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All physics projections added.
This commit is contained in:
@@ -0,0 +1,19 @@
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var Shapes;
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(function (Shapes) {
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var Point = Shapes.Point = (function () {
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function Point(x, y) {
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this.x = x;
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this.y = y;
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}
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Point.prototype.getDist = function () {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
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};
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Point.origin = new Point(0, 0);
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return Point;
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})();
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})(Shapes || (Shapes = {}));
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var p = new Shapes.Point(3, 4);
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var dist = p.getDist();
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@@ -0,0 +1,597 @@
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/// <reference path="../../_definitions.ts" />
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/**
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* Phaser - Physics - Projection
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*/
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module Phaser.Physics.Projection {
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export class Circle22Deg {
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public static CollideS(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
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//if the object is in a cell pointed at by signy, no collision will ever occur
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//otherwise,
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//
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//if we're colliding diagonally:
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// -collide vs. the appropriate vertex
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//if obj is in this tile: collide vs slope or vertex
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//if obj is horiz neighb in direction of slope: collide vs. slope or vertex
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//if obj is horiz neighb against the slope:
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// if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
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// else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert)
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//if obj is vert neighb against direction of slope: collide vs. face
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var signx = t.signx;
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var signy = t.signy;
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if (0 < (signy * oV))
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{
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//object will never collide vs tile, it can't reach that far
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return Phaser.Physics.Circle.COL_NONE;
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}
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else if (oH == 0)
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{
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if (oV == 0)
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{
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//colliding with current tile
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//we could only be colliding vs the slope OR a vertex
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//look at the vector form the closest vert to the circle to decide
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var sx = t.sx;
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var sy = t.sy;
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var r = obj.radius;
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var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = obj.pos.y - t.pos.y;//point on the circle, relative to the tile corner
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//if the component of (ox,oy) parallel to the normal's righthand normal
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//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
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//then we project by the vertex, otherwise by the normal or axially.
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//note that this is simply a VERY tricky/weird method of determining
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//if the circle is in side the slope/face's voronio region, or that of the vertex.
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var perp = (ox * -sy) + (oy * sx);
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if (0 < (perp * signx * signy))
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{
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//collide vs. vertex
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var len = Math.sqrt(ox * ox + oy * oy);
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var pen = r - len;
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if (0 < pen)
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{
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//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
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ox /= len;
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oy /= len;
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obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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else
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{
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//collide vs. slope or vs axis
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ox -= r * sx;//this gives us the vector from
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oy -= r * sy;//a point on the slope to the innermost point on the circle
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle is in the slope
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//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
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var dp = (ox * sx) + (oy * sy);
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if (dp < 0)
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{
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//collision; project delta onto slope and use this to displace the object
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sx *= -dp;//(sx,sy) is now the projection vector
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sy *= -dp;
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var lenN = Math.sqrt(sx * sx + sy * sy);
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var lenP;
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//find the smallest axial projection vector
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if (x < y)
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{
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//penetration in x is smaller
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lenP = x;
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y = 0;
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//get sign for projection along x-axis
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if ((obj.pos.x - t.pos.x) < 0)
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{
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x *= -1;
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}
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}
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else
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{
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//penetration in y is smaller
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lenP = y;
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x = 0;
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//get sign for projection along y-axis
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if ((obj.pos.y - t.pos.y) < 0)
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{
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y *= -1;
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}
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}
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if (lenP < lenN)
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{
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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return Phaser.Physics.Circle.COL_AXIS;
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}
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else
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{
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obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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}
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}
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else
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{
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//colliding vertically; we can assume that (signy*oV) < 0
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//due to the first conditional far above
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obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
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return Phaser.Physics.Circle.COL_AXIS;
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}
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}
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else if (oV == 0)
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{
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//colliding horizontally
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if ((signx * oH) < 0)
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{
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//colliding with face/edge OR with corner of wedge, depending on our position vertically
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//collide vs. vertex
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//get diag vertex position
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var vx = t.pos.x - (signx * t.xw);
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var vy = t.pos.y;
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var dx = obj.pos.x - vx;//calc vert->circle vector
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var dy = obj.pos.y - vy;
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if ((dy * signy) < 0)
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{
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//colliding vs face
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obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
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return Phaser.Physics.Circle.COL_AXIS;
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}
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else
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{
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//colliding vs. vertex
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var len = Math.sqrt(dx * dx + dy * dy);
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var pen = obj.radius - len;
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if (len == 0)
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{
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//project out by 45deg
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dx = oH / Math.SQRT2;
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dy = oV / Math.SQRT2;
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}
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else
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{
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dx /= len;
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dy /= len;
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}
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obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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}
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else
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{
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//we could only be colliding vs the slope OR a vertex
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//look at the vector form the closest vert to the circle to decide
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var sx = t.sx;
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var sy = t.sy;
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var ox = obj.pos.x - (t.pos.x + (oH * t.xw));//this gives is the coordinates of the innermost
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var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the closest tile vert
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//if the component of (ox,oy) parallel to the normal's righthand normal
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//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
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//then we project by the normal, otherwise by the vertex.
