;
|
||||
velocity: Vector;
|
||||
acceleration: Vector;
|
||||
maxSpeed: number;
|
||||
maxForce: number;
|
||||
_trailingPoint: number;
|
||||
protected _leadingPoint: number;
|
||||
|
||||
path: Spline<TrackSegment>;
|
||||
|
||||
get trailingPoint() {
|
||||
const desired = this.velocity.copy();
|
||||
desired.normalize();
|
||||
desired.mult(-this._trailingPoint);
|
||||
|
||||
return Vector.add(this.position, desired);
|
||||
}
|
||||
|
||||
constructor(path: Spline<TrackSegment>, pos: Vector) {
|
||||
this.path = path;
|
||||
this.position = pos;
|
||||
this.velocity = new Vector();
|
||||
this.acceleration = new Vector();
|
||||
this.maxSpeed = 3;
|
||||
this.maxForce = 0.3;
|
||||
|
||||
this._trailingPoint = 0;
|
||||
this._leadingPoint = 0;
|
||||
|
||||
this.init();
|
||||
}
|
||||
|
||||
init() {
|
||||
}
|
||||
|
||||
move(dt: number) {
|
||||
dt *= 10;
|
||||
const force = calculatePathForce(this, this.path.points);
|
||||
this.applyForce(force.mult(dt));
|
||||
this.velocity.limit(this.maxSpeed);
|
||||
this.acceleration.limit(this.maxForce);
|
||||
this.velocity.add(this.acceleration.copy().mult(dt));
|
||||
this.position.add(this.velocity.copy().mult(dt));
|
||||
this.edges();
|
||||
}
|
||||
|
||||
edges() {
|
||||
const doodler = getContextItem<Doodler>("doodler");
|
||||
|
||||
if (this.position.x > doodler.width) this.position.x = 0;
|
||||
if (this.position.y > doodler.height) this.position.y = 0;
|
||||
if (this.position.x < 0) this.position.x = doodler.width;
|
||||
if (this.position.y < 0) this.position.y = doodler.height;
|
||||
}
|
||||
|
||||
draw() {
|
||||
const doodler = getContextItem<Doodler>("doodler");
|
||||
doodler.drawRotated(this.position, this.velocity.heading() || 0, () => {
|
||||
doodler.fillCenteredRect(this.position, 20, 20, { fillColor: "white" });
|
||||
});
|
||||
for (const point of this.path.points) {
|
||||
doodler.drawCircle(point, 4, { color: "red", weight: 3 });
|
||||
}
|
||||
}
|
||||
|
||||
applyForce(force: Vector) {
|
||||
this.velocity.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;
|
||||
}
|
||||
}
|
||||
|
||||
function closestPointOnLineSegment(p: Vector, a: Vector, b: Vector): Vector {
|
||||
// Vector AB
|
||||
// const AB = { x: b.x - a.x, y: b.y - a.y };
|
||||
const AB = Vector.sub(b, a);
|
||||
// Vector AP
|
||||
// const AP = { x: p.x - a.x, y: p.y - a.y };
|
||||
const AP = Vector.sub(p, a);
|
||||
// Dot product of AP and AB
|
||||
// const AB_AB = AB.x * AB.x + AB.y * AB.y;
|
||||
const AB_AB = Vector.dot(AB, AB);
|
||||
// const AP_AB = AP.x * AB.x + AP.y * AB.y;
|
||||
const AP_AB = Vector.dot(AP, AB);
|
||||
// Project AP onto AB
|
||||
const t = AP_AB / AB_AB;
|
||||
|
||||
// Clamp t to the range [0, 1] to restrict to the segment
|
||||
const tClamped = Math.max(0, Math.min(1, t));
|
||||
|
||||
// Closest point on the segment
|
||||
return new Vector({ x: a.x + AB.x * tClamped, y: a.y + AB.y * tClamped });
|
||||
}
|
||||
|
||||
function calculatePathForce(f: DotFollower, path: Vector[]) {
|
||||
let closestPoint: Vector = path[0];
|
||||
let minDistance = Infinity;
|
||||
|
||||
// Loop through each segment to find the closest point on the path
