summaryrefslogtreecommitdiff
path: root/engine/systems/Collision.ts
blob: 4fcb906f9f23e18cbcf6603ee98dbbe7f299b23b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
import { SystemNames, System } from ".";
import {
  Mass,
  BoundingBox,
  ComponentNames,
  Jump,
  Velocity,
  Moment,
} from "../components";
import { Game } from "../Game";
import { PhysicsConstants } from "../config";
import { Entity } from "../entities";
import type { Dimension2D } from "../interfaces";
import { QuadTree } from "../structures";

export class Collision extends System {
  private static readonly COLLIDABLE_COMPONENT_NAMES = [
    ComponentNames.Collide,
    ComponentNames.TopCollidable,
  ];
  private static readonly QUADTREE_MAX_LEVELS = 10;
  private static readonly QUADTREE_SPLIT_THRESHOLD = 10;

  private quadTree: QuadTree;

  constructor(screenDimensions: Dimension2D) {
    super(SystemNames.Collision);

    this.quadTree = new QuadTree(
      { x: 0, y: 0 },
      screenDimensions,
      Collision.QUADTREE_MAX_LEVELS,
      Collision.QUADTREE_SPLIT_THRESHOLD
    );
  }

  public update(dt: number, game: Game) {
    // rebuild the quadtree
    this.quadTree.clear();

    const entitiesToAddToQuadtree: Entity[] = [];

    Collision.COLLIDABLE_COMPONENT_NAMES.map((componentName) =>
      game.componentEntities.get(componentName)
    ).forEach((entityIds: Set<number>) =>
      entityIds.forEach((id) => {
        const entity = game.entities.get(id);
        if (!entity.hasComponent(ComponentNames.BoundingBox)) {
          return;
        }
        entitiesToAddToQuadtree.push(entity);
      })
    );

    entitiesToAddToQuadtree.forEach((entity) => {
      const boundingBox = entity.getComponent<BoundingBox>(
        ComponentNames.BoundingBox
      );

      this.quadTree.insert(
        entity.id,
        boundingBox.dimension,
        boundingBox.center
      );
    });

    // find colliding entities and perform collisions
    const collidingEntities = this.getCollidingEntities(
      entitiesToAddToQuadtree,
      game.entities
    );

    collidingEntities.forEach(([entityAId, entityBId]) => {
      const [entityA, entityB] = [entityAId, entityBId].map((id) =>
        game.entities.get(id)
      );
      this.performCollision(entityA, entityB);
    });
  }

  private performCollision(entityA: Entity, entityB: Entity) {
    const [entityABoundingBox, entityBBoundingBox] = [entityA, entityB].map(
      (entity) => entity.getComponent<BoundingBox>(ComponentNames.BoundingBox)
    );

    let velocity: Velocity;
    if (entityA.hasComponent(ComponentNames.Velocity)) {
      velocity = entityA.getComponent<Velocity>(ComponentNames.Velocity);
    }

    if (
      entityA.hasComponent(ComponentNames.Collide) &&
      entityB.hasComponent(ComponentNames.TopCollidable) &&
      entityABoundingBox.center.y <= entityBBoundingBox.center.y &&
      velocity &&
      velocity.dCartesian.dy >= 0 // don't apply "floor" logic when coming through the bottom
    ) {
      if (entityBBoundingBox.rotation != 0) {
        throw new Error(
          `entity with id ${entityB.id} has TopCollidable component and a non-zero rotation. that is not (yet) supported.`
        );
      }

      // remove previous velocity in the y axis
      velocity.dCartesian.dy = 0;

      // apply normal force
      if (entityA.hasComponent(ComponentNames.Gravity)) {
        const mass = entityA.getComponent<Mass>(ComponentNames.Mass).mass;
        const F_n = -mass * PhysicsConstants.GRAVITY;

        entityA.getComponent<Forces>(ComponentNames.Forces).forces.push({
          fCartesian: { fy: F_n },
        });
      }

      // reset the entities' jump
      if (entityA.hasComponent(ComponentNames.Jump)) {
        entityA.getComponent<Jump>(ComponentNames.Jump).canJump = true;
      }

      entityABoundingBox.center.y =
        entityBBoundingBox.center.y -
        entityBBoundingBox.dimension.height / 2 -
        this.getDyToPushOutOfFloor(entityABoundingBox, entityBBoundingBox);
    }
  }

  private getCollidingEntities(
    collidableEntities: Entity[],
    entityMap: Map<number, Entity>
  ): [number, number][] {
    const collidingEntityIds: [number, number] = [];

    for (const entity of collidableEntities) {
      const boundingBox = entity.getComponent<BoundingBox>(
        ComponentNames.BoundingBox
      );

      this.quadTree
        .getNeighborIds({
          id: entity.id,
          dimension: boundingBox.dimension,
          center: boundingBox.center,
        })
        .filter((neighborId) => neighborId != entity.id)
        .forEach((neighborId) => {
          const neighborBoundingBox = entityMap
            .get(neighborId)
            .getComponent<BoundingBox>(ComponentNames.BoundingBox);

          if (boundingBox.isCollidingWith(neighborBoundingBox)) {
            collidingEntityIds.push([entity.id, neighborId]);
          }
        });
    }

    return collidingEntityIds;
  }

  // ramblings: https://excalidraw.com/#json=z-xD86Za4a3duZuV2Oky0,KaGe-5iHJu1Si8inEo4GLQ
  private getDyToPushOutOfFloor(
    entityBoundingBox: BoundingBox,
    floorBoundingBox: BoundingBox
  ): number {
    const {
      rotation,
      center: { x, y },
      dimension: { width, height },
    } = entityBoundingBox;

    let rads = rotation * (Math.PI / 180);
    if (rads >= Math.PI) {
      rads -= Math.PI; // we have symmetry so we can skip two cases
    }

    let boundedCollisionX = 0; // bounded x on the surface from width
    let clippedX = 0; // x coordinate of the vertex below the surface
    let outScribedRectangleHeight, dy, dx;

    if (rads <= Math.PI / 2) {
      dx = (width * Math.cos(rads) - height * Math.sin(rads)) / 2;
      outScribedRectangleHeight =
        width * Math.sin(rads) + height * Math.cos(rads);
    } else if (rads <= Math.PI) {
      rads -= Math.PI / 2;
      dx = (height * Math.cos(rads) - width * Math.sin(rads)) / 2;
      outScribedRectangleHeight =
        width * Math.cos(rads) + height * Math.sin(rads);
    }

    if (x >= floorBoundingBox.center.x) {
      clippedX = x + dx;
      boundedCollisionX = Math.min(
        floorBoundingBox.center.x + floorBoundingBox.dimension.width / 2,
        clippedX
      );
      return (
        outScribedRectangleHeight / 2 -
        Math.max((clippedX - boundedCollisionX) * Math.tan(rads), 0)
      );
    }

    clippedX = x - dx;
    boundedCollisionX = Math.max(
      floorBoundingBox.center.x - floorBoundingBox.dimension.width / 2,
      clippedX
    );

    return (
      outScribedRectangleHeight / 2 -
      Math.max((boundedCollisionX - clippedX) * Math.tan(rads), 0)
    );
  }
}