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//(NOTE: this is the opposite logic of the vertical case;
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// for vertical, if the perp prod and the slope's slope agree, it's outside.
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// for horizontal, if the perp prod and the slope's slope agree, circle is inside.
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// ..but this is only a property of flahs' coord system (i.e the rules might swap
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// in righthanded systems))
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//note that this is simply a VERY tricky/weird method of determining
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//if the circle is in side the slope/face's voronio region, or that of the vertex.
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var perp = (ox * -sy) + (oy * sx);
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if ((perp * signx * signy) < 0)
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{
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//collide vs. vertex
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var len = Math.sqrt(ox * ox + oy * oy);
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var pen = obj.radius - len;
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if (0 < pen)
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{
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//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
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ox /= len;
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oy /= len;
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obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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else
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{
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//collide vs. slope
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//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
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//penetrating the slope. note that this method of penetration calculation doesn't hold
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//in general (i.e it won't work if the circle is in the slope), but works in this case
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//because we know the circle is in a neighboring cell
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var dp = (ox * sx) + (oy * sy);
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var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
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if (0 < pen)
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{
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//collision; circle out along normal by penetration amount
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obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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}
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}
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else
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{
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//colliding diagonally; due to the first conditional above,
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//obj is vertically offset against slope, and offset in either direction horizontally
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//collide vs. vertex
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//get diag vertex position
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var vx = t.pos.x + (oH * t.xw);
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var vy = t.pos.y + (oV * t.yw);
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var dx = obj.pos.x - vx;//calc vert->circle vector
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var dy = obj.pos.y - vy;
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var len = Math.sqrt(dx * dx + dy * dy);
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var pen = obj.radius - len;
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if (0 < pen)
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{
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//vertex is in the circle; project outward
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if (len == 0)
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{
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//project out by 45deg
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dx = oH / Math.SQRT2;
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dy = oV / Math.SQRT2;
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}
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else
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{
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dx /= len;
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dy /= len;
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}
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obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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return Phaser.Physics.Circle.COL_NONE;
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}
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public static CollideB(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
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//if we're colliding diagonally:
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// -if we're in the cell pointed at by the normal, collide vs slope, else
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// collide vs. the appropriate corner/vertex
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//
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//if obj is in this tile: collide as with aabb
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//
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//if obj is horiz or vertical neighbor AGAINST the slope: collide with edge
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//
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//if obj is horiz neighb in direction of slope: collide vs. slope or vertex or edge
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//
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//if obj is vert neighb in direction of slope: collide vs. slope or vertex
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var signx = t.signx;
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var signy = t.signy;
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var sx: number;
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var sy: number;
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if (oH == 0)
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{
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if (oV == 0)
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{
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//colliding with current cell
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sx = t.sx;
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sy = t.sy;
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var r = obj.radius;
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var ox = (obj.pos.x - (sx * r)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
|
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var oy = (obj.pos.y - (sy * r)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope
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|
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle 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)
|
||||
{
|
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//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);
|
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var lenP;
|
||||
|
||||
//find the smallest axial projection vector
|
||||
if (x < y)
|
||||
{
|
||||
//penetration in x is smaller
|
||||
lenP = x;
|
||||
y = 0;
|
||||
//get sign for projection along x-axis
|
||||
if ((obj.pos.x - t.pos.x) < 0)
|
||||
{
|
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x *= -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//penetration in y is smaller
|
||||
lenP = y;
|
||||
x = 0;
|
||||
//get sign for projection along y-axis
|
||||
if ((obj.pos.y - t.pos.y) < 0)
|
||||
{
|
||||
y *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
if (lenP < lenN)
|
||||
{
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding vertically
|
||||
|
||||
if ((signy * oV) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//we could only be colliding vs the slope OR a vertex
|
||||
//look at the vector form the closest vert to the circle to decide
|
||||
|
||||
sx = t.sx;
|
||||
sy = t.sy;
|
||||
|
||||
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
|
||||
var oy = obj.pos.y - (t.pos.y + (signy * t.yw));//point on the circle, relative to the closest tile vert
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal's righthand normal
|
||||
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
|
||||
//then we project by the vertex, otherwise by the normal.
