凸形上的 JavaScript 墙碰撞,卡在角落 [英] JavaScript wall collision on convex shapes, getting stuck at corner

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本文介绍了凸形上的 JavaScript 墙碰撞,卡在角落的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

这是另一个问题的后续:如何处理玩家与墙角的碰撞

this is a follow up to this other question: How do I handle player collision with corners of a wall

受到其答案中给出的代码的启发,我尝试编写一些新代码.

In inspiration of the code given in its answer, I tried to write some new code.

基本上,在原版中,墙壁滑动在墙壁内侧效果很好,但我想让它也适用于外侧,所以我根据他的技术制作了一个新的基本代码引擎:

Basically, in the original, the wall sliding works very well on the inside of the walls, but I wanted to make it work on the outside as well, so I made a new basic code engine, based on his technique:

var aD =[]
var r
function start() {
	r = new CanvasRenderer(can),
		my = new scene();
	window.my = my
	eventHandler();
	my.add(new mesh({
		verts: [
			0,   0,
			100, 15,
			115, 60,
			50, 100,
			20, 75,2,8
		],
		position: {
			x: 100,
			y:100
		},
		scale: {

			x:4,y:5
		},
		color:"orange",
		onupdate(me) {
		//	me.position.x++
		}
	}));
	var g = false
	my.add(new mesh({
		primitive:"rect",
		name: "player",
		scale: {
			x: 50,
			y:50
		},
		position: {
			x: 311,
			y:75
		},
		origin: {
			x:0.5,
			y:0.5
		},
		onupdate(me) {
			var upKey = keys[38],
				downKey = keys[40],
				rightKey = keys[39],
				leftKey = keys[37],
				drx  = 0,
				dx = 0,
				speed = 5,
				turningSpeed = 3
			
			drx = leftKey ? -1 : rightKey ? 1 : 0
			forward = upKey ? 1 : downKey ? -1 : 0

			me.rotation.x += (
				(drx * Math.PI / 180 * turningSpeed )
			)
			me.rotation.y = 1;

			var xDir = Math.cos(me.rotation.x)
			var yDir = Math.sin(me.rotation.x)
			
			me.position.x += xDir  * forward * speed
			me.position.y += yDir * forward * speed

			for(var i = 0; i < my.objects.length; i++) {
				let cur = my.objects[i];
				if(cur.name !== me.name) {
					cur.lineSegments.forEach(l => {
						var col = checkCollision(
							me.position.x,
							me.position.y,
							me.scale.x/2,
							l
						)
						
						if(col) {
		
							me.position.y=col.y
							me.position.x = col.x
						}
					 });
				}
			}


		
			
		}

	}));
	
	let i = setInterval(() => render(r, my), 16);
	r.on("resize", () => render(r, my));

}

function checkCollision(x1, y1, rad,l) {
		var dist = distance2(
							l.start[0],
							l.start[1],
							
							l.end[0],
							l.end[1]
						),
							vec1 = [
								x1 - l.start[0],
								y1 - l.start[1]
							],

							vec2 = [
								l.end[0] - l.start[0],
								l.end[1] - l.start[1]
							],

							percentOfWall = (
								Math.max(
									0,
									Math.min(
										1, 
										dot(
											vec1[0],
											vec1[1],

											vec2[0],
											vec2[1]
										) / dist
									)
								)
							),
							projection = [
								l.start[0] + percentOfWall * vec2[0],
								l.start[1] + percentOfWall * vec2[1],
							],
							acDist = Math.sqrt(distance2(
								x1, y1,
								projection[0], projection[1]
							))
aD.push( () => {
						r.ctx.beginPath()
						r.ctx.fillStyle="green"
						r.ctx.arc(projection[0], projection[1], 5, 0, Math.PI*2);
						r.ctx.fill()
						r.ctx.closePath();
						})

					
					if(acDist < rad) {
						var mag = Math.sqrt(dist),
							delt = [
							l.end[0] - l.start[0],
							l.end[1] - l.start[1]
						],
							normal = [
							delt[0] / mag,
							delt[1] / mag
						]
						
						return {
						
							x: projection[0] + 

							rad * (normal[1] ),
						
							 y:projection[1] + 
							rad* (-normal[0] ),
							projection,
							normal
						}
					}

