diff options
Diffstat (limited to 'public/assets/test/intersect3.html')
| -rw-r--r-- | public/assets/test/intersect3.html | 320 |
1 files changed, 320 insertions, 0 deletions
diff --git a/public/assets/test/intersect3.html b/public/assets/test/intersect3.html new file mode 100644 index 0000000..b8f9a0d --- /dev/null +++ b/public/assets/test/intersect3.html @@ -0,0 +1,320 @@ +<style> +body,html{margin:0;padding:0;} +#hud { position: absolute; top: 0; left: 0; pointer-events: none; } +</style> +<canvas id="canvas"></canvas> +<div id="hud"></div> + +<script src="/assets/javascripts/util.js"></script> +<script src="/assets/javascripts/vendor/bower_components/jquery/dist/jquery.min.js"></script> +<script src="/assets/javascripts/vendor/bower_components/lodash/lodash.min.js"></script> +<script src="/assets/javascripts/vendor/bower_components/hidpi-canvas/dist/hidpi-canvas.js"></script> +<script src="/assets/javascripts/vendor/polyfill.js"></script> +<script src="/assets/javascripts/vendor/tube.js"></script> +<script src="/assets/javascripts/mx/mx.js"></script> +<script src="/assets/javascripts/mx/extensions/mx.scene.js"></script> +<script src="/assets/javascripts/rectangles/util/constants.js"></script> +<script src="/assets/javascripts/rectangles/util/mouse.js"></script> +<script src="/assets/javascripts/rectangles/util/sort.js"></script> +<script src="/assets/javascripts/rectangles/util/uid.js"></script> +<script src="/assets/javascripts/rectangles/models/vec2.js"></script> +<script src="/assets/javascripts/rectangles/models/rect.js"></script> +<script src="/assets/javascripts/rectangles/models/room.js"></script> +<script src="/assets/javascripts/rectangles/models/surface.js"></script> +<script src="/assets/javascripts/rectangles/models/wall.js"></script> +<script src="/assets/javascripts/rectangles/models/floor.js"></script> +<script src="/assets/javascripts/rectangles/engine/rooms/_rooms.js"></script> +<script src="/assets/javascripts/rectangles/engine/rooms/_walls.js"></script> +<script src="/assets/javascripts/rectangles/engine/rooms/clipper.js"></script> +<script src="/assets/javascripts/rectangles/engine/rooms/builder.js"></script> +<script src="/assets/javascripts/rectangles/engine/rooms/grouper.js"></script> +<script src="/assets/javascripts/vendor/canvasutilities.js"></script> +<script> + +var w = canvas.width = window.innerWidth +var h = canvas.height = window.innerHeight + +var ctx = canvas.getContext('2d') +var scene = new MX.Scene() + +var cursor = new Rect( new vec2(400, 200), new vec2(800, 500) ) +var wall_vec = new Rect ( 0, 0, 0, 0 ) +var points = [ cursor.x, cursor.y ] + +var origins = new Rect() +origins.x = cursor.x +origins.y = wall_vec.x + +scene.camera.radius = 20 + +var rect = new Rect( new vec2(100,400), new vec2(100,400) ) +var east = new Rect( new vec2(200,600), new vec2(100,400) ) +var corner = new Rect( new vec2(300,700), new vec2(300,700) ) +var peninsula = new Rect( new vec2(400,600), new vec2(600,800) ) +var peninsula2 = new Rect( new vec2(650,750), new vec2(350,450) ) + +var rect_room = new Room({ id: "rect", rect: rect, height: 2 }) +var east_room = new Room({ id: "east", rect: east, height: 2 }) +var corner_room = new Room({ id: "corner", rect: corner, height: 2 }) +var peninsula_room = new Room({ id: "peninsula", rect: peninsula, height: 3 }) +var peninsula2_room = new Room({ id: "peninsula2", rect: peninsula2, height: 1 }) + +Rooms.add( rect_room ) +Rooms.add( east_room ) +Rooms.add( corner_room ) +Rooms.add( peninsula_room ) +Rooms.add( peninsula2_room ) + +Rooms.clipper.update() +Rooms.builder.build() +Rooms.grouper.build() + +var r = 6 + +var intersect = new vec2 () + +var dragging = false, dragging_a, dragging_b +var delta = new vec2( 0, 0 ) + +var mymouse = new mouse({ + el: canvas, + down: function(e, cursor){ + points.some(function(p){ + if (-cursor.x.a > p.a - r && -cursor.x.a < p.a + r && + cursor.y.a > p.b - r && cursor.y.a < p.b + r) { + dragging_a = p.a + dragging_b = p.b + dragging = p + return true + } + }) + }, + drag: function(e, cursor){ + if (! dragging) return + delta = cursor.delta() + delta.a = - delta.a + dragging.a = dragging_a + delta.a + dragging.b = dragging_b + delta.b + }, + up: function(e, cursor, new_cursor){ + delta.zero() + dragging.dragging = false + dragging = false + }, +}) + +function draw (time) { + ctx.fillStyle = "#fff" + ctx.fillRect(0,0,w,h) + + Rooms.forEach(function(room, i){ + ctx.fillStyle = "#eee" + ctx.fillRect(room.rect.x.a, room.rect.y.a, room.rect.width(), room.rect.height()) + }) + + ctx.fillStyle = "#333" + points.forEach(drawPoint) + + drawLine(cursor.x, cursor.y, "#f00") +// hud.innerHTML = "" + var closest_intersect, t, min_t = 1 + var cursor_copy = cursor.extend_ends(scene.camera.radius) + + hud.innerHTML = cursor_copy.x + drawPoint(cursor_copy.x, "#ff0") + + Walls.list.forEach(function(wall, i){ + wall.get_points(wall_vec) + drawLine(wall_vec.x, wall_vec.y, "#088") + + origins.x = cursor_copy.x + origins.y = wall_vec.x + + t = perp(origins, wall_vec) / ( perp(cursor_copy, wall_vec) || 0.0000001 ) + intersect.a = cursor_copy.x.a + ( cursor_copy.y.a - cursor_copy.x.a ) * t + intersect.b = cursor_copy.x.b + ( cursor_copy.y.b - cursor_copy.x.b ) * t + + var collinear = is_collinear( intersect, wall_vec ) + var long_enough_to_intersect = 0 <= t && t <= 1 + var actually_intersects = false + var intersecting_face + var msg + + if (long_enough_to_intersect && collinear) { + if (wall.side & LEFT_RIGHT) { + intersecting_face = wall.surface.face_for_x(intersect.b) + } + else { + intersecting_face = wall.surface.face_for_x(intersect.a) + } + actually_intersects = !! (intersecting_face && intersecting_face.y.a == 0) + } + + if (actually_intersects) { + ctx.fillStyle = "#f00" + msg = "through" + } + else if (collinear) { + ctx.fillStyle = "#0f0" + msg = "to" + } + else { + ctx.fillStyle = "rgba(0,0,0,0.1)" + msg = "off" + } + + drawPoint(intersect) + if (actually_intersects && t < min_t) { + min_t = t + closest_intersect = intersect.clone() + closest_wall = wall_vec.clone() + } + }) + + if (closest_intersect) { + var a = angle(closest_wall) + wall_vec.assign(closest_wall) + wall_vec.x.a -= scene.camera.radius * sin(a) + wall_vec.x.b += scene.camera.radius * cos(a) + wall_vec.y.a -= scene.camera.radius * sin(a) + wall_vec.y.b += scene.camera.radius * cos(a) + + drawLine(wall_vec.x, wall_vec.y, "rgba(0,255,255,1.0)") + + origins.x = cursor.x + origins.y = wall_vec.x + + var new_t = perp(origins, wall_vec) / ( perp(cursor, wall_vec) || 0.0000001 ) + var wall_t = perp(origins, cursor) / ( perp(wall_vec, cursor) || 