All physics projections added.

This commit is contained in:
Richard Davey
2013-08-11 19:02:10 +01:00
parent c2d7fb7fab
commit 7aa82a1cb0
36 changed files with 5811 additions and 874 deletions
+19
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@@ -0,0 +1,19 @@
var Shapes;
(function (Shapes) {
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
})(Shapes || (Shapes = {}));
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
+128
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@@ -0,0 +1,128 @@
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class AABB22Deg {
public static CollideS(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
var signx = t.signx;
var signy = t.signy;
//first we need to check to make sure we're colliding with the slope at all
var py = obj.pos.y - (signy * obj.yw);
var penY = t.pos.y - py;//this is the vector from the innermost point on the box to the highest point on
//the tile; if it is positive, this means the box is above the tile and
//no collision is occuring
if (0 < (penY * signy))
{
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
var aY = Math.abs(penY);
if (lenP < lenN)
{
if (aY < lenP)
{
obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
return Phaser.Physics.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
}
else
{
if (aY < lenN)
{
obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
return Phaser.Physics.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
}
}
//if we've reached this point, no collision has occured
return Phaser.Physics.AABB.COL_NONE;
}
public static CollideB(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN)
{
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
else
{
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
}
}
}
+19
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@@ -0,0 +1,19 @@
var Shapes;
(function (Shapes) {
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
})(Shapes || (Shapes = {}));
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
+54
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@@ -0,0 +1,54 @@
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class AABB45Deg {
public static Collide(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx * obj.xw)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy * obj.yw)) - t.pos.y;//point on the AABB, relative to the tile center
var sx = t.sx;
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN)
{
//project along axis
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
else
{
//project along slope
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
}
}
}
+19
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@@ -0,0 +1,19 @@
var Shapes;
(function (Shapes) {
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
})(Shapes || (Shapes = {}));
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
+124
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@@ -0,0 +1,124 @@
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class AABB67Deg {
public static CollideS(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
var signx = t.signx;
var signy = t.signy;
var px = obj.pos.x - (signx * obj.xw);
var penX = t.pos.x - px;
if (0 < (penX * signx))
{
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need to project it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
var aX = Math.abs(penX);
if (lenP < lenN)
{
if (aX < lenP)
{
obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, t);
return Phaser.Physics.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
}
else
{
if (aX < lenN)
{
obj.reportCollisionVsWorld(penX, 0, penX / aX, 0, t);
return Phaser.Physics.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
}
}
//if we've reached this point, no collision has occured
return Phaser.Physics.AABB.COL_NONE;
}
public static CollideB(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN)
{
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
else
{
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
}
}
}
+2 -2
View File
@@ -30,7 +30,7 @@ var Phaser;
var lenP = Math.sqrt(x * x + y * y);
if (lenP < pen) {
//it's shorter to move along axis directions
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
} else {
@@ -38,7 +38,7 @@ var Phaser;
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
+2 -2
View File
@@ -34,7 +34,7 @@ module Phaser.Physics.Projection {
if (lenP < pen)
{
//it's shorter to move along axis directions
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
@@ -44,7 +44,7 @@ module Phaser.Physics.Projection {
ox /= len;//len should never be 0, since if it IS 0, rad should be > than len
oy /= len;//and we should never reach here
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
+2 -2
View File
@@ -27,14 +27,14 @@ var Phaser;
if (((signx * ox) < 0) || ((signy * oy) < 0)) {
//the test corner is "outside" the 1/4 of the circle we're interested in
var lenP = Math.sqrt(x * x + y * y);
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
} else if (0 < pen) {
//project along corner->circle vector
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
+2 -2
View File
@@ -29,7 +29,7 @@ module Phaser.Physics.Projection {
{
//the test corner is "outside" the 1/4 of the circle we're interested in
var lenP = Math.sqrt(x * x + y * y);
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;//we need to report
}
@@ -38,7 +38,7 @@ module Phaser.Physics.Projection {
//project along corner->circle vector
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
+1 -1
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@@ -12,7 +12,7 @@ var Phaser;
AABBFull.Collide = function (x, y, obj, t) {
var l = Math.sqrt(x * x + y * y);
obj.ReportCollisionVsWorld(x, y, x / l, y / l, t);
obj.reportCollisionVsWorld(x, y, x / l, y / l, t);
return Phaser.Physics.AABB.COL_AXIS;
};
+1 -1
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@@ -12,7 +12,7 @@ module Phaser.Physics.Projection {
var l = Math.sqrt(x * x + y * y);
obj.ReportCollisionVsWorld(x, y, x / l, y / l, t);
obj.reportCollisionVsWorld(x, y, x / l, y / l, t);
return Phaser.Physics.AABB.COL_AXIS;
+19
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@@ -0,0 +1,19 @@
var Shapes;
(function (Shapes) {
var Point = Shapes.Point = (function () {
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.getDist = function () {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
};
Point.origin = new Point(0, 0);
return Point;
})();
})(Shapes || (Shapes = {}));
var p = new Shapes.Point(3, 4);
var dist = p.getDist();
+60
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@@ -0,0 +1,60 @@
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class AABBHalf {
public static Collide(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
//calculate the projection vector for the half-edge, and then
//(if collision is occuring) pick the minimum
var sx = t.signx;
var sy = t.signy;
var ox = (obj.pos.x - (sx * obj.xw)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (sy * obj.yw)) - t.pos.y;//point on the AABB, relative to the tile center
//we perform operations analogous to the 45deg tile, except we're using
//an axis-aligned slope instead of an angled one..
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if (dp < 0)
{
//collision; project delta onto slope and use this to displace the object
sx *= -dp;//(sx,sy) is now the projection vector
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if (lenP < lenN)
{
//project along axis; note that we're assuming that this tile is horizontal OR vertical
//relative to the AABB's current tile, and not diagonal OR the current tile.
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
else
{
//note that we could use -= instead of -dp
obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
}
}
}