					
}


function dot(x1, y1, x2, y2) {
	return (
		x1 * x2 + y1 * y2
	)
}

function distance2(x1, y1, x2, y2) {
	let dx = (x1 - x2), dy = (y1 - y2);
	return (
		dx * dx + dy * dy
	);
}

function render(r,s) {
//r.ctx.clearRect(0,0,r.ctx.canvas.width,r.ctx.canvas.height)
	s.update();
	r.render(s)
	aD.forEach(x=>x());
	aD = []
}

onload = start;

function eventHandler() {
	window.keys = {};
	addEventListener("keyup" , e=> {
		keys[e.keyCode] = false;
			
	});

	addEventListener("keydown" , e=> {
		keys[e.keyCode] = true;
	});
}

function CanvasRenderer(dom) {
	if(!dom) dom = document.createElement("canvas");
	
	var events = {}, self = this;
	function rsz() {
		dom.width = dom.clientWidth;
		dom.height = dom.clientHeight;
		self.dispatchEvent("resize");
	}
	
	window.addEventListener("resize", rsz);	

	let ctx = dom.getContext("2d");

	function render(scene) {
		ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
		for(let i = 0; i < scene.objects.length; i++) {
			let o = scene.objects[i],
				verts = o.realVerts;

			
			ctx.beginPath();
			ctx.moveTo(
				verts[0] , 

				verts[1]
			);
			verts.forEach((v, i, ar) => {
				let y = i;
				


				ctx.lineTo(
					v[0] , 

					v[1]
				);
				
			});
			ctx.lineTo(
				verts[0],
				verts[1] 
			);
			ctx.fillStyle = o.color || "blue";
			ctx.lineWidth = 1;
			ctx.fill()
			ctx.stroke();
			ctx.closePath();
		}
	}

	Object.defineProperties(this, {
		domElement: {
			get: () => dom
		},	
		ctx: {
			get: () => ctx
		},
		render: {
			get: () => render
		},
		on: {
			get: () => (nm, cb) => {
				if(!events[nm]) {
					events[nm] = [];
				}
				events[nm].push(data => {
					if(typeof cb == "function") {
						cb(data);
					}
				});
			}		
		},
		dispatchEvent: {
			get: () => (name, data) => {
				if(events[name]) {
					events[name].forEach(x => {
						x(data);
					});
				}
			}
		}
	});
	
	rsz();

}

function scene() {
	let objects = [];
	Object.defineProperties(this, {
		add: {
			get: () => obj => {
				objects.push(obj);
			}
		},
		objects: {
			get: () => objects
		},
		update: {
			get: () => () => {				
				objects.forEach(x => {
					if(typeof x.update == "function") {
						x.update();
					}
				});
				
			}
		}
	});
}

function mesh(data={}) {
	let verts = [],
		self = this,
		holder = {
			position:{},
			scale: {
				
			},
			rotation: {},
			origin:{}
		},
		actual = {
	
		},
		position = {},
		scale = {},
		rotation = {},
		origin = {},
		color,
		name,
		primitive,
		eventNames = "update",
		events = {},
		drawPrimitive = {
			circle(ctx) {
				ctx.beginPath();
				ctx.arc(
					self.position.x,
					self.position.y,
					5, 
					0,
					360 * Math.PI / 180
				);
				ctx.closePath();
			},
			rect(ctx) {
				ctx.strokeRect(
					self.position.x,
					self.position.y,
					30, 30
				);
			}
		},
		width = 1,
		height = 1,
		primitiveToVerts = {
			rect: () =>  [
					0, 0,
					width , 0,
					width, height,
					0, height
			]
		},
		realVerts = verts,
		lineSegments = [],
		o = this;
	
	function updateRealVerts() {
			
			let  actualVerts = [],
				originedVerts = [],
				adjustedVerts = [],
				rotatedVerts = [],
				stepSize = o.step || 2,
				curVerts = [];
			
			o.verts.forEach((v, i) => {
				curVerts.push(v);
				if(
					(i - 1) % stepSize === 0 &&
					i !== 0
				) {
					actualVerts.push(curVerts);
					curVerts = [];
				}
			});
			actualVerts = actualVerts.filter(x => x.length == stepSize);
			
			originedVerts = actualVerts.map(v => [
				v[0] - o.origin.x,
				v[1] - o.origin.y,
				v[2] - o.origin.z
			]);
	
