increase collision performance _heavily_
This commit is contained in:
parent
1c28e10b86
commit
432ce5428f
@ -1,5 +1,7 @@
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import { Floor, Player } from "@engine/entities";
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import { Game } from "@engine/Game";
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import { Grid } from "@engine/structures";
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import { Miscellaneous } from "@engine/config";
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import {
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WallBounds,
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FacingDirection,
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@ -65,11 +67,16 @@ export class JumpStorm {
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socket,
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);
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const grid = new Grid(
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{ width: Miscellaneous.WIDTH, height: Miscellaneous.HEIGHT },
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{ width: 30, height: 30 },
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);
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[
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this.createInputSystem(),
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new FacingDirection(),
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new Physics(),
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new Collision(),
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new Collision(grid),
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new WallBounds(ctx.canvas.width),
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new NetworkUpdate(
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clientSocketMessageQueueProvider,
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@ -17,6 +17,25 @@ export class BoundingBox extends Component {
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// https://en.wikipedia.org/wiki/Hyperplane_separation_theorem
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public isCollidingWith(box: BoundingBox): boolean {
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if (this.rotation == 0 && box.rotation == 0) {
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const thisTopLeft = this.getTopLeft();
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const thisBottomRight = this.getBottomRight();
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const thatTopLeft = box.getTopLeft();
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const thatBottomRight = box.getBottomRight();
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if (
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thisBottomRight.x <= thatTopLeft.x ||
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thisTopLeft.x >= thatBottomRight.x ||
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thisBottomRight.y <= thatTopLeft.y ||
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thisTopLeft.y >= thatBottomRight.y
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) {
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return false;
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}
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return true;
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}
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const boxes = [this.getVertices(), box.getVertices()];
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for (const poly of boxes) {
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for (let i = 0; i < poly.length; i++) {
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@ -83,4 +102,18 @@ export class BoundingBox extends Component {
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height: Math.abs(width * Math.cos(rads) + height * Math.sin(rads)),
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};
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}
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public getTopLeft(): Coord2D {
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return {
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x: this.center.x - this.dimension.width / 2,
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y: this.center.y - this.dimension.height / 2,
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};
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}
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public getBottomRight(): Coord2D {
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return {
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x: this.center.x + this.dimension.width / 2,
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y: this.center.y + this.dimension.height / 2,
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};
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}
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}
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@ -23,7 +23,10 @@ export class Floor extends Entity {
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this.addComponent(
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new BoundingBox(
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{ x: 300, y: 300 },
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{
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x: 300,
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y: 300,
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},
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{ width, height: Floor.spriteSpec.height },
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),
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);
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@ -18,7 +18,7 @@ import { Direction } from "../interfaces";
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export class Player extends Entity {
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private static MASS: number = 10;
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private static MOI: number = 1000;
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private static MOI: number = 100;
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private static spriteSpec: SpriteSpec = SPRITE_SPECS.get(
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Sprites.COFFEE,
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@ -29,7 +29,10 @@ export class Player extends Entity {
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this.addComponent(
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new BoundingBox(
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{ x: 300, y: 100 },
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{
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x: 300,
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y: 100,
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},
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{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
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0,
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),
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97
engine/structures/Grid.ts
Normal file
97
engine/structures/Grid.ts
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@ -0,0 +1,97 @@
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import type { Coord2D, Dimension2D } from "../interfaces";
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import type { RefreshingCollisionFinderBehavior } from ".";
