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p2 HeightField



var Shape = require('./Shape')
,    vec2 = require('../math/vec2')
,    shallowClone = require('../utils/Utils').shallowClone;

module.exports = Heightfield;

/**
 * Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a distance "elementWidth".
 * @class Heightfield
 * @extends Shape
 * @constructor
 * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink "Shape"}}{{/crossLink}} constructor.)
 * @param {array} [options.heights] An array of Y values that will be used to construct the terrain.
 * @param {Number} [options.minValue] Minimum value of the data points in the data array. Will be computed automatically if not given.
 * @param {Number} [options.maxValue] Maximum value.
 * @param {Number} [options.elementWidth=0.1] World spacing between the data points in X direction.
 *
 * @example
 *     // Generate some height data (y-values).
 *     var heights = [];
 *     for(var i = 0; i < 1000; i++){
 *         var y = 0.5 * Math.cos(0.2 * i);
 *         heights.push(y);
 *     }
 *
 *     // Create the heightfield shape
 *     var shape = new Heightfield({
 *         heights: heights,
 *         elementWidth: 1 // Distance between the data points in X direction
 *     });
 *     var body = new Body();
 *     body.addShape(shape);
 *     world.addBody(body);
 *
 * @todo Should use a scale property with X and Y direction instead of just elementWidth
 */
function Heightfield(options){
    options = options ? shallowClone(options) : {};

    /**
     * An array of numbers, or height values, that are spread out along the x axis.
     * @property {array} heights
     */
    this.heights = options.heights ? options.heights.slice(0) : [];

    /**
     * Max value of the heights
     * @property {number} maxValue
     */
    this.maxValue = options.maxValue || null;

    /**
     * Max value of the heights
     * @property {number} minValue
     */
    this.minValue = options.minValue || null;

    /**
     * The width of each element
     * @property {number} elementWidth
     */
    this.elementWidth = options.elementWidth !== undefined ? options.elementWidth : 0.1;

    if(options.maxValue === undefined || options.minValue === undefined){
        this.updateMaxMinValues();
    }

    options.type = Shape.HEIGHTFIELD;
    Shape.call(this, options);
}
Heightfield.prototype = new Shape();
Heightfield.prototype.constructor = Heightfield;

/**
 * Update the .minValue and the .maxValue
 * @method updateMaxMinValues
 */
Heightfield.prototype.updateMaxMinValues = function(){
    var data = this.heights;
    var maxValue = data[0];
    var minValue = data[0];
    for(var i=0; i !== data.length; i++){
        var v = data[i];
        if(v > maxValue){
            maxValue = v;
        }
        if(v < minValue){
            minValue = v;
        }
    }
    this.maxValue = maxValue;
    this.minValue = minValue;
};

/**
 * @method computeMomentOfInertia
 * @return {Number}
 */
Heightfield.prototype.computeMomentOfInertia = function(){
    return Number.MAX_VALUE;
};

Heightfield.prototype.updateBoundingRadius = function(){
    this.boundingRadius = Number.MAX_VALUE;
};

Heightfield.prototype.updateArea = function(){
    var data = this.heights,
        area = 0;
    for(var i=0; i<data.length-1; i++){
        area += (data[i]+data[i+1]) / 2 * this.elementWidth;
    }
    this.area = area;
};

var points = [
    vec2.create(),
    vec2.create(),
    vec2.create(),
    vec2.create()
];

/**
 * @method computeAABB
 * @param  {AABB}   out      The resulting AABB.
 * @param  {Array}  position
 * @param  {Number} angle
 */
Heightfield.prototype.computeAABB = function(out, position, angle){
    vec2.set(points[0], 0, this.maxValue);
    vec2.set(points[1], this.elementWidth * this.heights.length, this.maxValue);
    vec2.set(points[2], this.elementWidth * this.heights.length, this.minValue);
    vec2.set(points[3], 0, this.minValue);
    out.setFromPoints(points, position, angle);
};

/**
 * Get a line segment in the heightfield
 * @method getLineSegment
 * @param  {array} start Where to store the resulting start point
 * @param  {array} end Where to store the resulting end point
 * @param  {number} i
 */
Heightfield.prototype.getLineSegment = function(start, end, i){
    var data = this.heights;
    var width = this.elementWidth;
    vec2.set(start, i * width, data[i]);
    vec2.set(end, (i + 1) * width, data[i + 1]);
};

Heightfield.prototype.getSegmentIndex = function(position){
    return Math.floor(position[0] / this.elementWidth);
};

Heightfield.prototype.getClampedSegmentIndex = function(position){
    var i = this.getSegmentIndex(position);
    i = Math.min(this.heights.length, Math.max(i, 0)); // clamp
    return i;
};

var intersectHeightfield_worldNormal = vec2.create();
var intersectHeightfield_l0 = vec2.create();
var intersectHeightfield_l1 = vec2.create();
var intersectHeightfield_localFrom = vec2.create();
var intersectHeightfield_localTo = vec2.create();

/**
 * @method raycast
 * @param  {RayResult} result
 * @param  {Ray} ray
 * @param  {array} position
 * @param  {number} angle
 */
Heightfield.prototype.raycast = function(result, ray, position, angle){
    var from = ray.from;
    var to = ray.to;

    var worldNormal = intersectHeightfield_worldNormal;
    var l0 = intersectHeightfield_l0;
    var l1 = intersectHeightfield_l1;
    var localFrom = intersectHeightfield_localFrom;
    var localTo = intersectHeightfield_localTo;

    // get local ray start and end
    vec2.toLocalFrame(localFrom, from, position, angle);
    vec2.toLocalFrame(localTo, to, position, angle);

    // Get the segment range
    var i0 = this.getClampedSegmentIndex(localFrom);
    var i1 = this.getClampedSegmentIndex(localTo);
    if(i0 > i1){
        var tmp = i0;
        i0 = i1;
        i1 = tmp;
    }

    // The segments
    for(var i=0; i<this.heights.length - 1; i++){
        this.getLineSegment(l0, l1, i);
        var t = vec2.getLineSegmentsIntersectionFraction(localFrom, localTo, l0, l1);
        if(t >= 0){
            vec2.subtract(worldNormal, l1, l0);
            vec2.rotate(worldNormal, worldNormal, angle + Math.PI / 2);
            vec2.normalize(worldNormal, worldNormal);
            ray.reportIntersection(result, t, worldNormal, -1);
            if(result.shouldStop(ray)){
                return;
            }
        }
    }
};

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