			rotatedVerts = originedVerts.map(v => 
				[

					v[0] * Math.cos(o.rotation.x) - 
					v[1] * Math.sin(o.rotation.x),

					v[0] * Math.sin(o.rotation.x) + 
					v[1] *Math.cos(o.rotation.x),
v[2]
				]
			);

			adjustedVerts = rotatedVerts.map(v => 
				[
					v[0] * 
					o.scale.x + 
					o.position.x,
	
					v[1] * 
					o.scale.y + 
					o.position.y,

					v[2] * 
					o.scale.z + 
					o.position.z,
				]
			);

			realVerts = adjustedVerts;
			updateLineSegments();
	}	

	function updateLineSegments() {
				let lines = [];
				for(let i = 0, a = realVerts; i < a.length;i++) {
					let start = [], end = []
					if(i < a.length - 1) {
						start = a[i];
						end = a[i + 1];
					} else {
						start = a[i];
						end = a[0];
					}

					lines.push({
						start, end
					})
				}
				lineSegments = lines;
	}
	Object.defineProperties(position, {
		x: {
			get: () => holder.position.x || 0,
			set: v => holder.position.x = v
		},
		y: {
			get: () => holder.position.y || 0,
			set: v => holder.position.y = v
		},
		z: {
			get: () => holder.position.z || 0,
			set: v => holder.position.z = v
		}
	});

	Object.defineProperties(scale, {
		x: {
			get: () => holder.scale.x || 1,
			set: v => holder.scale.x = v
		},
		y: {
			get: () => holder.scale.y || 1,
			set: v => holder.scale.y = v
		},
		z: {
			get: () => holder.scale.z || 1,
			set: v => holder.scale.z = v
		}
	});

	Object.defineProperties(rotation, {
		x: {
			get: () => holder.rotation.x || 0,
			set: v => holder.rotation.x = v
		},
		y: {
			get: () => holder.rotation.y || 0,
			set: v => holder.rotation.y = v
		},
		z: {
			get: () => holder.rotation.z || 0,
			set: v => holder.rotation.z = v
		}
	});

	Object.defineProperties(origin, {
		x: {
			get: () => holder.origin.x || 0,
			set: v => holder.origin.x = v
		},
		y: {
			get: () => holder.origin.y || 0,
			set: v => holder.origin.y = v
		},
		z: {
			get: () => holder.origin.z || 0,
			set: v => holder.origin.z = v
		}
	});
	

	Object.defineProperties(this, {
		verts: {
			get: ()=>verts,
			set(v) {
				verts = v
			}
		},
		name: {
			get: ()=>name,
			set(v) {
				name = v
			}
		},
		primitive: {
			get: ()=>primitive,
			set(v) {
				primitive = v;
				let newVerts = primitiveToVerts[v];
				if(newVerts) {
					this.verts = newVerts();
				}
			}
		},
		width: {
			get: ()=>width,
			set(v) {
				width = v
			}
		},
		height: {
			get: ()=>height,
			set(v) {
				height = v
			}
		},
		position: {
			get: () => position,
			set: v => {
				position.x = v.x || 0;
				position.y = v.y || 0;
				position.z = v.z || 0;
			}
		},
		scale: {
			get: () => scale,
			set: v => {
				scale.x = v.x || v.x === 0 ? v.x : 1;
				scale.y = v.y  || v.y === 0 ? v.y : 1;
				scale.z = v.z  || v.z === 0 ? v.z : 1;
			}
		},
		rotation: {
			get: () => rotation,
			set: v => {
				rotation.x = v.x || 0;
				rotation.y = v.y || 0;
				rotation.z = v.z || 0;
			}
		},
		origin: {
			get: () => origin,
			set: v => {
				origin.x = v.x || 0;
				origin.y = v.y || 0;
				origin.z = v.z || 0;
			}
		},
		color: {
			get: () => color,
			set: v => {
				color = v;
			}
		},
		realVerts: {
			get: () => realVerts
		},
		lineSegments: {
			get: () => lineSegments
		},
		update: {
			get: () => () => {
				if(events["update"]) {
					events.update.forEach(x => {
						updateRealVerts();
						x(this);
					});
				}
			}
		},
		on: {
			get: () => (nm, fnc) => {
				if(!events[nm]) events[nm] = [];
				events[nm].push(stuff => {
					if(typeof fnc == "function") {
						fnc(stuff);
					}
				});
			}
		}
	});

	eventNames.split(" ").forEach(x => {
		var name = "on" + x;
		if(!this.hasOwnProperty(name)) {
			Object.defineProperty(this, name, {
				get: () => events[name],
				set(v) {
					events[x] = [
						data => {
							typeof v == "function" && v(data)
						}
					];
				}
			});
		}
	});

	for(let k in data) {
		this[k] = data[k]
	}

	updateRealVerts();