|
||||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox * -sy) + (oy * sx);
|
||||
|
||||
if (0 < (perp * signx * signy))
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox * ox + oy * oy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
oy /= len;
|
||||
|
||||
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//collide vs. slope
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
|
||||
//penetrating the slope. note that this method of penetration calculation doesn't hold
|
||||
//in general (i.e it won't work if the circle is in the slope), but works in this case
|
||||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox * sx) + (oy * sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (oV == 0)
|
||||
{
|
||||
//colliding horizontally
|
||||
|
||||
if ((signx * oH) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding with edge, slope, or vertex
|
||||
|
||||
var ox = obj.pos.x - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
|
||||
var oy = obj.pos.y - t.pos.y;//point on the circle, relative to the closest tile vert
|
||||
|
||||
if ((oy * signy) < 0)
|
||||
{
|
||||
//we're colliding with the halfface
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding with the vertex or slope
|
||||
|
||||
sx = t.sx;
|
||||
sy = t.sy;
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal's righthand normal
|
||||
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
|
||||
//then we project by the slope, otherwise by the vertex.
|
||||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox * -sy) + (oy * sx);
|
||||
|
||||
if ((perp * signx * signy) < 0)
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox * ox + oy * oy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
oy /= len;
|
||||
|
||||
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//collide vs. slope
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
|
||||
//penetrating the slope. note that this method of penetration calculation doesn't hold
|
||||
//in general (i.e it won't work if the circle is in the slope), but works in this case
|
||||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox * sx) + (oy * sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding diagonally
|
||||
if (0 < ((signx * oH) + (signy * oV)))
|
||||
{
|
||||
//the dotprod of slope normal and cell offset is strictly positive,
|
||||
//therefore obj is in the diagonal neighb pointed at by the normal.
|
||||
|
||||
//collide vs slope
|
||||
|
||||
//we should really precalc this at compile time, but for now, fuck it
|
||||
var slen: number = Math.sqrt(2 * 2 + 1 * 1);//the raw slope is (-2,-1)
|
||||
sx = (signx * 1) / slen;//get slope _unit_ normal;
|
||||
sy = (signy * 2) / slen;//raw RH normal is (1,-2)
|
||||
|
||||
var r = obj.radius;
|
||||
var ox = (obj.pos.x - (sx * r)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
|
||||
var oy = (obj.pos.y - (sy * r)) - (t.pos.y + (signy * t.yw));//point on the circle, relative to a point on the slope
|
||||
|
||||
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle 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,sy)*-dp is the projection vector
|
||||
obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
return Phaser.Physics.Circle.COL_NONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
//collide vs the appropriate vertex
|
||||
var vx = t.pos.x + (oH * t.xw);
|
||||
var vy = t.pos.y + (oV * t.yw);
|
||||
|
||||
var dx = obj.pos.x - vx;//calc vert->circle vector
|
||||
var dy = obj.pos.y - vy;
|
||||
|
||||
var len = Math.sqrt(dx * dx + dy * dy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if (len == 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
dy = oV / Math.SQRT2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return Phaser.Physics.Circle.COL_NONE;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -58,11 +58,11 @@ var Phaser;
|
||||
var lenN = Math.sqrt(sx * sx + sy * sy);
|
||||
|
||||
if (lenP < lenN) {
|
||||
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
obj.ReportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
|
||||
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -70,7 +70,7 @@ var Phaser;
|
||||
} else {
|
||||
if ((signy * oV) < 0) {
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
@@ -97,7 +97,7 @@ 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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -111,7 +111,7 @@ var Phaser;
|
||||
var pen = obj.radius - Math.abs(dp);
|
||||
if (0 < pen) {
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.ReportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -121,7 +121,7 @@ var Phaser;
|
||||
} else if (oV == 0) {
|
||||
if ((signx * oH) < 0) {
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
@@ -153,7 +153,7 @@ 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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -167,7 +167,7 @@ var Phaser;
|
||||
var pen = obj.radius - Math.abs(dp);
|
||||
if (0 < pen) {
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.ReportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -200,7 +200,7 @@ var Phaser;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -72,13 +72,13 @@ module Phaser.Physics.Projection {
|
||||
|
||||
if (lenP < lenN)
|
||||
{
|
||||
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.ReportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
|
||||
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -91,7 +91,7 @@ module Phaser.Physics.Projection {
|
||||
if ((signy * oV) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -123,7 +123,7 @@ module Phaser.Physics.Projection {
