More late-night math.

This commit is contained in:
Richard Davey
2013-09-01 02:28:51 +01:00
parent 5d4da0ce66
commit 99e0934244
3 changed files with 97 additions and 75 deletions
+93 -73
View File
@@ -23,116 +23,136 @@
var r;
var p;
var tl;
var tr;
var bl;
var br;
var half = { width: 0, height: 0 };
var angle = 0;
var distance = 0;
/**
* Returns an array containing 4 Point objects corresponding to the 4 corners of the sprite bounds.
* @method getAsPoints
* @param {Sprite} sprite The Sprite that will have its cameraView property modified
* @return {Array} An array of Point objects.
*/
function getAsPoints(sprite) {
var out = [];
// top left
out.push(new Phaser.Point(sprite.x, sprite.y));
// top right
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y));
// bottom right
out.push(new Phaser.Point(sprite.x + sprite.width, sprite.y + sprite.height));
// bottom left
out.push(new Phaser.Point(sprite.x, sprite.y + sprite.height));
return out;
}
var midpoint;
function create() {
// Make our game world 2000x2000 pixels in size (the default is to match the game size)
game.world.setSize(2000, 2000);
s = game.add.sprite(400, 300, 'mushroom');
console.log(s.width, s.height);
midpoint = new Phaser.Point(s.x + s.width / 2, s.y + s.height / 2);
var points = getAsPoints(s);
tl = points[0];
tr = points[1];
br = points[2];
bl = points[3];
s.anchor.setTo(0, 0);
s.angle = 5;
// get the distance between top-left and bottom-right
distance = Phaser.Math.distance(0,0,s.width,s.height);
// draw line from x/y
s.anchor.setTo(1, 0);
// c = new Phaser.Circle(s.x, s.y, distance);
p = new Phaser.Point();
// distance = Phaser.Math.distance(0,0,s.width,s.height);
// PIXI worldTransform order:
// 0 = scaleX
// 1 = skewY
// |a c tx|
// |b d ty|
// |0 0 1|
// 0 = scaleX (a)
// 1 = skewY (c)
// 2 = translateX
// 3 = skewX
// 4 = scaleY
// 3 = skewX (b)
// 4 = scaleY (d)
// 5 = translateY
}
function getMidPoint(x, y, width, height, angle_degrees) {
var angle_rad = angle_degrees * Math.PI / 180;
var cosa = Math.cos(angle_rad);
var sina = Math.sin(angle_rad);
var wp = width/2;
var hp = height/2;
return { px: ( x + wp * cosa - hp * sina ),
py: ( y + wp * sina + hp * cosa ) };
}
function update() {
s.rotation += 0.01;
// var newWidth = (s.width * Math.cos(s.rotation)) + (s.height * Math.sin(s.rotation));
// var newHeight = (s.width * Math.sin(s.rotation)) + (s.height * Math.cos(s.rotation));
// r.x = cx(s) - newWidth / 2;
// r.y = cy(s);
// r.width = newWidth;
// r.height = newHeight;
s.angle += 0.5;
}
function render() {
// var tt = getMidPoint(s.x,s.y,s.width,s.height,s.angle);
// p.setTo(tt.px,tt.py);
game.debug.renderSpriteInfo(s, 32, 32);
var originAngle = Math.atan2(centerY - originY, centerX - originX);
// var p1 = getLocalPosition(midpoint.x, midpoint.y, s);
// game.debug.renderCameraInfo(game.camera, 32, 32);
// game.debug.renderInputInfo(32, 100);
// game.debug.renderSpriteInfo(s, 32, 32);
// game.debug.renderSpriteBounds(s);
var p1 = getLocalPosition(tl.x, tl.y, s);
var p2 = getLocalPosition(tr.x, tr.y, s);
var p3 = getLocalPosition(bl.x, bl.y, s);
var p4 = getLocalPosition(br.x, br.y, s);
//p.rotate(s.x, s.y, s.angle, asDegrees, distance) {