}

canvas{
	width:100%;
	height:100%;
	position:absolute;
	top:0;	
	left:0px
}

.wow{
	float:right;
	z-index:1298737198
}

<meta charset="utf-8">
<button onclick="start()" class=wow>ok</button>
<canvas id=can>

</canvas>

有关碰撞检测实现调用(以及那里的函数的返回值),请参见第 71 行.

See line 71 for the collision detection implementation call (and the return value of the function there).

问题是,正如您希望看到的(只需全屏显示并使用箭头键移动,尝试与角落处的橙色网格碰撞)它可以很好地滑动,但是当它到达角落时,它会卡在

The problem is, as you can hopefully see (just fullscreen it and use arrow keys to move, try colliding with the orange mesh at the corners) that it slides fine, but when it gets to the corners, it gets stuck at them.

任何想法如何解决这个问题——不使用任何类型的外部库等(只有代码片段中可用的内容)?

Any ideas how to fix this -- without using any kind of external libraries etc. (only what's available in the snippet)?

推荐答案

我想说只是检查一下你是否在角落里 - 当 percentOfWall 正好是 0 时丢弃案例代码> 或正好 1

I would say just check that you are not in the corner - discard cases when percentOfWall is either exactly 0 or exactly 1

EDIT:为了解决评论中提到的问题,我必须解释为什么你的实现被卡住了.它计算了所有墙壁的穿透力,并通过该穿透量减少了位置变化.拐角处,物体同时撞到了两边,被两边同时排斥住了.

EDIT: to address the corners mentioned in the comments I have to explain why your implementation got stuck. It calculated penetration with all the walls and decreased position change by this penetration amount. In the corner, the object collided with both edges at once, and being repulsed from both at once stopped moving.

正如您正确地注意到的那样,您的方块在角落里进入障碍物内一帧,然后在随后的帧上被推出.

As you rightly noticed, in the corners your square gets inside the obstacle for one frame and then is pushed out on the consequent frame.

然而,替代解决方案更复杂且更难调试,但这里有几个选项的草图:

Alternative solutions, however, are more complicated and harder to debug, but here is a sketch for a couple of options:

  • 将碰撞限制为一次只从一面墙排斥,并尽早退出您的 forEach 循环.这是一个简单的解决方案,适用于这个特定示例,但不适用于一般情况,例如在拐角处,当您需要与 2 堵墙发生碰撞以防止您朝两个方向前进时.
  • 在每个角落添加一个小圆圈并与其碰撞以避免进入.法线是沿着圆心和接触点之间的线.这会平滑拐角处的法线不连续性,并且始终存在一条法线,物体沿着该法线被排斥,从一个部分到另一部分不断变化.
  • Limit the collisions to repulse from only one wall at a time and early exit your forEach loop. This is a simple solution which will work in this particular example but won't work in the general case, for example in the corner when you need to collide with 2 walls preventing you to go in both directions.
  • Add a tiny circle in each of the corners and collide with it to avoid going inside. The normal is along the line between the center of the circle and the point of contact. That smooths the normal discontinuity you have in the corners and there is always a single normal along which the object is repulsed, continuously changing from one segment to the other.

将推"指向障碍物的每个部分(这就是您要问的)不会阻止在拐角处停止(这正是您关心的点),两堵墙都会与您的对象和外部"将在相反的方向.所以它会像以前一样卡住,原因完全相同 - 法线将不连续.

Directing the "push" to outside each segment of the obstacle (which is what you are asking) wouldn't prevent stopping as on the corner (which is exactly the point you are concerned with), both walls will collide with your object and "outside" will be in the opposite directions. So it'll get stuck the same way as before and for exact same reason - normals will be not continuous.