|
||||
for (let i = 0; i < path.length - 1; i++) {
|
||||
const segmentStart = path[i];
|
||||
const segmentEnd = path[i + 1];
|
||||
|
||||
// Find the closest point on the segment
|
||||
const closest = closestPointOnLineSegment(
|
||||
f.position,
|
||||
segmentStart,
|
||||
segmentEnd,
|
||||
);
|
||||
|
||||
// Calculate the distance from the follower to the closest point
|
||||
// const distance = Math.sqrt(
|
||||
// Math.pow(follower.position.x - closest.x, 2) +
|
||||
// Math.pow(follower.position.y - closest.y, 2),
|
||||
// );
|
||||
|
||||
const distance = Vector.dist(f.position, closest);
|
||||
|
||||
// Track the closest point
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
closestPoint = closest;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate the force to apply toward the closest point
|
||||
// const force = {
|
||||
// x: closestPoint.x - f.position.x,
|
||||
// y: closestPoint.y - f.position.y,
|
||||
// };
|
||||
const force = Vector.sub(closestPoint, f.position);
|
||||
|
||||
// Normalize the force and apply a magnitude (this will depend on your desired strength)
|
||||
const magnitude = 100; // Adjust this based on your needs
|
||||
force.setMag(magnitude);
|
||||
return force;
|
||||
}
|
75
src/train/newTrain/Bogie.ts
Normal file
75
src/train/newTrain/Bogie.ts
Normal file
@ -0,0 +1,75 @@
|
||||
import { Vector } from "@bearmetal/doodler";
|
||||
import { getContextItem } from "../../lib/context.ts";
|
||||
import { Debuggable } from "../../lib/debuggable.ts";
|
||||
|
||||
export class Bogie extends Debuggable {
|
||||
private pos: Vector = new Vector(0, 0);
|
||||
private prevPos: Vector = this.pos.copy();
|
||||
public dir: Vector = new Vector(0, 0);
|
||||
public velocity: Vector = new Vector(0, 0);
|
||||
private acceleration: Vector = new Vector(0, 0);
|
||||
private damping: number = 0.999;
|
||||
|
||||
constructor(
|
||||
public leadingOffset: number,
|
||||
public trailingOffset: number,
|
||||
public mass: number = 1,
|
||||
) {
|
||||
super("bogies");
|
||||
}
|
||||
|
||||
get position() {
|
||||
return this.pos;
|
||||
}
|
||||
set position(v: Vector) {
|
||||
this.pos.set(v);
|
||||
}
|
||||
|
||||
applyForce(force: Vector) {
|
||||
this.acceleration.add(force.copy().div(this.mass));
|
||||
}
|
||||
|
||||
update(dt: number) {
|
||||
// Compute velocity from previous position
|
||||
this.velocity = this.pos.copy().sub(this.prevPos);
|
||||
|
||||
// Apply friction to the velocity instead of velocity storage
|
||||
this.velocity.mult(this.damping);
|
||||
|
||||
// Apply Verlet integration with forces
|
||||
const temp = this.pos.copy();
|
||||
this.pos.add(this.velocity.add(this.acceleration.copy().mult(dt * dt)));
|
||||
this.prevPos = temp; // Store previous position
|
||||
this.acceleration.set(0, 0); // Reset acceleration after update
|
||||
}
|
||||
|
||||
draw() {}
|
||||
debugDraw() {
|
||||
const d = getContextItem("doodler");
|
||||
d.deferDrawing(() => {
|
||||
d.dot(this.pos, {
|
||||
color: this instanceof Driver ? "red" : "white",
|
||||
weight: 3,
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
export class Driver extends Bogie {
|
||||
public drivingForce: number = 0;