|
||||
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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -141,7 +141,7 @@ module Phaser.Physics.Projection {
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.ReportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -155,7 +155,7 @@ module Phaser.Physics.Projection {
|
||||
if ((signx * oH) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -192,7 +192,7 @@ module Phaser.Physics.Projection {
|
||||
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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -210,7 +210,7 @@ module Phaser.Physics.Projection {
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.ReportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -254,7 +254,7 @@ module Phaser.Physics.Projection {
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
|
||||
@@ -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();
|
||||
@@ -0,0 +1,591 @@
|
||||
/// <reference path="../../_definitions.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Physics - Projection
|
||||
*/
|
||||
|
||||
module Phaser.Physics.Projection {
|
||||
|
||||
export class Circle67Deg {
|
||||
|
||||
public static CollideS(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
|
||||
|
||||
//if the object is in a cell pointed at by signx, no collision will ever occur
|
||||
//otherwise,
|
||||
//
|
||||
//if we're colliding diagonally:
|
||||
// -collide vs. the appropriate vertex
|
||||
//if obj is in this tile: collide vs slope or vertex or axis
|
||||
//if obj is vert neighb in direction of slope: collide vs. slope or vertex
|
||||
//if obj is vert neighb against the slope:
|
||||
// if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
|
||||
// else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert)
|
||||
//if obj is horiz neighb against direction of slope: collide vs. face
|
||||
|
||||
var signx = t.signx;
|
||||
var signy = t.signy;
|
||||
var sx: number;
|
||||
var sy: number;
|
||||
|
||||
if (0 < (signx * oH))
|
||||
{
|
||||
//object will never collide vs tile, it can't reach that far
|
||||
return Phaser.Physics.Circle.COL_NONE;
|
||||
}
|
||||
else if (oH == 0)
|
||||
{
|
||||
if (oV == 0)
|
||||
{
|
||||
//colliding with current tile
|
||||
//we could only be colliding vs the slope OR a vertex
|
||||
//look at the vector form the closest vert to the circle to decide
|
||||
|
||||
sx = t.sx;
|
||||
sy = t.sy;
|
||||
|
||||
var r = obj.radius;
|
||||
var ox = obj.pos.x - t.pos.x;//this gives is the coordinates of the innermost
|
||||
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the tile corner
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal's righthand normal
|
||||
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
|
||||
//then we project by the normal or axis, otherwise by the corner/vertex
|
||||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronoi region, or that of the vertex.
|
||||
|
||||
var perp = (ox * -sy) + (oy * sx);
|
||||
|
||||
if ((perp * signx * signy) < 0)
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox * ox + oy * oy);
|
||||
var pen = r - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
oy /= len;
|
||||
|
||||
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//collide vs. slope or vs axis
|
||||
ox -= r * sx;//this gives us the vector from
|
||||
oy -= r * sy;//a point on the slope to the innermost point on the circle
|
||||
|
||||
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle 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);
|
||||
var lenP;
|
||||
|
||||
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);
|
||||
|
||||
//find the smallest axial projection vector
|
||||
if (x < y)
|
||||
{
|
||||
//penetration in x is smaller
|
||||
lenP = x;
|
||||
y = 0;
|
||||
//get sign for projection along x-axis
|
||||
if ((obj.pos.x - t.pos.x) < 0)
|
||||
{
|
||||
x *= -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//penetration in y is smaller
|
||||
lenP = y;
|
||||
x = 0;
|
||||
//get sign for projection along y-axis
|
||||
if ((obj.pos.y - t.pos.y) < 0)
|
||||
{
|
||||
y *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
if (lenP < lenN)
|
||||
{
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding vertically
|
||||
|
||||
if ((signy * oV) < 0)
|
||||
{
|
||||
//colliding with face/edge OR with corner of wedge, depending on our position vertically
|
||||
|
||||
//collide vs. vertex
|
||||
//get diag vertex position
|
||||
var vx = t.pos.x;
|
||||
var vy = t.pos.y - (signy * t.yw);
|
||||
|
||||
var dx = obj.pos.x - vx;//calc vert->circle vector
|
||||
var dy = obj.pos.y - vy;
|
||||
|
||||
if ((dx * signx) < 0)
|
||||
{
|
||||
//colliding vs face
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding vs. vertex
|
||||
|
||||
var len = Math.sqrt(dx * dx + dy * dy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if (len == 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
dy = oV / Math.SQRT2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//we could only be colliding vs the slope OR a vertex
|
||||
//look at the vector form the closest vert to the circle to decide
|
||||
|
||||
sx = t.sx;
|
||||
sy = t.sy;
|
||||
|
||||
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
|
||||
var oy = obj.pos.y - (t.pos.y + (oV * t.yw));//point on the circle, relative to the closest tile vert
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal's righthand normal
|
||||
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
|
||||
//then we project by the vertex, otherwise by the normal.