希望能帮到你

var aD =[]
var r
function start() {
	r = new CanvasRenderer(can),
		my = new scene();
	window.my = my
	eventHandler();
	my.add(new mesh({
		verts: [
			0,   0,
			100, 15,
			115, 60,
			50, 100,
			20, 75,2,8
		],
		position: {
			x: 100,
			y:100
		},
		scale: {

			x:4,y:5
		},
		color:"orange",
		onupdate(me) {
		//	me.position.x++
		}
	}));
	var g = false
	my.add(new mesh({
		primitive:"rect",
		name: "player",
		scale: {
			x: 50,
			y:50
		},
		position: {
			x: 311,
			y:75
		},
		origin: {
			x:0.5,
			y:0.5
		},
		onupdate(me) {
			var upKey = keys[38],
				downKey = keys[40],
				rightKey = keys[39],
				leftKey = keys[37],
				drx  = 0,
				dx = 0,
				speed = 5,
				turningSpeed = 3
			
			drx = leftKey ? -1 : rightKey ? 1 : 0
			forward = upKey ? 1 : downKey ? -1 : 0

			me.rotation.x += (
				(drx * Math.PI / 180 * turningSpeed )
			)
			me.rotation.y = 1;

			var xDir = Math.cos(me.rotation.x)
			var yDir = Math.sin(me.rotation.x)
			
			me.position.x += xDir  * forward * speed
			me.position.y += yDir * forward * speed

			for(var i = 0; i < my.objects.length; i++) {
				let cur = my.objects[i];
				if(cur.name !== me.name) {
					cur.lineSegments.forEach(l => {
						var col = checkCollision(
							me.position.x,
							me.position.y,
							me.scale.x/2,
							l
						)
						
						if(col) {
							me.position.y=col.y
							me.position.x = col.x
						}
					 });
				}
			}


		
			
		}

	}));
	
	let i = setInterval(() => render(r, my), 16);
	r.on("resize", () => render(r, my));

}

function checkCollision(x1, y1, rad,l) {
		var dist = distance2(
							l.start[0],
							l.start[1],
							
							l.end[0],
							l.end[1]
						),
							vec1 = [
								x1 - l.start[0],
								y1 - l.start[1]
							],

							vec2 = [
								l.end[0] - l.start[0],
								l.end[1] - l.start[1]
							],

							percentOfWall = (
								Math.max(
									0,
									Math.min(
										1, 
										dot(
											vec1[0],
											vec1[1],

											vec2[0],
											vec2[1]
										) / dist
									)
								)
							),
							projection = [
								l.start[0] + percentOfWall * vec2[0],
								l.start[1] + percentOfWall * vec2[1],
							],
							acDist = Math.sqrt(distance2(
								x1, y1,
								projection[0], projection[1]
							))
aD.push( () => {
						r.ctx.beginPath()
						r.ctx.fillStyle="green"
						r.ctx.arc(projection[0], projection[1], 5, 0, Math.PI*2);
						r.ctx.fill()
						r.ctx.closePath();
						})

					
					if(acDist < rad && percentOfWall > 0 && percentOfWall < 1) {
						var mag = Math.sqrt(dist),
							delt = [
							l.end[0] - l.start[0],
							l.end[1] - l.start[1]
						],
							normal = [
							delt[0] / mag,
							delt[1] / mag
						]
						
						return {
						
							x: projection[0] + 

							rad * (normal[1] ),
						
							 y:projection[1] + 
							rad* (-normal[0] ),
							projection,
							normal
						}
					}

					
}


function dot(x1, y1, x2, y2) {
	return (
		x1 * x2 + y1 * y2
	)
}

function distance2(x1, y1, x2, y2) {
	let dx = (x1 - x2), dy = (y1 - y2);
	return (
		dx * dx + dy * dy
	);
}

function render(r,s) {
//r.ctx.clearRect(0,0,r.ctx.canvas.width,r.ctx.canvas.height)
	s.update();
	r.render(s)
	aD.forEach(x=>x());
	aD = []
}

onload = start;

function eventHandler() {
	window.keys = {};
	addEventListener("keyup" , e=> {
		keys[e.keyCode] = false;
			
