fix collision

This commit is contained in:
“chrisshank” 2024-12-07 00:41:35 -08:00
parent acc29c6c78
commit d3ea50b37a
2 changed files with 12 additions and 13 deletions

View File

@ -52,7 +52,7 @@
import { FolkShape } from '../src/standalone/folk-shape.ts';
import { aabbHitDetection } from '../src/common/collision.ts';
const shapes = Array.from(document.querySelectorAll('folk-shape'));
const shapes = Array.from(document.querySelectorAll('folk-shape, p'));
const getBoundingBox = (el) => (el instanceof FolkShape ? el.getTransformDOMRect() : el.getBoundingClientRect());
@ -60,13 +60,13 @@
for (const shape of shapes) {
if (shape === e.target) continue;
const hit = aabbHitDetection(getBoundingBox(shape), getBoundingBox(e.target));
const hit = aabbHitDetection(getBoundingBox(e.target), getBoundingBox(shape));
if (hit === null) continue;
if (shape instanceof FolkShape) {
if (hit.delta.x !== 0) shape.x -= hit.delta.x;
if (hit.delta.y !== 0) shape.y -= hit.delta.y;
if (hit.delta.x !== 0) shape.x += hit.delta.x;
if (hit.delta.y !== 0) shape.y += hit.delta.y;
} else {
if (hit.delta.x !== 0) e.preventX();
if (hit.delta.y !== 0) e.preventY();

View File

@ -15,39 +15,38 @@ export class Hit {
}
const center = (rect: DOMRectReadOnly) => ({
width: rect.width / 2,
height: rect.height / 2,
x: rect.x + rect.width / 2,
y: rect.y + rect.height / 2,
});
/** Test collisions of axis-aligned bounding boxes. */
export function aabbHitDetection(rect1: DOMRectReadOnly, rect2: DOMRectReadOnly): Hit | null {
const center1 = center(rect1);
const center2 = center(rect2);
const dx = center1.x - center2.x;
const px = (rect2.width + rect1.width) / 2 - Math.abs(dx);
const dx = center2.x - center1.x;
const px = center2.width + center1.width - Math.abs(dx);
if (px <= 0) return null;
const dy = center2.y - center1.y;
const py = (rect2.height + rect1.height) / 2 - Math.abs(dy);
const py = center2.height + center1.height - Math.abs(dy);
if (py <= 0) return null;
const hit = new Hit();
if (px < py) {
const sx = sign(dx);
hit.delta.x = px * sx;
hit.normal.x = sx;
hit.pos.x = center1.x + (rect1.width / 2) * sx;
hit.pos.x = center1.x + center1.width * sx;
hit.pos.y = center2.y;
} else {
const sy = sign(dy);
hit.delta.y = py * sy;
hit.normal.y = sy;
hit.pos.x = rect2.x;
hit.pos.y = center2.y + (rect1.height / 2) * sy;
hit.pos.x = center2.x;
hit.pos.y = center1.y + center1.height * sy;
}
return hit;
}