|
||||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox * -sy) + (oy * sx);
|
||||
|
||||
if (0 < (perp * signx * signy))
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox * ox + oy * oy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
oy /= len;
|
||||
|
||||
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//collide vs. slope
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
|
||||
//penetrating the slope. note that this method of penetration calculation doesn't hold
|
||||
//in general (i.e it won't work if the circle is in the slope), but works in this case
|
||||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox * sx) + (oy * sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (oV == 0)
|
||||
{
|
||||
//colliding horizontally; we can assume that (signy*oV) < 0
|
||||
//due to the first conditional far above
|
||||
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding diagonally; due to the first conditional above,
|
||||
//obj is vertically offset against slope, and offset in either direction horizontally
|
||||
|
||||
//collide vs. vertex
|
||||
//get diag vertex position
|
||||
var vx = t.pos.x + (oH * t.xw);
|
||||
var vy = t.pos.y + (oV * t.yw);
|
||||
|
||||
var dx = obj.pos.x - vx;//calc vert->circle vector
|
||||
var dy = obj.pos.y - vy;
|
||||
|
||||
var len = Math.sqrt(dx * dx + dy * dy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if (len == 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
dy = oV / Math.SQRT2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
|
||||
return Phaser.Physics.Circle.COL_NONE;
|
||||
|
||||
}
|
||||
|
||||
public static CollideB(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
|
||||
|
||||
//if we're colliding diagonally:
|
||||
// -if we're in the cell pointed at by the normal, collide vs slope, else
|
||||
// collide vs. the appropriate corner/vertex
|
||||
//
|
||||
//if obj is in this tile: collide as with aabb
|
||||
//
|
||||
//if obj is horiz or vertical neighbor AGAINST the slope: collide with edge
|
||||
//
|
||||
//if obj is vert neighb in direction of slope: collide vs. slope or vertex or halfedge
|
||||
//
|
||||
//if obj is horiz neighb in direction of slope: collide vs. slope or vertex
|
||||
|
||||
var signx = t.signx;
|
||||
var signy = t.signy;
|
||||
var sx: number;
|
||||
var sy: number;
|
||||
|
||||
if (oH == 0)
|
||||
{
|
||||
if (oV == 0)
|
||||
{
|
||||
//colliding with current cell
|
||||
|
||||
sx = t.sx;
|
||||
sy = t.sy;
|
||||
|
||||
var r = obj.radius;
|
||||
var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
|
||||
var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope
|
||||
|
||||
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle 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);
|
||||
var lenP;
|
||||
|
||||
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);
|
||||
|
||||
//find the smallest axial projection vector
|
||||
if (x < y)
|
||||
{
|
||||
//penetration in x is smaller
|
||||
lenP = x;
|
||||
y = 0;
|
||||
//get sign for projection along x-axis
|
||||
if ((obj.pos.x - t.pos.x) < 0)
|
||||
{
|
||||
x *= -1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//penetration in y is smaller
|
||||
lenP = y;
|
||||
x = 0;
|
||||
//get sign for projection along y-axis
|
||||
if ((obj.pos.y - t.pos.y) < 0)
|
||||
{
|
||||
y *= -1;
|
||||
}
|
||||
}
|
||||
|
||||
if (lenP < lenN)
|
||||
{
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding vertically
|
||||
|
||||
if ((signy * oV) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding with edge, slope, or vertex
|
||||
|
||||
var ox = obj.pos.x - t.pos.x;//this gives is the coordinates of the innermost
|
||||
var oy = obj.pos.y - (t.pos.y + (signy * t.yw));//point on the circle, relative to the closest tile vert
|
||||
|
||||
if ((ox * signx) < 0)
|
||||
{
|
||||
//we're colliding with the halfface
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding with the vertex or slope
|
||||
|
||||
sx = t.sx;
|
||||
sy = t.sy;
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal's righthand normal
|
||||
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
|
||||
//then we project by the vertex, otherwise by the slope.