	});

	addEventListener("keydown" , e=> {
		keys[e.keyCode] = true;
	});
}

function CanvasRenderer(dom) {
	if(!dom) dom = document.createElement("canvas");
	
	var events = {}, self = this;
	function rsz() {
		dom.width = dom.clientWidth;
		dom.height = dom.clientHeight;
		self.dispatchEvent("resize");
	}
	
	window.addEventListener("resize", rsz);	

	let ctx = dom.getContext("2d");

	function render(scene) {
		ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
		for(let i = 0; i < scene.objects.length; i++) {
			let o = scene.objects[i],
				verts = o.realVerts;

			
			ctx.beginPath();
			ctx.moveTo(
				verts[0] , 

				verts[1]
			);
			verts.forEach((v, i, ar) => {
				let y = i;
				


				ctx.lineTo(
					v[0] , 

					v[1]
				);
				
			});
			ctx.lineTo(
				verts[0],
				verts[1] 
			);
			ctx.fillStyle = o.color || "blue";
			ctx.lineWidth = 1;
			ctx.fill()
			ctx.stroke();
			ctx.closePath();
		}
	}

	Object.defineProperties(this, {
		domElement: {
			get: () => dom
		},	
		ctx: {
			get: () => ctx
		},
		render: {
			get: () => render
		},
		on: {
			get: () => (nm, cb) => {
				if(!events[nm]) {
					events[nm] = [];
				}
				events[nm].push(data => {
					if(typeof cb == "function") {
						cb(data);
					}
				});
			}		
		},
		dispatchEvent: {
			get: () => (name, data) => {
				if(events[name]) {
					events[name].forEach(x => {
						x(data);
					});
				}
			}
		}
	});
	
	rsz();

}

function scene() {
	let objects = [];
	Object.defineProperties(this, {
		add: {
			get: () => obj => {
				objects.push(obj);
			}
		},
		objects: {
			get: () => objects
		},
		update: {
			get: () => () => {				
				objects.forEach(x => {
					if(typeof x.update == "function") {
						x.update();
					}
				});
				
			}
		}
	});
}

function mesh(data={}) {
	let verts = [],
		self = this,
		holder = {
			position:{},
			scale: {
				
			},
			rotation: {},
			origin:{}
		},
		actual = {
	
		},
		position = {},
		scale = {},
		rotation = {},
		origin = {},
		color,
		name,
		primitive,
		eventNames = "update",
		events = {},
		drawPrimitive = {
			circle(ctx) {
				ctx.beginPath();
				ctx.arc(
					self.position.x,
					self.position.y,
					5, 
					0,
					360 * Math.PI / 180
				);
				ctx.closePath();
			},
			rect(ctx) {
				ctx.strokeRect(
					self.position.x,
					self.position.y,
					30, 30
				);
			}
		},
		width = 1,
		height = 1,
		primitiveToVerts = {
			rect: () =>  [
					0, 0,
					width , 0,
					width, height,
					0, height
			]
		},
		realVerts = verts,
		lineSegments = [],
		o = this;
	
	function updateRealVerts() {
			
			let  actualVerts = [],
				originedVerts = [],
				adjustedVerts = [],
				rotatedVerts = [],
				stepSize = o.step || 2,
				curVerts = [];
			
			o.verts.forEach((v, i) => {
				curVerts.push(v);
				if(
					(i - 1) % stepSize === 0 &&
					i !== 0
				) {
					actualVerts.push(curVerts);
					curVerts = [];
				}
			});
			actualVerts = actualVerts.filter(x => x.length == stepSize);
			
			originedVerts = actualVerts.map(v => [
				v[0] - o.origin.x,
				v[1] - o.origin.y,
				v[2] - o.origin.z
			]);
	
			rotatedVerts = originedVerts.map(v => 
				[

					v[0] * Math.cos(o.rotation.x) - 
					v[1] * Math.sin(o.rotation.x),

					v[0] * Math.sin(o.rotation.x) + 
					v[1] *Math.cos(o.rotation.x),
v[2]
				]
			);

			adjustedVerts = rotatedVerts.map(v => 
				[
					v[0] * 
					o.scale.x + 
					o.position.x,
	
					v[1] * 
					o.scale.y + 
					o.position.y,

					v[2] * 
					o.scale.z + 
					o.position.z,
				]
			);

			realVerts = adjustedVerts;
			updateLineSegments();
	}	

	function updateLineSegments() {
				let lines = [];
				for(let i = 0, a = realVerts; i < a.length;i++) {
					let start = [], end = []
					if(i < a.length - 1) {
						start = a[i];
						end = a[i + 1];
					} else {
						start = a[i];
						end = a[0];
					}

					lines.push({
						start, end
					})
				}
				lineSegments = lines;
	}
	Object.defineProperties(position, {
		x: {
			get: () => holder.position.x || 0,
			set: v => holder.position.x = v
		},
		y: {
			get: () => holder.position.y || 0,
			set: v => holder.position.y = v
		},
		z: {
			get: () => holder.position.z || 0,
			set: v => holder.position.z = v
		}
	});