|
||||
|
||||
override update(dt: number): void {
|
||||
const force = this.dir.copy();
|
||||
force.setMag(this.drivingForce);
|
||||
this.applyForce(force);
|
||||
super.update(dt);
|
||||
}
|
||||
updateDirection(dir: Vector) {
|
||||
if (this.dir.dot(dir) < -0.5) {
|
||||
// If new dir is nearly opposite, blend gradually
|
||||
this.dir = this.dir.mult(0.9).add(dir.mult(0.1)).normalize();
|
||||
} else {
|
||||
this.dir = dir;
|
||||
}
|
||||
}
|
||||
}
|
70
src/train/newTrain/Train.ts
Normal file
70
src/train/newTrain/Train.ts
Normal file
@ -0,0 +1,70 @@
|
||||
import { getContextItem } from "../../lib/context.ts";
|
||||
import { TrackSystem } from "../../track/system.ts";
|
||||
import { Debuggable } from "../../lib/debuggable.ts";
|
||||
import { PhysicsSolver } from "../../physics/solver.ts";
|
||||
import { MoveTask, TrackConstraint, TrainTask } from "./physics.ts";
|
||||
import { TrainCar } from "./TrainCar.ts";
|
||||
import { Bogie } from "./Bogie.ts";
|
||||
|
||||
export class Train extends Debuggable {
|
||||
private _bogies: Bogie[];
|
||||
get bogies() {
|
||||
return this._bogies;
|
||||
}
|
||||
|
||||
private solver: PhysicsSolver;
|
||||
|
||||
constructor(private track: TrackSystem, private cars: TrainCar[] = []) {
|
||||
super("train");
|
||||
this._bogies = this.recalculateBogies();
|
||||
this.solver = new PhysicsSolver();
|
||||
this._bogies.forEach((b) =>
|
||||
this.solver.addTask(new TrackConstraint(b, this.track))
|
||||
);
|
||||
let prev: Bogie | null = null;
|
||||
for (const car of this.cars) {
|
||||
for (const b of car.bogies) {
|
||||
if (prev) {
|
||||
this.solver.addTask(
|
||||
new TrainTask(prev, b, prev.trailingOffset + b.leadingOffset),
|
||||
);
|
||||
}
|
||||
prev = b;
|
||||
}
|
||||
}
|
||||
this.solver.addTask(new MoveTask(this));
|
||||
this.solver.maxTickStep = 1 / 30;
|
||||
}
|
||||
|
||||
addCar(car: TrainCar, toFront = false) {
|
||||
this.cars.push(car);
|
||||
for (const b of toFront ? car.bogies.reverse() : car.bogies) {
|
||||
this.solver.addTask(new TrackConstraint(b, this.track));
|
||||
}
|
||||
this._bogies = this.recalculateBogies();
|
||||
}
|
||||
removeCar(car: TrainCar) {
|
||||
this.cars = this.cars.filter((c) => c !== car);
|
||||
}
|
||||
|
||||
recalculateBogies() {
|
||||
return this.cars.flatMap((c) => c.bogies);
|
||||
}
|
||||
|
||||
update(dt: number) {
|
||||
this.solver.solve(dt);
|
||||
}
|
||||
|
||||
draw() {
|
||||
for (const car of this.cars) {
|
||||
car.draw();
|
||||
}
|
||||
}
|
||||
|
||||
debugDraw(): void {
|
||||
const d = getContextItem("doodler");
|
||||
// this.track._segments.forEach((s) =>
|
||||
// s.evenPoints.forEach((p) => d.dot(p[0], { color: "lime", weight: 2 }))
|
||||
// );
|
||||
}
|
||||
}
|
68
src/train/newTrain/TrainCar.ts
Normal file
68
src/train/newTrain/TrainCar.ts
Normal file
@ -0,0 +1,68 @@
|
||||
import { Vector } from "@bearmetal/doodler";
|
||||
import { getContextItem } from "../../lib/context.ts";
|
||||
import { Debuggable } from "../../lib/debuggable.ts";
|
||||
import { Bogie } from "./Bogie.ts";
|
||||
|
||||
export class TrainCar extends Debuggable {
|
||||
private spriteImg: HTMLImageElement;
|