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export class Grid implements RefreshingCollisionFinderBehavior {
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private cellEntities: Map<number, string[]>;
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private gridDimension: Dimension2D;
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private cellDimension: Dimension2D;
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private topLeft: Coord2D;
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constructor(
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gridDimension: Dimension2D,
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cellDimension: Dimension2D,
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topLeft = { x: 0, y: 0 },
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) {
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this.gridDimension = gridDimension;
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this.cellDimension = cellDimension;
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this.topLeft = topLeft;
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this.cellEntities = new Map();
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}
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public insert(boxedEntry: BoxedEntry) {
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this.getOverlappingCells(boxedEntry).forEach((gridIdx) => {
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if (!this.cellEntities.has(gridIdx)) {
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this.cellEntities.set(gridIdx, []);
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}
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this.cellEntities.get(gridIdx).push(boxedEntry.id);
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});
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}
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public getNeighborIds(boxedEntry: BoxedEntry): Set<string> {
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const neighborIds: Set<string> = new Set();
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this.getOverlappingCells(boxedEntry).forEach((gridIdx) => {
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if (this.cellEntities.has(gridIdx)) {
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this.cellEntities.get(gridIdx).forEach((id) => neighborIds.add(id));
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}
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});
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return neighborIds;
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}
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public clear() {
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this.cellEntities.clear();
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}
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public setTopLeft(topLeft: Coord2D) {
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this.topLeft = topLeft;
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}
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public setDimension(dimension: Dimension2D) {
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this.gridDimension = dimension;
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}
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public setCellDimension(cellDimension: Dimension2D) {
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this.cellDimension = cellDimension;
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}
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private getOverlappingCells(boxedEntry: BoxedEntry): number[] {
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const { center, dimension } = boxedEntry;
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const yBoxes = Math.ceil(
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this.gridDimension.height / this.cellDimension.height,
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);
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const xBoxes = Math.ceil(
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this.gridDimension.width / this.cellDimension.width,
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);
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const translated: Coord2D = {
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y: center.y - this.topLeft.y,
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x: center.x - this.topLeft.x,
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};
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const topLeftBox = {
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x: Math.floor(
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(translated.x - dimension.width / 2) / this.cellDimension.width,
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),
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y: Math.floor(
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(translated.y - dimension.height / 2) / this.cellDimension.height,
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),
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};
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const bottomRightBox = {
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x: Math.floor(
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(translated.x + dimension.width / 2) / this.cellDimension.width,
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),
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y: Math.floor(
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(translated.y + dimension.height / 2) / this.cellDimension.height,
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),
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};
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const cells: number[] = [];
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for (let y = topLeftBox.y; y <= bottomRightBox.y; ++y)
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for (let x = topLeftBox.x; x <= bottomRightBox.x; ++x)
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cells.push(yBoxes * y + x);
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return cells;
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}
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}
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@ -1,10 +1,5 @@
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import type { Coord2D, Dimension2D } from "../interfaces";
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export interface BoxedEntry {
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id: string;
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dimension: Dimension2D;
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center: Coord2D;
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}
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import type { BoxedEntry, RefreshingCollisionFinderBehavior } from ".";
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enum Quadrant {
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I,
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@ -13,7 +8,14 @@ enum Quadrant {
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IV,
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}
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export class QuadTree {
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/*
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unused due to performance problems. here anyways, in case it _really_ is necessary at some point
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(and to justify the amount of time i spent here).