	Object.defineProperties(scale, {
		x: {
			get: () => holder.scale.x || 1,
			set: v => holder.scale.x = v
		},
		y: {
			get: () => holder.scale.y || 1,
			set: v => holder.scale.y = v
		},
		z: {
			get: () => holder.scale.z || 1,
			set: v => holder.scale.z = v
		}
	});

	Object.defineProperties(rotation, {
		x: {
			get: () => holder.rotation.x || 0,
			set: v => holder.rotation.x = v
		},
		y: {
			get: () => holder.rotation.y || 0,
			set: v => holder.rotation.y = v
		},
		z: {
			get: () => holder.rotation.z || 0,
			set: v => holder.rotation.z = v
		}
	});

	Object.defineProperties(origin, {
		x: {
			get: () => holder.origin.x || 0,
			set: v => holder.origin.x = v
		},
		y: {
			get: () => holder.origin.y || 0,
			set: v => holder.origin.y = v
		},
		z: {
			get: () => holder.origin.z || 0,
			set: v => holder.origin.z = v
		}
	});
	

	Object.defineProperties(this, {
		verts: {
			get: ()=>verts,
			set(v) {
				verts = v
			}
		},
		name: {
			get: ()=>name,
			set(v) {
				name = v
			}
		},
		primitive: {
			get: ()=>primitive,
			set(v) {
				primitive = v;
				let newVerts = primitiveToVerts[v];
				if(newVerts) {
					this.verts = newVerts();
				}
			}
		},
		width: {
			get: ()=>width,
			set(v) {
				width = v
			}
		},
		height: {
			get: ()=>height,
			set(v) {
				height = v
			}
		},
		position: {
			get: () => position,
			set: v => {
				position.x = v.x || 0;
				position.y = v.y || 0;
				position.z = v.z || 0;
			}
		},
		scale: {
			get: () => scale,
			set: v => {
				scale.x = v.x || v.x === 0 ? v.x : 1;
				scale.y = v.y  || v.y === 0 ? v.y : 1;
				scale.z = v.z  || v.z === 0 ? v.z : 1;
			}
		},
		rotation: {
			get: () => rotation,
			set: v => {
				rotation.x = v.x || 0;
				rotation.y = v.y || 0;
				rotation.z = v.z || 0;
			}
		},
		origin: {
			get: () => origin,
			set: v => {
				origin.x = v.x || 0;
				origin.y = v.y || 0;
				origin.z = v.z || 0;
			}
		},
		color: {
			get: () => color,
			set: v => {
				color = v;
			}
		},
		realVerts: {
			get: () => realVerts
		},
		lineSegments: {
			get: () => lineSegments
		},
		update: {
			get: () => () => {
				if(events["update"]) {
					events.update.forEach(x => {
						updateRealVerts();
						x(this);
					});
				}
			}
		},
		on: {
			get: () => (nm, fnc) => {
				if(!events[nm]) events[nm] = [];
				events[nm].push(stuff => {
					if(typeof fnc == "function") {
						fnc(stuff);
					}
				});
			}
		}
	});

	eventNames.split(" ").forEach(x => {
		var name = "on" + x;
		if(!this.hasOwnProperty(name)) {
			Object.defineProperty(this, name, {
				get: () => events[name],
				set(v) {
					events[x] = [
						data => {
							typeof v == "function" && v(data)
						}
					];
				}
			});
		}
	});

	for(let k in data) {
		this[k] = data[k]
	}

	updateRealVerts();

}

canvas{
	width:100%;
	height:100%;
	position:absolute;
	top:0;	
	left:0px
}

.wow{
	float:right;
	z-index:1298737198
}

<meta charset="utf-8">
<button onclick="start()" class=wow>ok</button>
<canvas id=can>

</canvas>

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