||||
private sprite?: ISprite;
|
||||
constructor(
|
||||
public bogies: Bogie[] = [],
|
||||
) {
|
||||
super("car");
|
||||
const res = getContextItem("resources");
|
||||
this.spriteImg = res.get("snr:sprite/engine");
|
||||
this.sprite = {
|
||||
at: new Vector(80, 20),
|
||||
width: 70,
|
||||
height: 20,
|
||||
};
|
||||
}
|
||||
|
||||
draw(): void {
|
||||
const doodler = getContextItem("doodler");
|
||||
for (const b of this.bogies) {
|
||||
doodler.drawCircle(b.position, 4, { color: "blue" });
|
||||
doodler.fillText(
|
||||
b.velocity.mag().toFixed(1).toString(),
|
||||
b.position.copy().add(10, 10),
|
||||
100,
|
||||
{
|
||||
color: "white",
|
||||
},
|
||||
);
|
||||
}
|
||||
const angle = Vector.sub(this.bogies[1].position, this.bogies[0].position)
|
||||
.heading();
|
||||
const origin = Vector.lerp(
|
||||
this.bogies[0].position,
|
||||
this.bogies[1].position,
|
||||
.5,
|
||||
);
|
||||
doodler.drawRotated(origin, angle, () => {
|
||||
this.sprite
|
||||
? doodler.drawSprite(
|
||||
this.spriteImg,
|
||||
this.sprite.at,
|
||||
this.sprite.width,
|
||||
this.sprite.height,
|
||||
origin.copy().sub(
|
||||
this.sprite.width / 2,
|
||||
this.sprite.height / 2,
|
||||
),
|
||||
this.sprite.width,
|
||||
this.sprite.height,
|
||||
)
|
||||
: doodler.drawImage(
|
||||
this.spriteImg,
|
||||
origin.copy().sub(
|
||||
this.spriteImg.width / 2,
|
||||
this.spriteImg.height / 2,
|
||||
),
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
debugDraw(): void {
|
||||
}
|
||||
}
|
138
src/train/newTrain/physics.ts
Normal file
138
src/train/newTrain/physics.ts
Normal file
@ -0,0 +1,138 @@
|
||||
import { Vector } from "@bearmetal/doodler";
|
||||
import { SolverTask } from "../../physics/solver.ts";
|
||||
import { Bogie, Driver } from "./Bogie.ts";
|
||||
import { TrackSystem } from "../../track/system.ts";
|
||||
import { clamp } from "../../math/clamp.ts";
|
||||
import { Train } from "./Train.ts";
|
||||
|
||||
export class TrackConstraint extends SolverTask {
|
||||
detached: boolean = false;
|
||||
detachmentThreshold: number = 1;
|
||||
reattachmentThreshold: number = 0.1;
|
||||
pathTag?: tag;
|
||||
constructor(
|
||||
private node: Bogie,
|
||||
private track: TrackSystem,
|
||||
) {
|
||||
super();
|
||||
this.priority = 1;
|
||||
this.iterations = 1;
|
||||
}
|
||||
override apply(): boolean {
|
||||
if (this.detached) {
|
||||
if (this.node.velocity.mag() < this.reattachmentThreshold) {
|
||||
this.detached = false;
|
||||
} else {
|
||||
this.active = false;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// if (this.node.velocity.mag() < 0) {
|
||||
// return false;
|
||||
// }
|
||||
|
||||
const searchRadius = 10;
|
||||
const nearbySegments = this.track.grid.query(
|
||||
this.node.position,
|
||||
searchRadius,
|
||||
this.pathTag,
|
||||
);
|
||||
|
||||
let closestSegment: GridItem | null = null;
|
||||
let closestDistance = Infinity;
|
||||
let projectedPoint: Vector | null = null;
|
||||
for (const seg of nearbySegments) {
|
||||
const candidate = this.closestPointOnSegment(seg, this.node.position);
|
||||
const distance = this.node.position.dist(candidate);
|
||||
if (distance < closestDistance) {