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*/
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export class QuadTree implements RefreshingCollisionFinderBehavior {
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private static readonly QUADTREE_MAX_LEVELS = 3;
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private static readonly QUADTREE_SPLIT_THRESHOLD = 2000;
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private maxLevels: number;
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private splitThreshold: number;
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private level: number;
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@ -24,18 +26,18 @@ export class QuadTree {
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private objects: BoxedEntry[];
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constructor(
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topLeft: Coord2D,
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topLeft: Coord2D = { x: 0, y: 0 },
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dimension: Dimension2D,
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maxLevels: number,
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splitThreshold: number,
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level?: number,
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maxLevels: number = QuadTree.QUADTREE_MAX_LEVELS,
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splitThreshold: number = QuadTree.QUADTREE_SPLIT_THRESHOLD,
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level: number = 0,
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) {
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this.children = new Map<Quadrant, QuadTree>();
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this.objects = [];
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this.maxLevels = maxLevels;
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this.splitThreshold = splitThreshold;
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this.level = level ?? 0;
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this.level = level;
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this.topLeft = topLeft;
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this.dimension = dimension;
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@ -45,7 +47,7 @@ export class QuadTree {
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if (this.hasChildren()) {
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this.getQuadrants(boxedEntry).forEach((quadrant) => {
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const quadrantBox = this.children.get(quadrant);
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quadrantBox?.insert(boxedEntry);
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quadrantBox!.insert(boxedEntry);
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});
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return;
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}
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@ -73,15 +75,16 @@ export class QuadTree {
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}
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public getNeighborIds(boxedEntry: BoxedEntry): string[] {
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const neighbors: string[] = this.objects.map(({ id }) => id);
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const neighbors = new Set<string>(
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this.objects.map(({ id }) => id).filter((id) => id != boxedEntry.id),
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);
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if (this.hasChildren()) {
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this.getQuadrants(boxedEntry).forEach((quadrant) => {
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const quadrantBox = this.children.get(quadrant);
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quadrantBox
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?.getNeighborIds(boxedEntry)
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.forEach((id) => neighbors.push(id));
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.forEach((id) => neighbors.add(id));
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});
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}
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@ -158,9 +161,9 @@ export class QuadTree {
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private realignObjects(): void {
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this.objects.forEach((boxedEntry) => {
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this.getQuadrants(boxedEntry).forEach((direction) => {
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const quadrant = this.children.get(direction);
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quadrant?.insert(boxedEntry);
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this.getQuadrants(boxedEntry).forEach((quadrant) => {
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const quadrantBox = this.children.get(quadrant);
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quadrantBox!.insert(boxedEntry);
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});
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});
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14
engine/structures/RefreshingCollisionFinderBehavior.ts
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14
engine/structures/RefreshingCollisionFinderBehavior.ts
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import type { Coord2D, Dimension2D } from "../interfaces";
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export interface BoxedEntry {
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id: string;
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dimension: Dimension2D;
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center: Coord2D;
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}
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export interface RefreshingCollisionFinderBehavior {
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public clear(): void;
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public insert(boxedEntry: BoxedEntry): void;
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public getNeighborIds(boxedEntry: BoxedEntry): Set<string>;
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public setTopLeft(topLeft: Coord2d): void;
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}
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@ -1 +1,3 @@
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export * from "./RefreshingCollisionFinderBehavior";
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export * from "./QuadTree";
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export * from "./Grid";
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@ -8,58 +8,49 @@ import {
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Forces,
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} from "../components";
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import { Game } from "../Game";
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import { PhysicsConstants } from "../config";
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import { Miscellaneous, PhysicsConstants } from "../config";
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import { Entity } from "../entities";
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import type { Coord2D, Dimension2D, Velocity2D } from "../interfaces";
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import { QuadTree, BoxedEntry } from "../structures";
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import { BoxedEntry, RefreshingCollisionFinderBehavior } from "../structures";
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export class Collision extends System {
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private static readonly COLLIDABLE_COMPONENT_NAMES = [
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ComponentNames.Collide,
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ComponentNames.TopCollidable,
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];
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private static readonly QUADTREE_MAX_LEVELS = 10;
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private static readonly QUADTREE_SPLIT_THRESHOLD = 10;
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private quadTree: QuadTree;
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private collisionFinder: RefreshingCollisionFinderBehavior;
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constructor(screenDimensions: Dimension2D) {
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constructor(refreshingCollisionFinder: RefreshingCollisionFinderBehavior) {