|
||||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox * -sy) + (oy * sx);
|
||||
|
||||
if (0 < (perp * signx * signy))
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox * ox + oy * oy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
oy /= len;
|
||||
|
||||
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//collide vs. slope
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
|
||||
//penetrating the slope. note that this method of penetration calculation doesn't hold
|
||||
//in general (i.e it won't work if the circle is in the slope), but works in this case
|
||||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox * sx) + (oy * sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (oV == 0)
|
||||
{
|
||||
//colliding horizontally
|
||||
|
||||
if ((signx * oH) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//we could only be colliding vs the slope OR a vertex
|
||||
//look at the vector form the closest vert to the circle to decide
|
||||
|
||||
var slen = Math.sqrt(2 * 2 + 1 * 1);//the raw slope is (-2,-1)
|
||||
var sx = (signx * 2) / slen;//get slope _unit_ normal;
|
||||
var sy = (signy * 1) / slen;//raw RH normal is (1,-2)
|
||||
|
||||
var ox = obj.pos.x - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
|
||||
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the closest tile vert
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal's righthand normal
|
||||
//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
|
||||
//then we project by the slope, otherwise by the vertex.
|
||||
//note that this is simply a VERY tricky/weird method of determining
|
||||
//if the circle is in side the slope/face's voronio region, or that of the vertex.
|
||||
var perp = (ox * -sy) + (oy * sx);
|
||||
|
||||
if ((perp * signx * signy) < 0)
|
||||
{
|
||||
//collide vs. vertex
|
||||
var len = Math.sqrt(ox * ox + oy * oy);
|
||||
var pen = obj.radius - len;
|
||||
if (0 < pen)
|
||||
{
|
||||
//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
|
||||
ox /= len;
|
||||
oy /= len;
|
||||
|
||||
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//collide vs. slope
|
||||
|
||||
//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
|
||||
//penetrating the slope. note that this method of penetration calculation doesn't hold
|
||||
//in general (i.e it won't work if the circle is in the slope), but works in this case
|
||||
//because we know the circle is in a neighboring cell
|
||||
var dp = (ox * sx) + (oy * sy);
|
||||
var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
|
||||
if (0 < pen)
|
||||
{
|
||||
//collision; circle out along normal by penetration amount
|
||||
obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding diagonally
|
||||
if (0 < ((signx * oH) + (signy * oV)))
|
||||
{
|
||||
//the dotprod of slope normal and cell offset is strictly positive,
|
||||
//therefore obj is in the diagonal neighb pointed at by the normal.
|
||||
|
||||
//collide vs slope
|
||||
|
||||
sx = t.sx;
|
||||
sy = t.sy;
|
||||
|
||||
var r = obj.radius;
|
||||
var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
|
||||
var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw));//point on the circle, relative to a point on the slope
|
||||
|
||||
//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle 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,sy)*-dp is the projection vector
|
||||
|
||||
obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
return Phaser.Physics.Circle.COL_NONE;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
//collide vs the appropriate vertex
|
||||
var vx = t.pos.x + (oH * t.xw);
|
||||
var vy = t.pos.y + (oV * t.yw);
|
||||
|
||||
var dx = obj.pos.x - vx;//calc vert->circle vector
|
||||
var dy = obj.pos.y - vy;
|
||||
|
||||
var len = Math.sqrt(dx * dx + dy * dy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if (len == 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
dy = oV / Math.SQRT2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return Phaser.Physics.Circle.COL_NONE;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -53,7 +53,7 @@ var Phaser;
|
||||
}
|
||||
|
||||
if (lenP < pen) {
|
||||
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
@@ -63,7 +63,7 @@ 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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -73,7 +73,7 @@ var Phaser;
|
||||
} else {
|
||||
if ((signy * oV) < 0) {
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
@@ -97,7 +97,7 @@ var Phaser;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -106,7 +106,7 @@ var Phaser;
|
||||
} else if (oV == 0) {
|
||||
if ((signx * oH) < 0) {
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
@@ -130,7 +130,7 @@ var Phaser;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -162,7 +162,7 @@ var Phaser;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
@@ -68,7 +68,7 @@ module Phaser.Physics.Projection {
|
||||
|
||||
if (lenP < pen)
|
||||
{
|
||||
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -80,7 +80,7 @@ module Phaser.Physics.Projection {
|
||||
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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -97,7 +97,7 @@ module Phaser.Physics.Projection {
|
||||
if ((signy * oV) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -129,7 +129,7 @@ module Phaser.Physics.Projection {
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -142,7 +142,7 @@ module Phaser.Physics.Projection {
|
||||
if ((signx * oH) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -174,7 +174,7 @@ module Phaser.Physics.Projection {
