phaser/src/physics/arcade/SeparateY.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var CONST = require('./const');
var GetOverlapY = require('./GetOverlapY');
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var IntersectsRect = require('./IntersectsRect');
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/**
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* Separates two overlapping bodies on the Y-axis (vertically).
*
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* Separation involves moving two overlapping bodies so they don't overlap anymore
* and adjusting their velocities based on their mass. This is a core part of collision detection.
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*
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* The bodies won't be separated if there is no vertical overlap between them, if they are static,
* or if either one uses custom logic for its separation.
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*
* @function Phaser.Physics.Arcade.SeparateY
* @since 3.0.0
*
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* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate. This is our priority body.
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* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
* @param {boolean} overlapOnly - If `true`, the bodies will only have their overlap data set and no separation will take place.
* @param {number} bias - A value to add to the delta value during overlap checking. Used to prevent sprite tunneling.
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*
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* @return {boolean} `true` if the two bodies overlap vertically, otherwise `false`.
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*/
var SeparateY = function (body1, body2, overlapOnly, bias)
{
var result = GetOverlapY(body1, body2, overlapOnly, bias);
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var overlap = result[0];
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var topFace = result[1];
var bottomFace = !topFace;
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var intersects = result[2];
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var velocity1 = body1.velocity;
var velocity2 = body2.velocity;
var blocked1 = body1.blocked;
var blocked2 = body2.blocked;
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var worldBlocked1 = body1.worldBlocked;
var worldBlocked2 = body2.worldBlocked;
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var body1Immovable = (body1.physicsType === CONST.STATIC_BODY || body1.immovable);
var body2Immovable = (body2.physicsType === CONST.STATIC_BODY || body2.immovable);
// Can't separate two immovable bodies, or a body with its own custom separation logic
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if (!intersects || overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY)
{
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// return true if there was some overlap, otherwise false.
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return ((intersects && overlap !== 0) || (body1.embedded && body2.embedded));
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}
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// Adjust their positions and velocities accordingly based on the amount of overlap
var v1 = velocity1.y;
var v2 = velocity2.y;
var ny1 = v1;
var ny2 = v2;
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// console.log(body1.gameObject.name, 'overlaps', body2.gameObject.name, 'on the', ((topFace) ? 'top' : 'bottom'));
// At this point, the velocity from gravity, world rebounds, etc has been factored in.
// The body is moving the direction it wants to, but may be blocked and rebound.
if (!body1Immovable && !body2Immovable)
{
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// Neither body is immovable, so they get a new velocity based on mass
var mass1 = body1.mass;
var mass2 = body2.mass;
var nv1 = Math.sqrt((v2 * v2 * mass2) / mass1) * ((v2 > 0) ? 1 : -1);
var nv2 = Math.sqrt((v1 * v1 * mass1) / mass2) * ((v1 > 0) ? 1 : -1);
var avg = (nv1 + nv2) * 0.5;
nv1 -= avg;
nv2 -= avg;
ny1 = avg + nv1 * body1.bounce.y;
ny2 = avg + nv2 * body2.bounce.y;
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// console.log('*1', ny1, ny2, 'vs', v1, v2, 'avg', avg, 'nv', nv1, nv2, body1.bounce.y, body2.bounce.y);
}
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else if (body1Immovable)
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{
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// Body1 is immovable, so adjust body2 speed
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ny2 = v1 - v2 * body2.bounce.y;
}
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else if (body2Immovable)
{
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// Body2 is immovable, so adjust body1 speed
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ny1 = v2 - v1 * body1.bounce.y;
}
// Velocities calculated, time to work out what moves where
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if (overlap !== 0)
{
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var share = overlap * 0.2;
var totalA = 0;
var totalB = 0;
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for (var i = 0; i < 12; i++)
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{
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var amount1 = (topFace) ? body1.getMoveY(share) : body1.getMoveY(-share);
var amount2 = (topFace) ? body2.getMoveY(-share) : body2.getMoveY(share);
totalA += amount1;
totalB += amount2;
if (Math.abs(totalA) + Math.abs(totalB) >= overlap)
{
break;
}
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}
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// console.log('split at', totalA, totalB, 'of', overlap);
body1.y += totalA;
body2.y += totalB;
// var share = overlap * 0.5;
// var amount1 = (topFace) ? body1.getMoveY(share) : body1.getMoveY(-share);
// var amount2 = (topFace) ? body2.getMoveY(-share) : body2.getMoveY(share);
// if (topFace && amount1 !== share && !worldBlocked2.up)
// {
// amount2 -= (share - amount1);
// }
// else if (bottomFace && amount1 !== -share && !worldBlocked2.down)
// {
// amount2 += (share + amount1);
// }
// body1.y += amount1;
// body2.y += amount2;
// if (amount1)
// {
// body1.wake();
// }
// if (amount2)
// {
// body2.wake();
// }
// if (body2.gameObject.name === 'block2')
// {
// var stillIntersects = IntersectsRect(body1, body2);
// console.log(ny1, ny2);
// console.log('split rates', share, amount1, amount2);
// console.log(body1.y, body1.bottom);
// console.log(body2.y, body2.bottom);
// console.log('still?', stillIntersects);
// debugger;
// }
// Still intersecting?
