diff --git a/examples/wip/ninja2.js b/examples/wip/ninja2.js new file mode 100644 index 00000000..99976e7c --- /dev/null +++ b/examples/wip/ninja2.js @@ -0,0 +1,117 @@ + +// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }); +var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); + +function preload() { + + game.load.spritesheet('ninja-tiles', 'assets/physics/ninja-tiles.png', 128, 128, 34); + game.load.image('a', 'assets/sprites/firstaid.png'); + game.load.image('ball', 'assets/sprites/shinyball.png'); + +} + +var sprite1; +var cursors; + +var tile1; +var tile2; + +var t; +var running = false; + +function create() { + + game.stage.smoothed = true; + + // Activate the Ninja physics system + game.physics.startSystem(Phaser.Physics.NINJA); + + // game.physics.ninja.gravity = 0.1; + + sprite1 = game.add.sprite(102, 200, 'ball'); + + // Enable the physics body for the Ninja physics system + // By default it will create an AABB body for the sprite + game.physics.ninja.enableCircle(sprite1, sprite1.width / 2); + + // But you can change it to either a Tile or a Circle + tile1 = game.add.sprite(100, 500, 'ninja-tiles', 14); + tile1.width = 100; + tile1.height = 100; + + game.physics.ninja.enableTile(tile1, 14); + + cursors = game.input.keyboard.createCursorKeys(); + +} + +function collisionHandler() { + game.stage.backgroundColor = 0xff0000; +} + +function update() { + + game.physics.ninja.collide(sprite1, tile1, collisionHandler, null, this); + + // tile1.body.moveRight(1); + + /* + if (cursors.up.isDown && !running) + { + running = true; + t = Date.now(); + } + + sprite1.body.setZeroVelocity(); + + if (running) + { + sprite1.body.moveRight(100); + + if (sprite1.body.x >= 200) + { + var ms = Date.now() - t; + console.log('100px in ', ms); + running = false; + sprite1.body.setZeroVelocity(); + } + } + */ + + // sprite1.body.setZeroVelocity(); + + if (cursors.left.isDown) + { + sprite1.body.moveLeft(20); + } + else if (cursors.right.isDown) + { + sprite1.body.moveRight(20); + } + + if (cursors.up.isDown) + { + sprite1.body.moveUp(20); + } + else if (cursors.down.isDown) + { + sprite1.body.moveUp(20); + } + +} + +function render() { + + game.debug.text(sprite1.body.shape.velocity.x, 32, 32); + game.debug.text(sprite1.body.shape.velocity.y, 32, 64); + game.debug.text(game.math.radToDeg(sprite1.body.angle), 32, 96); + + // tile1.render(game.context, 'ninja-tiles'); + // tile2.render(game.context, 'ninja-tiles'); + + // game.debug.geom(sprite1.body, 'rgba(0,255,0,0.4)', true, 1); + + // game.debug.geom(tile1, 'rgba(0,255,0,0.4)', true, 1); + // game.debug.geom(tile1, 'rgba(0,255,0,0.4)', true, 1); + +} diff --git a/src/physics/ninja/Body.js b/src/physics/ninja/Body.js index a2eb4e3a..18362e49 100644 --- a/src/physics/ninja/Body.js +++ b/src/physics/ninja/Body.js @@ -15,11 +15,13 @@ * @param {Phaser.Sprite} sprite - The Sprite object this physics body belongs to. * @param {number} [type=1] - The type of Ninja shape to create. 1 = AABB, 2 = Circle or 3 = Tile. * @param {number} [id=1] - If this body is using a Tile shape, you can set the Tile id here, i.e. Phaser.Physics.Ninja.Tile.SLOPE_45DEGpn, Phaser.Physics.Ninja.Tile.CONVEXpp, etc. +* @param {number} [radius=16] - If this body is using a Circle shape this controls the radius. */ -Phaser.Physics.Ninja.Body = function (system, sprite, type, id) { +Phaser.Physics.Ninja.Body = function (system, sprite, type, id, radius) { if (typeof type === 'undefined') { type = 1; } if (typeof id === 'undefined') { id = 1; } + if (typeof radius === 'undefined') { radius = 16; } /** * @property {Phaser.Sprite} sprite - Reference to the parent Sprite. @@ -68,7 +70,7 @@ Phaser.Physics.Ninja.Body = function (system, sprite, type, id) { } else if (type === 2) { - this.circle = new Phaser.Physics.Ninja.Circle(system, sprite.x, sprite.y, sprite.width, sprite.height); + this.circle = new Phaser.Physics.Ninja.Circle(system, sprite.x, sprite.y, radius); this.shape = this.circle; } else if (type === 3) diff --git a/src/physics/ninja/Circle.js b/src/physics/ninja/Circle.js index 96aba471..0c6ac3cf 100644 --- a/src/physics/ninja/Circle.js +++ b/src/physics/ninja/Circle.js @@ -12,6 +12,2531 @@ * @constructor * @param {Phaser.Game} game reference to the current game instance. */ -Phaser.Physics.Ninja.Circle = function (system, x, y, width, height) { +Phaser.Physics.Ninja.Circle = function (system, x, y, radius) { + + this.system = system; + this.pos = new Phaser.Point(x, y); + this.oldpos = new Phaser.Point(x, y); + this.radius = radius; + + this.width = radius * 2; + this.height = radius * 2; + + this.oH = 0; + this.oV = 0; + + // Setting drag to 0 and friction to 0 means you get a normalised speed (px psec) + this.drag = 1; + this.friction = 0.05; + this.gravityScale = 1; + this.bounce = 0.3; + this.velocity = new Phaser.Point(); + + this.circleTileProjections = {}; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_FULL] = this.projCircle_Full; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_45DEG] = this.projCircle_45Deg; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_CONCAVE] = this.projCircle_Concave; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_CONVEX] = this.projCircle_Convex; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_22DEGs] = this.projCircle_22DegS; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_22DEGb] = this.projCircle_22DegB; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGs] = this.projCircle_67DegS; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGb] = this.projCircle_67DegB; + this.circleTileProjections[Phaser.Physics.Ninja.Tile.TYPE_HALF] = this.projCircle_Half; + +} + +Phaser.Physics.Ninja.Circle.prototype.constructor = Phaser.Physics.Ninja.Circle; + +Phaser.Physics.Ninja.Circle.COL_NONE = 0; +Phaser.Physics.Ninja.Circle.COL_AXIS = 1; +Phaser.Physics.Ninja.Circle.COL_OTHER = 2; + +Phaser.Physics.Ninja.Circle.prototype = { + + /** + * Updates this Circles position. + * + * @method Phaser.Physics.Ninja.Circle#integrate + */ + integrate: function () { + + var px = this.pos.x; + var py = this.pos.y; + + // integrate + this.pos.x += (this.drag * this.pos.x) - (this.drag * this.oldpos.x); + this.pos.y += (this.drag * this.pos.y) - (this.drag * this.oldpos.y) + (this.system.gravity * this.gravityScale); + + // store + this.velocity.set(this.pos.x - px, this.pos.y - py); + this.oldpos.set(px, py); + + }, + + /** + * Process a world collision and apply the resulting forces. + * + * @method Phaser.Physics.Ninja.Circle#reportCollisionVsWorld + * @param {number} px - The tangent velocity + * @param {number} py - The tangent velocity + * @param {number} dx - Collision normal + * @param {number} dy - Collision normal + * @param {number} obj - Object this Circle collided with + */ + reportCollisionVsWorld: function (px, py, dx, dy, obj) { + + var p = this.pos; + var o = this.oldpos; + + //calc velocity + var vx = p.x - o.x; + var vy = p.y - o.y; + + //find component of velocity parallel to collision normal + var dp = (vx * dx + vy * dy); + var nx = dp * dx;//project velocity onto collision normal + + var ny = dp * dy;//nx,ny is normal velocity + + var tx = vx - nx;//px,py is tangent velocity + var ty = vy - ny; + + //we only want to apply collision response forces if the object is travelling into, and not out of, the collision + var b, bx, by, f, fx, fy; + + if (dp < 0) + { + //f = FRICTION; + fx = tx * this.friction; + fy = ty * this.friction; + + b = 1 + this.bounce; + + bx = (nx * b); + by = (ny * b); + + } + else + { + //moving out of collision, do not apply forces + bx = by = fx = fy = 0; + } + + p.x += px;//project object out of collision + p.y += py; + + o.x += px + bx + fx;//apply bounce+friction impulses which alter velocity + o.y += py + by + fy; + + }, + + /** + * Collides this Circle against the world bounds. + * + * @method Phaser.Physics.Ninja.Circle#collideWorldBounds + */ + collideWorldBounds: function () { + + var p = this.pos; + var r = this.radius; + + var XMIN = this.system.bounds.x; + var XMAX = this.system.bounds.width; + var YMIN = this.system.bounds.y; + var YMAX = this.system.bounds.height; + + var dx = this.system.bounds.x - (this.pos.x - this.radius); + + if (0 < dx) + { + this.reportCollisionVsWorld(dx, 0, 1, 0, null); + } + else + { + dx = (this.pos.x + this.radius) - this.system.bounds.width; + + if (0 < dx) + { + this.reportCollisionVsWorld(-dx, 0, -1, 0, null); + } + } + + var dy = this.system.bounds.y - (this.pos.y - this.radius); + + if (0 < dy) + { + this.reportCollisionVsWorld(0, dy, 0, 1, null); + } + else + { + dy = (this.pos.y + this.radius) - this.system.bounds.height; + + if (0 < dy) + { + this.reportCollisionVsWorld(0, -dy, 0, -1, null); + } + } + + }, + + /** + * Collides this Circle with a Tile. + * + * @method Phaser.Physics.Ninja.Circle#collideCircleVsTile + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {boolean} True if they collide, otherwise false. + */ + collideCircleVsTile: function (tile) { + + var pos = this.pos; + var r = this.radius; + var c = tile; + + var tx = c.pos.x; + var ty = c.pos.y; + var txw = c.xw; + var tyw = c.yw; + + var dx = pos.x - tx;//tile->obj delta + var px = (txw + r) - Math.abs(dx);//penetration depth in x + + if (0 < px) + { + var dy = pos.y - ty;//tile->obj delta + var py = (tyw + r) - Math.abs(dy);//pen depth in y + + if (0 < py) + { + //object may be colliding with tile + + //determine grid/voronoi region of circle center + this.oH = 0; + this.oV = 0; + if (dx < -txw) + { + //circle is on left side of tile + this.oH = -1; + } + else if (txw < dx) + { + //circle is on right side of tile + this.oH = 1; + } + + if (dy < -tyw) + { + //circle is on top side of tile + this.oV = -1; + } + else if (tyw < dy) + { + //circle is on bottom side of tile + this.oV = 1; + } + + return this.resolveCircleTile(px, py, this.oH, this.oV, this, c); + + } + } + }, + + /** + * Resolves tile collision. + * + * @method Phaser.Physics.Ninja.Circle#resolveCircleTile + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + resolveCircleTile: function (x, y, oH, oV, obj, t) { + + if (0 < t.id) + { + return this.circleTileProjections[t.type](x, y, oH, oV, obj, t); + } + else + { + console.log("ResolveCircleTile() was called with an empty (or unknown) tile!: ID=" + t.id + ")"); + return false; + } + + }, + + /** + * Resolves Full tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_Full + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_Full: function (x, y, oH, oV, obj, t) { + + //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.Ninja.Circle.COL_AXIS; + } + else + { + obj.reportCollisionVsWorld(x, 0, 1, 0, t); + return Phaser.Physics.Ninja.