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -217,7 +217,7 @@ module Phaser.Physics.Projection {
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
@@ -53,7 +53,7 @@ var Phaser;
|
||||
}
|
||||
|
||||
if (lenP < pen) {
|
||||
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
@@ -63,7 +63,7 @@ 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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -71,7 +71,7 @@ var Phaser;
|
||||
} else {
|
||||
if ((signy * oV) < 0) {
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
@@ -93,7 +93,7 @@ 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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -102,7 +102,7 @@ var Phaser;
|
||||
} else if (oV == 0) {
|
||||
if ((signx * oH) < 0) {
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
@@ -124,7 +124,7 @@ 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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -149,7 +149,7 @@ 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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -174,7 +174,7 @@ var Phaser;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
@@ -69,7 +69,7 @@ module Phaser.Physics.Projection {
|
||||
|
||||
if (lenP < pen)
|
||||
{
|
||||
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -81,7 +81,7 @@ module Phaser.Physics.Projection {
|
||||
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.Circle.COL_OTHER;
|
||||
|
||||
@@ -94,7 +94,7 @@ module Phaser.Physics.Projection {
|
||||
if ((signy * oV) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -121,7 +121,7 @@ module Phaser.Physics.Projection {
|
||||
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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -134,7 +134,7 @@ module Phaser.Physics.Projection {
|
||||
if ((signx * oH) < 0)
|
||||
{
|
||||
//colliding with face/edge
|
||||
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -161,7 +161,7 @@ module Phaser.Physics.Projection {
|
||||
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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -193,7 +193,7 @@ module Phaser.Physics.Projection {
|
||||
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.Circle.COL_OTHER;
|
||||
}
|
||||
@@ -225,7 +225,7 @@ module Phaser.Physics.Projection {
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
@@ -17,10 +17,10 @@ var Phaser;
|
||||
var dx = obj.pos.x - t.pos.x;
|
||||
|
||||
if (dx < 0) {
|
||||
obj.ReportCollisionVsWorld(-x, 0, -1, 0, t);
|
||||
obj.reportCollisionVsWorld(-x, 0, -1, 0, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
obj.ReportCollisionVsWorld(x, 0, 1, 0, t);
|
||||
obj.reportCollisionVsWorld(x, 0, 1, 0, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
} else {
|
||||
@@ -28,22 +28,22 @@ var Phaser;
|
||||
var dy = obj.pos.y - t.pos.y;
|
||||
|
||||
if (dy < 0) {
|
||||
obj.ReportCollisionVsWorld(0, -y, 0, -1, t);
|
||||
obj.reportCollisionVsWorld(0, -y, 0, -1, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
obj.ReportCollisionVsWorld(0, y, 0, 1, t);
|
||||
obj.reportCollisionVsWorld(0, y, 0, 1, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
//collision with vertical neighbor
|
||||
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
} else if (oV == 0) {
|
||||
//collision with horizontal neighbor
|
||||
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
} else {
|
||||
//diagonal collision
|
||||
@@ -66,7 +66,7 @@ var Phaser;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
@@ -28,12 +28,12 @@ module Phaser.Physics.Projection {
|
||||
//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
|
||||
if (dx < 0)
|
||||
{
|
||||
obj.ReportCollisionVsWorld(-x, 0, -1, 0, t);
|
||||
obj.reportCollisionVsWorld(-x, 0, -1, 0, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.ReportCollisionVsWorld(x, 0, 1, 0, t);
|
||||
obj.reportCollisionVsWorld(x, 0, 1, 0, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
}
|
||||
@@ -45,12 +45,12 @@ module Phaser.Physics.Projection {
|
||||
//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
|
||||
if (dy < 0)
|
||||
{
|
||||
obj.ReportCollisionVsWorld(0, -y, 0, -1, t);
|
||||
obj.reportCollisionVsWorld(0, -y, 0, -1, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.ReportCollisionVsWorld(0, y, 0, 1, t);
|
||||
obj.reportCollisionVsWorld(0, y, 0, 1, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
}
|
||||
@@ -58,7 +58,7 @@ module Phaser.Physics.Projection {
|
||||
else
|
||||
{
|
||||
//collision with vertical neighbor
|
||||
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
@@ -66,7 +66,7 @@ module Phaser.Physics.Projection {
|
||||
else if (oV == 0)
|
||||
{
|
||||
//collision with horizontal neighbor
|
||||
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
@@ -97,7 +97,7 @@ module Phaser.Physics.Projection {
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
@@ -0,0 +1,236 @@
|
||||
/// <reference path="../../_definitions.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Physics - Projection
|
||||
*/
|
||||
|
||||
module Phaser.Physics.Projection {
|
||||
|
||||
export class CircleHalf {
|
||||
|
||||
public static Collide(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
|
||||
|
||||
//if obj is in a neighbor pointed at by the halfedge normal,
|
||||
//we'll never collide (i.e if the normal is (0,1) and the obj is in the DL.D, or R neighbors)
|
||||
//
|
||||
//if obj is in a neigbor perpendicular to the halfedge normal, it might
|
||||
//collide with the halfedge-vertex, or with the halfedge side.