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super(SystemNames.Collision);
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this.quadTree = new QuadTree(
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{ x: 0, y: 0 },
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screenDimensions,
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Collision.QUADTREE_MAX_LEVELS,
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Collision.QUADTREE_SPLIT_THRESHOLD,
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);
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this.collisionFinder = refreshingCollisionFinder;
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}
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public update(_dt: number, game: Game) {
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// rebuild the quadtree
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this.quadTree.clear();
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this.collisionFinder.clear();
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const entitiesToAddToQuadtree: Entity[] = [];
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const entitiesToAddToCollisionFinder: Entity[] = [];
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Collision.COLLIDABLE_COMPONENT_NAMES.map((componentName) =>
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game.forEachEntityWithComponent(componentName, (entity) => {
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if (!entity.hasComponent(ComponentNames.BoundingBox)) {
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return;
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}
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entitiesToAddToQuadtree.push(entity);
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entitiesToAddToCollisionFinder.push(entity);
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}),
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);
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this.insertEntitiesInQuadTreeAndUpdateBounds(entitiesToAddToQuadtree);
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this.findCollidingEntitiesAndCollide(entitiesToAddToQuadtree, game);
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this.insertEntitiesAndUpdateBounds(entitiesToAddToCollisionFinder);
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this.findCollidingEntitiesAndCollide(entitiesToAddToCollisionFinder, game);
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}
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private insertEntitiesInQuadTreeAndUpdateBounds(entities: Entity[]) {
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private insertEntitiesAndUpdateBounds(entities: Entity[]) {
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const collisionFinderInsertions: BoxedEntry[] = [];
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const topLeft: Coord2D = { x: Infinity, y: Infinity };
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const bottomRight: Coord2D = { x: -Infinity, y: -Infinity };
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const quadTreeInsertions: BoxedEntry[] = [];
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entities.forEach((entity) => {
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const boundingBox = entity.getComponent<BoundingBox>(
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ComponentNames.BoundingBox,
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@ -71,21 +62,15 @@ export class Collision extends System {
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}
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const { center } = boundingBox;
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const topLeftBoundingBox = {
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x: center.x - dimension.width / 2,
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y: center.y - dimension.height / 2,
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};
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const bottomRightBoundingBox = {
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x: center.x + dimension.width / 2,
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y: center.y + dimension.height / 2,
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};
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const topLeftBoundingBox = boundingBox.getTopLeft();
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const bottomRightBoundingBox = boundingBox.getBottomRight();
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topLeft.x = Math.min(topLeftBoundingBox.x, topLeft.x);
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topLeft.y = Math.min(topLeftBoundingBox.y, topLeft.y);
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bottomRight.x = Math.max(bottomRightBoundingBox.x, bottomRight.x);
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bottomRight.y = Math.min(bottomRightBoundingBox.y, bottomRight.y);
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bottomRight.y = Math.max(bottomRightBoundingBox.y, bottomRight.y);
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quadTreeInsertions.push({
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collisionFinderInsertions.push({
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id: entity.id,
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dimension,
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center,
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@ -94,16 +79,16 @@ export class Collision extends System {
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// set bounds first
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if (entities.length > 0) {
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this.quadTree.setTopLeft(topLeft);
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this.quadTree.setDimension({
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this.collisionFinder.setTopLeft(topLeft);
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this.collisionFinder.setDimension({
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width: bottomRight.x - topLeft.x,
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height: bottomRight.y - topLeft.y,
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});
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}
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// then, begin insertions
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quadTreeInsertions.forEach((boxedEntry: BoxedEntry) =>
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this.quadTree.insert(boxedEntry),
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collisionFinderInsertions.forEach((boxedEntry: BoxedEntry) =>
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this.collisionFinder.insert(boxedEntry),
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);
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}
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@ -181,15 +166,13 @@ export class Collision extends System {
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ComponentNames.BoundingBox,
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);
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const neighborIds = this.quadTree
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.getNeighborIds({
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const neighborIds = this.collisionFinder.getNeighborIds({
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id: entity.id,
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dimension: boundingBox.dimension,
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center: boundingBox.center,
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})
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.filter((neighborId) => neighborId != entity.id);
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});
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neighborIds.forEach((neighborId) => {
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for (const neighborId of neighborIds) {
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const neighbor = game.getEntity(neighborId);
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if (!neighbor) return;
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@ -200,7 +183,7 @@ export class Collision extends System {
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if (boundingBox.isCollidingWith(neighborBoundingBox)) {
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collidingEntityIds.push([entity.id, neighborId]);
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}
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});
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}
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}
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return collidingEntityIds;
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