0.0000001 ) + + var closest_intersect2 = new vec2 () + closest_intersect2.a = cursor.x.a + ( cursor.y.a - cursor.x.a ) * new_t + closest_intersect2.b = cursor.x.b + ( cursor.y.b - cursor.x.b ) * new_t + + ctx.fillStyle = "#0ff" + drawPoint(closest_intersect2) + drawLine(cursor.x, closest_intersect2, "#00f") + + var len = sqrt(dot(wall_vec, wall_vec)) + + // here compare len to the length of the wall in the direction we are travelling + var aw = angle(closest_wall) + var dd = dot2(diff(closest_wall), diff(cursor)) + +// hud.innerHTML += " " + dd + " " + round(deg(aw)) + if (dd > 0) { + len *= 1-abs(wall_t) + } + else { + len *= abs(wall_t) + aw += PI + } + + len = clamp(len, 0, (1-min_t) * sqrt(dot(cursor, cursor))) + +// hud.innerHTML = [ aw ].map(function(n){ return round(deg(n)) }) +// hud.innerHTML += "__ " + (dd > 0 ? "gt": "lt") + " " + round(len) + " " + (1-min_t) + " " + round((1-min_t)*sqrt(dot2(diff(cursor), diff(cursor)))) + + var end_of_ray = closest_intersect2.clone() + end_of_ray.a += len * cos(aw) + end_of_ray.b += len * sin(aw) + + wall_vec.normalize() + end_of_ray.a = clamp(end_of_ray.a, wall_vec.x.a, wall_vec.y.a) + end_of_ray.b = clamp(end_of_ray.b, wall_vec.x.b, wall_vec.y.b) + + drawPoint(end_of_ray) + drawLine(closest_intersect2, end_of_ray, "#00f") + } + else { +// hud.innerHTML = [ (angle(cursor) + TWO_PI) % TWO_PI ].map(function(n){ return round(deg(n)) }) + } + +} +function drawLine (pa, pb, color, headless) { + ctx.fillStyle = color + ctx.strokeStyle = color + var x1 = pa.a + var y1 = pa.b + var x2 = pb.a + var y2 = pb.b + drawArrow(ctx, x1, y1, x2, y2, 3, headless ? 0 : 1) +} +function drawPoint (p, color) { + if (color) { + ctx.fillStyle = color + } + var x = p.a - r + var y = p.b - r + ctx.fillRect(x, y, r*2, r*2) +} +function angle (va) { + return atan2(va.y.b - va.x.b, va.y.a - va.x.a) +} +function angle2 (pa, pb) { + return atan2(pb.b - pa.b, pb.a - pa.a) +} +function normal (va) { + return atan2(va.x.a - va.y.a, va.y.b - va.x.b) +} +function dot (va, vb) { + return (va.y.a - va.x.a) * (vb.y.a - vb.x.a) + (va.y.b - va.x.b) * (vb.y.b - vb.x.b) +} +function diff (v) { + return new vec2(v.y.a - v.x.a, v.y.b - v.x.b) +} +function dot2 (pa, pb) { + return pa.a * pb.a + pa.b * pb.b +} +function perp (va, vb) { + return (va.y.a - va.x.a) * (vb.y.b - vb.x.b) - (va.y.b - va.x.b) * (vb.y.a - vb.x.a) +} +function is_collinear (p, vec) { + var on_x, on_y + var pa = round(p.a), pb = round(p.b) + + if (vec.x.a < vec.y.a) { + on_x = vec.x.a <= pa && pa <= vec.y.a + } + else { + on_x = vec.x.a >= pa && pa >= vec.y.a + } + + if (vec.x.b < vec.y.b) { + on_y = vec.x.b <= pb && pb <= vec.y.b + } + else { + on_y = vec.x.b >= pb && pb >= vec.y.b + } + + return !! (on_x && on_y) +} +cursor.extend_ends = function(n){ + var a = angle(this) + var clone = this.clone() + clone.x.a -= n*cos(a) + clone.x.b -= n*sin(a) + clone.y.a += n*cos(a) + clone.y.b += n*sin(a) + return clone +} +wall_vec.normalize = function(){ + var carry + if (this.x.a > this.y.a) { + carry = this.x.a + this.x.a = this.y.a + this.y.a = carry + } + if (this.x.b > this.y.b) { + carry = this.x.b + this.x.b = this.y.b + this.y.b = carry + } +} +function animate(time){ + requestAnimationFrame(animate) + draw(time) +} +animate() + +</script> |