|
||||
//
|
||||
//if obj is in a neigb pointing opposite the halfedge normal, obj collides with edge
|
||||
//
|
||||
//if obj is in a diagonal (pointing away from the normal), obj collides vs vertex
|
||||
//
|
||||
//if obj is in the halfedge cell, it collides as with aabb
|
||||
|
||||
var signx = t.signx;
|
||||
var signy = t.signy;
|
||||
|
||||
var celldp = (oH * signx + oV * signy);//this tells us about the configuration of cell-offset relative to tile normal
|
||||
if (0 < celldp)
|
||||
{
|
||||
//obj is in "far" (pointed-at-by-normal) neighbor of halffull tile, and will never hit
|
||||
return Phaser.Physics.Circle.COL_NONE;
|
||||
}
|
||||
else if (oH == 0)
|
||||
{
|
||||
if (oV == 0)
|
||||
{
|
||||
//colliding with current tile
|
||||
var r = obj.radius;
|
||||
var ox = (obj.pos.x - (signx * r)) - t.pos.x;//this gives is the coordinates of the innermost
|
||||
var oy = (obj.pos.y - (signy * r)) - t.pos.y;//point on the circle, 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..
|
||||
var sx = signx;
|
||||
var sy = signy;
|
||||
|
||||
//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.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding vertically
|
||||
|
||||
if (celldp == 0)
|
||||
{
|
||||
var r = obj.radius;
|
||||
var dx = obj.pos.x - t.pos.x;
|
||||
|
||||
//we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex
|
||||
//or halfedge side
|
||||
if ((dx * signx) < 0)
|
||||
{
|
||||
//collision with halfedge side
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//collision with halfedge vertex
|
||||
var dy = obj.pos.y - (t.pos.y + oV * t.yw);//(dx,dy) is now the vector from the appropriate halfedge vertex to the circle
|
||||
|
||||
var len = Math.sqrt(dx * dx + dy * dy);
|
||||
var pen = obj.radius - len;
|
||||
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if (len == 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = signx / Math.SQRT2;
|
||||
dy = oV / Math.SQRT2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//due to the first conditional (celldp >0), we know we're in the cell "opposite" the normal, and so
|
||||
//we can only collide with the cell edge
|
||||
//collision with vertical neighbor
|
||||
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else if (oV == 0)
|
||||
{
|
||||
//colliding horizontally
|
||||
if (celldp == 0)
|
||||
{
|
||||
var r = obj.radius;
|
||||
var dy = obj.pos.y - t.pos.y;
|
||||
|
||||
//we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex
|
||||
//or halfedge side
|
||||
if ((dy * signy) < 0)
|
||||
{
|
||||
//collision with halfedge side
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
else
|
||||
{
|
||||
//collision with halfedge vertex
|
||||
var dx = obj.pos.x - (t.pos.x + oH * t.xw);//(dx,dy) is now the vector from the appropriate halfedge vertex to the circle
|
||||
|
||||
var len = Math.sqrt(dx * dx + dy * dy);
|
||||
var pen = obj.radius - len;
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if (len == 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = signx / Math.SQRT2;
|
||||
dy = oV / Math.SQRT2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//due to the first conditional (celldp >0), we know w're in the cell "opposite" the normal, and so
|
||||
//we can only collide with the cell edge
|
||||
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_AXIS;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//colliding diagonally; we know, due to the initial (celldp >0) test which has failed
|
||||
//if we've reached this point, that we're in a diagonal neighbor on the non-normal side, so
|
||||
//we could only be colliding with the cell vertex, if at all.
|
||||
|
||||
//get diag vertex position
|
||||
var vx = t.pos.x + (oH * t.xw);
|
||||
var vy = t.pos.y + (oV * t.yw);
|
||||
|
||||
var dx = obj.pos.x - vx;//calc vert->circle vector
|
||||
var dy = obj.pos.y - vy;
|
||||
|
||||
var len = Math.sqrt(dx * dx + dy * dy);
|
||||
var pen = obj.radius - len;
|
||||
if (0 < pen)
|
||||
{
|
||||
//vertex is in the circle; project outward
|
||||
if (len == 0)
|
||||
{
|
||||
//project out by 45deg
|
||||
dx = oH / Math.SQRT2;
|
||||
dy = oV / Math.SQRT2;
|
||||
}
|
||||
else
|
||||
{
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
}
|
||||
|
||||
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
|
||||
|
||||
return Phaser.Physics.Circle.COL_OTHER;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return Phaser.Physics.Circle.COL_NONE;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user