Updated test cases for frontend-backend-collision-reconciliation.

This commit is contained in:
yflu
2022-10-22 13:38:10 +08:00
parent cff31d295c
commit 0f4d067c06
8 changed files with 157 additions and 97 deletions

View File

@@ -85,7 +85,7 @@ type Game struct {
func NewGame() *Game {
stageName := "simple" // Use this for calibration
stageName := "simple" // Use this for calibration
// stageName := "richsoil"
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap, err := parseStage(stageName)
if nil != err {

View File

@@ -4,7 +4,6 @@ import (
. "dnmshared"
"fmt"
"github.com/hajimehoshi/ebiten/v2"
"github.com/kvartborg/vector"
"github.com/solarlune/resolv"
"go.uber.org/zap"
"image/color"
@@ -34,67 +33,46 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
spaceOffsetY := float64(spaceH) * 0.5
playerColliderRadius := float64(32)
playerColliders := make([]*resolv.Object, len(playerList))
playerColliders := make([]*resolv.Object, len(playerList))
space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
for i, player := range playerList {
playerCollider := GenerateRectCollider(player.X, player.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player.X=%v, player.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v; calibrationCheckX=player.X-radius+spaceOffsetX=%v", i, player.X, player.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape, player.X-playerColliderRadius+spaceOffsetX))
playerColliders[i] = playerCollider
Logger.Info(fmt.Sprintf("Player Collider#%d: player.X=%v, player.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v; calibrationCheckX=player.X-radius+spaceOffsetX=%v", i, player.X, player.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape, player.X-playerColliderRadius+spaceOffsetX))
playerColliders[i] = playerCollider
space.Add(playerCollider)
}
barrierLocalId := 0
for _, barrierUnaligned := range barrierList {
barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", barrierCollider.Shape))
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", barrierCollider.Shape))
space.Add(barrierCollider)
barrierLocalId++
}
world.Space = space
moveToCollide := true
if moveToCollide {
toTestPlayerCollider := playerColliders[0]
oldDx, oldDy := 135.0, 135.0
dx, dy := oldDx, oldDy
if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
origX, origY := playerShape.Position()
playerShape.SetPosition(origX+oldDx, origY+oldDy)
if colliding := IsPolygonPairColliding(playerShape, barrierShape, nil); colliding {
Logger.Info(fmt.Sprintf("Collided: playerShape=%v, oldDx=%v, oldDy=%v", playerShape, oldDx, oldDy))
overlapResult := &SatResult{
Overlap: 0,
OverlapX: 0,
OverlapY: 0,
AContainedInB: true,
BContainedInA: true,
Axis: vector.Vector{0, 0},
}
e := vector.Vector{oldDx, oldDy}.Unit()
if separatableAlongMovement := IsPolygonPairSeparatedByDir(playerShape, barrierShape, e, overlapResult); !separatableAlongMovement {
pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
Logger.Info(fmt.Sprintf("Collided: playerShape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", playerShape, oldDx, oldDy, barrierShape, pushbackX, pushbackY))
dx, dy = oldDx-pushbackX, oldDy-pushbackY
} else {
Logger.Info(fmt.Sprintf("Not Collided: playerShape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v, e=%v", playerShape, oldDx, oldDy, barrierShape, e))
}
} else {
Logger.Info(fmt.Sprintf("Not collided: playerShape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v", playerShape, oldDx, oldDy, barrierShape))
}
moveToCollide := true
if moveToCollide {
toTestPlayerCollider := playerColliders[0]
oldDx, oldDy := -2.98, -50.0
dx, dy := oldDx, oldDy
if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
Logger.Info(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", toTestPlayerCollider.X, toTestPlayerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
dx -= pushbackX
dy -= pushbackY
} else {
Logger.Info(fmt.Sprintf("Collider BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", toTestPlayerCollider.X, toTestPlayerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
}
}
playerShape.SetPosition(origX, origY)
toTestPlayerCollider.X += dx
toTestPlayerCollider.Y += dy
} else {
Logger.Info(fmt.Sprintf("Collision Test: shape=%v, oldDx=%v, oldDy=%v, not colliding with any Barrier", toTestPlayerCollider.Shape, oldDx, oldDy))
}
toTestPlayerCollider.Update()
}
toTestPlayerCollider.X += dx
toTestPlayerCollider.Y += dy
toTestPlayerCollider.Update()
}
return world
}