// p1.add(100, 100);
// p2.add(100, 100);
// p3.add(100, 100);
// p4.add(100, 100);
// p1.add(s.x + (s.anchor.x * (s.width / 2)), s.y + (s.anchor.y * (s.height / 2)));
p1.add(s.x, s.y);
p2.add(s.x, s.y);
p3.add(s.x, s.y);
p4.add(s.x, s.y);
game.debug.renderPoint(p);
// game.debug.renderPoint(tl, 'rgb(255,0,0)');
// game.debug.renderPoint(tr, 'rgb(0,255,0)');
// game.debug.renderPoint(bl, 'rgb(0,0,255)');
// game.debug.renderPoint(br, 'rgb(255,0,255)');
// game.debug.renderRectangle(r);
// game.debug.renderCircle(c);
game.debug.renderPoint(p1, 'rgb(255,0,0)');
game.debug.renderPoint(p2, 'rgb(0,255,0)');
game.debug.renderPoint(p3, 'rgb(0,0,255)');
game.debug.renderPoint(p4, 'rgb(255,0,255)');
// var p = getLocalPosition(game.input.x, game.input.y, s);
// game.debug.renderPoint(p, 'rgb(255,0,255)');
// game.debug.renderPixel(game.input.x, game.input.y);
game.debug.renderText('tx: ' + tr.x, 32, 250);
game.debug.renderText('ty: ' + tr.y, 32, 265);
game.debug.renderText('px: ' + p2.x, 32, 280);
game.debug.renderText('py: ' + p2.y, 32, 295);
}
function transformBox ( m, t, a ) {
// m = 3x3 matrix (may need to check entries)
// t = translation matrix
// a = rect
}
function getLocalPosition (x, y, displayObject)
{
// Maps the point over the DO to local un-rotated, un-scaled space
// So you can then compare this point against a hitArea that was defined for the sprite to get detection
var worldTransform = displayObject.worldTransform;
var global = { x: x, y: y };
function getLocalPosition (x, y, displayObject) {
// do a cheeky transform to get the mouse coords;
var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
id = 1 / (a00 * a11 + a01 * -a10);
// set the mouse coords...
return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id)
}
var a00 = displayObject.worldTransform[0]; // scaleX
var a01 = displayObject.worldTransform[1]; // skewY
var a02 = displayObject.worldTransform[2]; // translateX
var a10 = displayObject.worldTransform[3]; // skewX
var a11 = displayObject.worldTransform[4]; // scaleY
var a12 = displayObject.worldTransform[5]; // translateY
a01 *= -1;
a10 *= -1;
var id = 1 / (a00 * a11 + a01 * -a10);
var dx = a11 * id * x + -a01 * id * y + (a12 * a01 - a02 * a11) * id;
var dy = a00 * id * y + -a10 * id * x + (-a12 * a00 + a02 * a10) * id;
return new Phaser.Point(dx, dy);
}
})();
+2 -2
View File
@@ -48,11 +48,11 @@ Phaser.Point.prototype = {
},
/**
* Sets the x and y values of this MicroPoint object to the given coordinates.
* Sets the x and y values of this Point object to the given coordinates.
* @method setTo
* @param {Number} x - The horizontal position of this point.
* @param {Number} y - The vertical position of this point.
* @return {MicroPoint} This MicroPoint object. Useful for chaining method calls.
* @return {Point} This Point object. Useful for chaining method calls.
**/
setTo: function (x, y) {
this.x = x;
+2
View File
@@ -397,9 +397,11 @@ Phaser.Utils.Debug.prototype = {
if (typeof color === "undefined") { color = 'rgb(255,255,255)'; }
if (typeof font === "undefined") { font = '16px Courier'; }
this.start();
this.context.font = font;
this.context.fillStyle = color;
this.context.fillText(text, x, y);
this.stop();
}