Merged N+ physics in and tidied up the Docs folder and logos.

This commit is contained in:
Richard Davey
2013-08-11 12:15:53 +01:00
parent aff7d99a8a
commit c2d7fb7fab
108 changed files with 17900 additions and 2017 deletions
+218
View File
@@ -0,0 +1,218 @@
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var Circle45Deg = (function () {
function Circle45Deg() {
}
Circle45Deg.Collide = function (x, y, oH, oV, obj, t) {
//if we're colliding diagonally:
// -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb-ve-45deg
//if obj is horiz OR very neighb in direction of slope: collide only vs. slope
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0) {
if (oV == 0) {
//colliding with current tile
var sx = t.sx;
var sy = t.sy;
var ox = (obj.pos.x - (sx * obj.radius)) - t.pos.x;
var oy = (obj.pos.y - (sy * obj.radius)) - t.pos.y;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the innermost point 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 as the slope penetration vector
sx *= -dp;
sy *= -dp;
if (x < y) {
//penetration in x is smaller
lenP = x;
y = 0;
if ((obj.pos.x - t.pos.x) < 0) {
x *= -1;
}
} else {
//penetration in y is smaller
lenP = y;
x = 0;
if ((obj.pos.y - t.pos.y) < 0) {
y *= -1;
}
}
var lenN = Math.sqrt(sx * sx + sy * sy);
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 {
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
var sx = t.sx;
var sy = t.sy;
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));
var oy = obj.pos.y - (t.pos.y + (oV * t.yw));
//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 voronoi 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);
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) {
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 sx = t.sx;
var sy = t.sy;
var ox = obj.pos.x - (t.pos.x + (oH * t.xw));
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));
//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, otherwise by the vertex.
//(NOTE: this is the opposite logic of the vertical case;
// for vertical, if the perp prod and the slope's slope agree, it's outside.
// for horizontal, if the perp prod and the slope's slope agree, circle is inside.
// ..but this is only a property of flahs' coord system (i.e the rules might swap
// in righthanded systems))
//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);
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 (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, and
//it cannot possibly reach/touch/penetrate the slope
return Phaser.Physics.Circle.COL_NONE;
} else {
//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;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
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;
};
return Circle45Deg;
})();
Projection.Circle45Deg = Circle45Deg;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+271
View File
@@ -0,0 +1,271 @@
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class Circle45Deg {
public static Collide(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
//if we're colliding diagonally:
// -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb-ve-45deg
//if obj is horiz OR very neighb in direction of slope: collide only vs. slope
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0)
{
if (oV == 0)
{
//colliding with current tile
var sx = t.sx;
var sy = t.sy;
var ox = (obj.pos.x - (sx * obj.radius)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (sy * obj.radius)) - t.pos.y;//point on the circle, relative to the tile center
//if the dotprod of (ox,oy) and (sx,sy) is negative, the innermost point 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 as the slope penetration vector
sx *= -dp;//(sx,sy) is now the penetration vector
sy *= -dp;
//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;
}
}
var lenN = Math.sqrt(sx * sx + sy * sy);
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
var sx = t.sx;
var 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 voronoi 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 sx = t.sx;
var sy = t.sy;
var ox = obj.pos.x - (t.pos.x + (oH * 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 normal, otherwise by the vertex.
//(NOTE: this is the opposite logic of the vertical case;
// for vertical, if the perp prod and the slope's slope agree, it's outside.
// for horizontal, if the perp prod and the slope's slope agree, circle is inside.
// ..but this is only a property of flahs' coord system (i.e the rules might swap
// in righthanded systems))
//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, sx, 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, and
//it cannot possibly reach/touch/penetrate the slope
return Phaser.Physics.Circle.COL_NONE;
}
else
{
//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;
}
}
}
+181
View File
@@ -0,0 +1,181 @@
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var CircleConcave = (function () {
function CircleConcave() {
}
CircleConcave.Collide = function (x, y, oH, oV, obj, t) {
//if we're colliding diagonally:
// -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb
//if obj is horiz OR very neighb in direction of slope: collide vs vert
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0) {
if (oV == 0) {
//colliding with current tile
var ox = (t.pos.x + (signx * t.xw)) - obj.pos.x;
var oy = (t.pos.y + (signy * t.yw)) - obj.pos.y;
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (len + obj.radius) - trad;
if (0 < pen) {
if (x < y) {
//penetration in x is smaller
lenP = x;
y = 0;
if ((obj.pos.x - t.pos.x) < 0) {
x *= -1;
}
} else {
//penetration in y is smaller
lenP = y;
x = 0;
if ((obj.pos.y - t.pos.y) < 0) {
y *= -1;
}
}
if (lenP < pen) {
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//we can assume that len >0, because if we're here then
//(len + obj.radius) > trad, and since obj.radius <= trad
//len MUST be > 0
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
return Phaser.Physics.Circle.COL_NONE;
}
} else {
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 vertical tip
//get diag vertex position
var vx = t.pos.x - (signx * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out vertically
dx = 0;
dy = oV;
} else {
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
} else if (oV == 0) {
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 horizontal tip
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y - (signy * t.yw);
var dx = obj.pos.x - vx;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
if (len == 0) {
//project out horizontally
dx = oH;
dy = 0;
} else {
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
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, and
//it cannot possibly reach/touch/penetrate the slope
return Phaser.Physics.Circle.COL_NONE;
} else {
//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;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
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;
};
return CircleConcave;
})();
Projection.CircleConcave = CircleConcave;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+235
View File
@@ -0,0 +1,235 @@
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class CircleConcave {
public static Collide(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
//if we're colliding diagonally:
// -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb
//if obj is horiz OR very neighb in direction of slope: collide vs vert
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0)
{
if (oV == 0)
{
//colliding with current tile
var ox = (t.pos.x + (signx * t.xw)) - obj.pos.x;//(ox,oy) is the vector from the circle to
var oy = (t.pos.y + (signy * t.yw)) - obj.pos.y;//tile-circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (len + obj.radius) - trad;
if (0 < pen)
{
//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 < pen)
{
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
}
else
{
//we can assume that len >0, because if we're here then
//(len + obj.radius) > trad, and since obj.radius <= trad
//len MUST be > 0
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
else
{
return Phaser.Physics.Circle.COL_NONE;
}
}
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 vertical tip
//get diag vertex position
var vx = t.pos.x - (signx * 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 vertically
dx = 0;
dy = oV;
}
else
{
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, 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 horizontal tip
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y - (signy * 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 horizontally
dx = oH;
dy = 0;
}
else
{
dx /= len;
dy /= len;
}
obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, 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, and
//it cannot possibly reach/touch/penetrate the slope
return Phaser.Physics.Circle.COL_NONE;
}
else
{
//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;
}
}
}
+193
View File
@@ -0,0 +1,193 @@
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var CircleConvex = (function () {
function CircleConvex() {
}
CircleConvex.Collide = function (x, y, oH, oV, obj, t) {
//if the object is horiz AND/OR vertical neighbor in the normal (signx,signy)
//direction, collide vs. tile-circle only.