/*
if (IntersectsRect(body1, body2))
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{
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console.log('intersect adjustment');
if (body1Immovable)
{
if (topFace)
{
console.log('ad1');
body2.bottom = body1.y;
}
else
{
console.log('ad2');
body2.y = body1.bottom;
}
}
else if (!body1Immovable)
{
if (topFace)
{
console.log('ad3');
body1.y = body2.bottom;
}
else
{
console.log('ad4');
body1.bottom = body2.y;
}
}
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}
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*/
}
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/*
if (body1.deltaY() < 0)
{
// Body1 is moving UP
}
else if (body1.deltaY() > 0)
{
// Body1 is moving DOWN
}
else
{
// Body1 is stationary
}
*/
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/*
if (topFace)
{
// The top of Body1 overlaps with the bottom of Body2
if (worldBlocked2.up && !body1Immovable)
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{
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body1.setWorldBlockedUp(body2.bottom);
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}
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else if (worldBlocked2.down && !body1Immovable)
{
body1.setWorldBlockedDown(body2.y);
}
}
else if (bottomFace)
{
// The bottom of Body1 overlaps with the top of Body2
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if (worldBlocked2.down && !body1Immovable)
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{
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body1.setWorldBlockedDown(body2.y);
}
else if (worldBlocked2.up && !body1Immovable)
{
body1.setWorldBlockedUp(body2.bottom);
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}
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}
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*/
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/*
if (body1.deltaY() < 0)
{
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// Body1 is moving UP
console.log('up1');
if (topFace)
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{
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// The top of Body1 hit the bottom of Body2
if (worldBlocked2.up)
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{
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body1.setWorldBlockedUp(body2.bottom);
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}
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else if (worldBlocked2.down)
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{
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body1.setWorldBlockedDown(body2.bottom);
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}
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}
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else if (bottomFace)
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{
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// The bottom of Body1 hit the top of Body2
if (worldBlocked2.up)
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{
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body1.setWorldBlockedUp(body2.y);
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}
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else if (worldBlocked2.down)
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{
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body1.setWorldBlockedDown(body2.y);
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}
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}
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if (ny1 < 0)
{
// Velocity hasn't been reversed, so cancel it
ny1 = 0;
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}
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}
else if (body1.deltaY() > 0)
{
// Body1 is moving DOWN
console.log('down1');
if (topFace)
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{
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}
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if (ny1 > 0)
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{
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// Velocity hasn't been reversed, so cancel it
ny1 = 0;
}
}
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if (body2.deltaY() < 0)
{
// Body2 is moving UP
console.log('up2');
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if (topFace && worldBlocked1.up)
{
// The bottom of Body2 hit the top of Body1 and is blocked from moving up
body1.setWorldBlockedUp(body2.bottom);
}
else if (topFace)
{
// The top of Body1 hit the bottom of Body2, but isn't blocked. However, we still don't want penetration.
body1.y = body2.bottom;
}
if (ny1 < 0)
{
// Velocity hasn't been reversed, so cancel it
ny1 = 0;
}
}
else if (body1.deltaY() > 0)
{
// Body1 is moving DOWN
console.log('down1');
if (bottomFace && worldBlocked2.down)
{
// The bottom of Body1 hit the top of Body2 and is blocked from moving down
body1.setWorldBlockedDown(body2.y);
}
else if (bottomFace)
{
// The bottom of Body1 hit the top of Body2, but isn't blocked. However, we still don't want penetration.
body1.bottom = body2.y;
}
if (ny1 > 0)
{
// Velocity hasn't been reversed, so cancel it
ny1 = 0;
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}
}
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*/
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// If body was asleep, we only wake it up for significant changes in velocity
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// if (body1.sleeping && Math.abs(ny1) > 10)
// {
// body1.wake();
// }
// if (body2.sleeping && Math.abs(ny2) > 10)
// {
// body2.wake();
// }
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if (body1.sleeping && Math.abs(ny1) < 10)
{
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ny1 = 0;
}
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else
{
body1.wake();
}
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if (body2.sleeping && Math.abs(ny2) < 10)
{
ny2 = 0;
}
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else
{
body2.wake();
}
velocity1.y = ny1;
velocity2.y = ny2;
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// TODO: This is special case code that handles things like horizontal moving platforms you can ride
// if (body2.moves)
// {
// body1.x += body1.getMoveX((body2.deltaX()) * body2.friction.x, true);
// }
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// If we got this far then there WAS overlap, and separation is complete, so return true
return true;
};
module.exports = SeparateY;