|
||||
closestSegment = seg;
|
||||
closestDistance = distance;
|
||||
projectedPoint = candidate;
|
||||
}
|
||||
}
|
||||
|
||||
if (closestSegment && projectedPoint) {
|
||||
const correctionForce = Vector.sub(projectedPoint, this.node.position);
|
||||
const correctionMag = correctionForce.mag() * this.node.mass;
|
||||
|
||||
if (correctionMag > this.detachmentThreshold) {
|
||||
this.detached = true;
|
||||
return false;
|
||||
}
|
||||
|
||||
this.node.position = projectedPoint;
|
||||
const pathDir = Vector.sub(closestSegment[1], closestSegment[0])
|
||||
.normalize();
|
||||
this.node.velocity.set(pathDir.mult(this.node.velocity.dot(pathDir)));
|
||||
if (this.node instanceof Driver) {
|
||||
this.node.updateDirection(pathDir);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
closestPointOnSegment([a, b]: GridItem, point: Vector): Vector {
|
||||
const ab = Vector.sub(b, a);
|
||||
const ap = Vector.sub(point, a);
|
||||
const t = clamp(ab.dot(ap) / ab.magSq(), 0, 1);
|
||||
|
||||
return Vector.add(a, ab.mult(t));
|
||||
}
|
||||
}
|
||||
|
||||
export class MoveTask extends SolverTask {
|
||||
constructor(
|
||||
private train: Train,
|
||||
) {
|
||||
super();
|
||||
this.priority = 2;
|
||||
this.iterations = 1;
|
||||
}
|
||||
|
||||
override apply(dt: number): boolean {
|
||||
for (const bogie of this.train.bogies) {
|
||||
bogie.update(dt);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
export class TrainTask extends SolverTask {
|
||||
constructor(
|
||||
private a: Bogie,
|
||||
private b: Bogie,
|
||||
private restLength: number,
|
||||
private tolerance = 0,
|
||||
private solid = false,
|
||||
private breakThreshold = 10,
|
||||
) {
|
||||
super();
|
||||
this.iterations = 100;
|
||||
}
|
||||
override apply(): boolean {
|
||||
const delta = Vector.sub(this.b.position, this.a.position);
|
||||
const currentLength = delta.mag();
|
||||
if (currentLength <= this.tolerance) return false;
|
||||
|
||||
const correction = currentLength - this.restLength;
|
||||
const correctionVector = delta.normalize().mult(correction / currentLength);
|
||||
|
||||
const requiredForce = correction / this.restLength;
|
||||
|
||||
if (!this.solid && Math.abs(requiredForce) > this.breakThreshold) {
|
||||
this.active = false;
|
||||
return false;
|
||||
}
|
||||
|
||||
const totalMass = this.a.mass + this.b.mass;
|
||||
const aWeight = this.b.mass / totalMass;
|
||||
const bWeight = this.b.mass / totalMass;
|
||||
|
||||
this.a.position.add(correctionVector.copy().mult(aWeight));
|
||||
this.b.position.sub(correctionVector.copy().mult(bWeight));
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
@ -432,8 +432,10 @@ export class TrainCar extends Debuggable {
|
||||
}
|
||||
}
|
||||
|
||||
interface ISprite {
|
||||
declare global {
|
||||
interface ISprite {
|
||||
at: Vector;
|
||||
width: number;
|
||||
height: number;
|
||||
}
|
||||
}
|
||||
|
@ -35,6 +35,8 @@ declare global {
|
||||
height: number;
|
||||
center: Vector;
|
||||
};
|
||||
|
||||
type tag = string | number;
|
||||
}
|
||||
|
||||
export function applyMixins(derivedCtor: any, baseCtors: any[]) {
|
||||
|
Loading…
x
Reference in New Issue
Block a user