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.Ninja.Circle.COL_AXIS; + } + else + { + obj.reportCollisionVsWorld(0, y, 0, 1, t); + return Phaser.Physics.Ninja.Circle.COL_AXIS; + } + } + } + else + { + //collision with vertical neighbor + obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); + + return Phaser.Physics.Ninja.Circle.COL_AXIS; + } + } + else if (oV == 0) + { + //collision with horizontal neighbor + obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); + return Phaser.Physics.Ninja.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.Ninja.Circle.COL_OTHER; + } + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + + }, + + /** + * Resolves 45 Degree tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_45Deg + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_45Deg: 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;//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.Ninja.Circle.COL_AXIS; + } + else + { + obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); + + return Phaser.Physics.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.Circle.COL_OTHER; + } + + } + + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + }, + + /** + * Resolves Concave tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_Concave + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_Concave: 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;//(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.Ninja.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.Ninja.Circle.COL_OTHER; + } + } + else + { + return Phaser.Physics.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.Circle.COL_OTHER; + } + + } + + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + + }, + + /** + * Resolves Convex tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_Convex + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_Convex: 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));//(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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.Circle.COL_OTHER; + } + + } + + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + + }, + + /** + * Resolves Half tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_Half + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_Half: function (x,y,oH,oV,obj,t) { + + //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.Ninja.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.Ninja.Circle.COL_AXIS; + } + else + { + obj.reportCollisionVsWorld(sx,sy,t.signx,t.signy); + + return Phaser.Physics.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.Circle.COL_OTHER; + } + + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + + }, + + /** + * Resolves 22 Degree tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_22DegS + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_22DegS: function (x,y,oH,oV,obj,t) { + + //if the object is in a cell pointed at by signy, 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 + //if obj is horiz neighb in direction of slope: collide vs. slope or vertex + //if obj is horiz 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 vert neighb against direction of slope: collide vs. face + + var signx = t.signx; + var signy = t.signy; + + if(0 < (signy*oV)) + { + //object will never collide vs tile, it can't reach that far + + return Phaser.Physics.Ninja.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 + + var sx = t.sx; + var sy = t.sy; + + var r = obj.radius; + 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 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 vertex, otherwise by the normal or axially. + //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 = 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.Ninja.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); + + 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.Ninja.Circle.COL_AXIS; + } + else + { + obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t); + + return Phaser.Physics.Ninja.Circle.COL_OTHER; + } + + } + } + + } + else + { + //colliding vertically; we can assume that (signy*oV) < 0 + //due to the first conditional far above + + obj.reportCollisionVsWorld(0,y*oV, 0, oV, t); + + return Phaser.Physics.Ninja.Circle.COL_AXIS; + } + } + else if(oV == 0) + { + //colliding horizontally + if((signx*oH) < 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 - (signx*t.xw); + var vy = t.pos.y; + + var dx = obj.pos.x - vx;//calc vert->circle vector + var dy = obj.pos.y - vy; + + if((dy*signy) < 0) + { + //colliding vs face + obj.reportCollisionVsWorld(x*oH, 0, oH, 0, t); + + return Phaser.Physics.Ninja.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.Ninja.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 + + 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.Ninja.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.Ninja.Circle.COL_OTHER; + } + } + } + } + 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.Ninja.Circle.COL_OTHER; + } + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + + }, + + /** + * Resolves 22 Degree tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_22DegB + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_22DegB: function (x,y,oH, oV, obj,t) { + + //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 horiz neighb in direction of slope: collide vs. slope or vertex or edge + // + //if obj is vert neighb in direction of slope: collide vs. slope or vertex + + var signx = t.signx; + var signy = t.signy; + + if(oH == 0) + { + if(oV == 0) + { + //colliding with current cell + + var sx = t.sx; + var 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); + + 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.Ninja.Circle.COL_AXIS; + } + else + { + obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); + + return Phaser.Physics.Ninja.