fix collision
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acc29c6c78
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@ -52,7 +52,7 @@
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import { FolkShape } from '../src/standalone/folk-shape.ts';
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import { aabbHitDetection } from '../src/common/collision.ts';
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const shapes = Array.from(document.querySelectorAll('folk-shape'));
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const shapes = Array.from(document.querySelectorAll('folk-shape, p'));
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const getBoundingBox = (el) => (el instanceof FolkShape ? el.getTransformDOMRect() : el.getBoundingClientRect());
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@ -60,13 +60,13 @@
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for (const shape of shapes) {
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if (shape === e.target) continue;
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const hit = aabbHitDetection(getBoundingBox(shape), getBoundingBox(e.target));
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const hit = aabbHitDetection(getBoundingBox(e.target), getBoundingBox(shape));
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if (hit === null) continue;
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if (shape instanceof FolkShape) {
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if (hit.delta.x !== 0) shape.x -= hit.delta.x;
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if (hit.delta.y !== 0) shape.y -= hit.delta.y;
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if (hit.delta.x !== 0) shape.x += hit.delta.x;
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if (hit.delta.y !== 0) shape.y += hit.delta.y;
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} else {
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if (hit.delta.x !== 0) e.preventX();
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if (hit.delta.y !== 0) e.preventY();
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@ -15,39 +15,38 @@ export class Hit {
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}
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const center = (rect: DOMRectReadOnly) => ({
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width: rect.width / 2,
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height: rect.height / 2,
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x: rect.x + rect.width / 2,
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y: rect.y + rect.height / 2,
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});
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/** Test collisions of axis-aligned bounding boxes. */
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export function aabbHitDetection(rect1: DOMRectReadOnly, rect2: DOMRectReadOnly): Hit | null {
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const center1 = center(rect1);
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const center2 = center(rect2);
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const dx = center1.x - center2.x;
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const px = (rect2.width + rect1.width) / 2 - Math.abs(dx);
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const dx = center2.x - center1.x;
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const px = center2.width + center1.width - Math.abs(dx);
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if (px <= 0) return null;
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const dy = center2.y - center1.y;
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const py = (rect2.height + rect1.height) / 2 - Math.abs(dy);
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const py = center2.height + center1.height - Math.abs(dy);
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if (py <= 0) return null;
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const hit = new Hit();
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if (px < py) {
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const sx = sign(dx);
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hit.delta.x = px * sx;
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hit.normal.x = sx;
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hit.pos.x = center1.x + (rect1.width / 2) * sx;
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hit.pos.x = center1.x + center1.width * sx;
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hit.pos.y = center2.y;
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} else {
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const sy = sign(dy);
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hit.delta.y = py * sy;
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hit.normal.y = sy;
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hit.pos.x = rect2.x;
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hit.pos.y = center2.y + (rect1.height / 2) * sy;
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hit.pos.x = center2.x;
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hit.pos.y = center1.y + center1.height * sy;
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}
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return hit;
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}
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