//if we're colliding diagonally:
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0) {
if (oV == 0) {
//colliding with current tile
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen) {
if (x < y) {
//penetration in x is smaller
lenP = x;
y = 0;
if ((obj.pos.x - t.pos.x) < 0) {
x *= -1;
}
} else {
//penetration in y is smaller
lenP = y;
x = 0;
if ((obj.pos.y - t.pos.y) < 0) {
y *= -1;
}
}
if (lenP < pen) {
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//note: len should NEVER be == 0, because if it is,
//projeciton by an axis shoudl always be shorter, and we should
//never arrive here
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
if ((signy * oV) < 0) {
//colliding with face/edge
obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//obj in neighboring cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen) {
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
} else if (oV == 0) {
if ((signx * oH) < 0) {
//colliding with face/edge
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//obj in neighboring cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen) {
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
} else {
if (0 < ((signx * oH) + (signy * oV))) {
//obj in diag neighb cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen) {
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
} else {
//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;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
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;
};
return CircleConvex;
})();
Projection.CircleConvex = CircleConvex;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+242
View File
@@ -0,0 +1,242 @@
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class CircleConvex {
public static Collide(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
//if the object is horiz AND/OR vertical neighbor in the normal (signx,signy)
//direction, collide vs. tile-circle only.
//if we're colliding diagonally:
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0)
{
if (oV == 0)
{
//colliding with current tile
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen)
{
//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 < pen)
{
obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
}
else
{
//note: len should NEVER be == 0, because if it is,
//projeciton by an axis shoudl always be shorter, and we should
//never arrive here
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, 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
{
//obj in neighboring cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, 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
{
//obj in neighboring cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
else
{
//colliding diagonally
if (0 < ((signx * oH) + (signy * oV)))
{
//obj in diag neighb cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
else
{
//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;
}
}
}
+84
View File
@@ -0,0 +1,84 @@
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var CircleFull = (function () {
function CircleFull() {
}
CircleFull.Collide = function (x, y, oH, oV, obj, t) {
if (oH == 0) {
if (oV == 0) {
if (x < y) {
//penetration in x is smaller; project in x
var dx = obj.pos.x - t.pos.x;
if (dx < 0) {
obj.ReportCollisionVsWorld(-x, 0, -1, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
obj.ReportCollisionVsWorld(x, 0, 1, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
}
} else {
//penetration in y is smaller; project in y
var dy = obj.pos.y - t.pos.y;
if (dy < 0) {
obj.ReportCollisionVsWorld(0, -y, 0, -1, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
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);
return Phaser.Physics.Circle.COL_AXIS;
}
} else if (oV == 0) {
//collision with horizontal neighbor
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
} else {
//diagonal collision
//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;
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen) {
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;
};
return CircleFull;
})();
Projection.CircleFull = CircleFull;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));
+112
View File
@@ -0,0 +1,112 @@
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class CircleFull {
public static Collide(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
//if we're colliding vs. the current cell, we need to project along the
//smallest penetration vector.
//if we're colliding vs. horiz. or vert. neighb, we simply project horiz/vert
//if we're colliding diagonally, we need to collide vs. tile corner
if (oH == 0)
{
if (oV == 0)
{
//collision with current cell
if (x < y)
{
//penetration in x is smaller; project in x
var dx = obj.pos.x - t.pos.x;//get sign for projection along x-axis
//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
if (dx < 0)
{
obj.ReportCollisionVsWorld(-x, 0, -1, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
}
else
{
obj.ReportCollisionVsWorld(x, 0, 1, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
}
}
else
{
//penetration in y is smaller; project in y
var dy = obj.pos.y - t.pos.y;//get sign for projection along y-axis
//NOTE: should we handle the delta == 0 case?! and how? (project towards oldpos?)
if (dy < 0)
{
obj.ReportCollisionVsWorld(0, -y, 0, -1, t);
return Phaser.Physics.Circle.COL_AXIS;
}
else
{
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);
return Phaser.Physics.Circle.COL_AXIS;
}
}
else if (oV == 0)
{
//collision with horizontal neighbor
obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
}
else
{
//diagonal collision
//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;
}
}
}