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.Ninja.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 + (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.Ninja.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.Ninja.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.Ninja.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.Ninja.Circle.COL_AXIS; + } + else + { + //colliding with the vertex or slope + + var sx = t.sx; + var 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.Ninja.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.Ninja.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 = Math.sqrt(2*2 + 1*1);//the raw slope is (-2,-1) + var sx = (signx*1) / slen;//get slope _unit_ normal; + var 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.Ninja.Circle.COL_OTHER; + } + return Phaser.Physics.Ninja.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.Ninja.Circle.COL_OTHER; + } + + } + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + }, + + /** + * Resolves 67 Degree tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_67DegS + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_67DegS: function (x,y,oH,oV,obj,t) { + + //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; + + if(0 < (signx*oH)) + { + //object will never collide vs tile, it can't reach that far + + return Phaser.Physics.Ninja.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 + + var sx = t.sx; + var 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.Ninja.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); + + 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.Ninja.Circle.COL_AXIS + } + else + { + obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t); + + return Phaser.Physics.Ninja.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.Ninja.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.Ninja.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 + + 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 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.Ninja.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.Ninja.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.Ninja.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.Ninja.Circle.COL_OTHER; + } + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + + }, + + /** + * Resolves 67 Degree tile collision. + * + * @method Phaser.Physics.Ninja.Circle#projCircle_67DegB + * @param {number} x - Penetration depth on the x axis. + * @param {number} y - Penetration depth on the y axis. + * @param {number} oH - Grid / voronoi region. + * @param {number} oV - Grid / voronoi region. + * @param {Phaser.Physics.Ninja.Circle} obj - The Circle involved in the collision. + * @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision. + * @return {number} The result of the collision. + */ + projCircle_67DegB: function (x,y,oH, oV, obj,t) { + + //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; + + if(oH == 0) + { + if(oV == 0) + { + //colliding with current cell + + var sx = t.sx; + var 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); + + 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.Ninja.Circle.COL_AXIS; + } + else + { + obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t); + + return Phaser.Physics.Ninja.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.Ninja.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.Ninja.Circle.COL_AXIS; + } + else + { + //colliding with the vertex or slope + + var sx = t.sx; + var 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.Ninja.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.Ninja.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.Ninja.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.Ninja.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.Ninja.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 + + var sx = t.sx; + var 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.Ninja.Circle.COL_OTHER; + } + return Phaser.Physics.Ninja.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.Ninja.Circle.COL_OTHER; + } + + } + } + + return Phaser.Physics.Ninja.Circle.COL_NONE; + } } diff --git a/src/physics/ninja/World.js b/src/physics/ninja/World.js index 638f2090..34d951ec 100644 --- a/src/physics/ninja/World.js +++ b/src/physics/ninja/World.js @@ -124,7 +124,7 @@ Phaser.Physics.Ninja.prototype = { { if (object[i].body === null) { - object[i].body = new Phaser.Physics.Ninja.Body(this, object[i], type, id); + object[i].body = new Phaser.Physics.Ninja.Body(this, object[i], type, id, radius); object[i].anchor.set(0.5); } } @@ -442,7 +442,15 @@ Phaser.Physics.Ninja.prototype = { return body2.aabb.collideAABBVsTile(body1.tile); } - // circles next + if (body1.circle && body2.tile) + { + return body1.circle.collideCircleVsTile(body2.tile); + } + + if (body1.tile && body2.circle) + { + return body2.circle.collideCircleVsTile(body1.tile); + } }