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 FuzzyEqual = require('../../math/fuzzy/Equal');
var GetOverlapY = require('./GetOverlapY');
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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];
var faceTop = result[1];
var faceBottom = !faceTop;
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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 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 (overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY)
{
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// return true if there was some overlap, otherwise false.
return (overlap !== 0) || (body1.embedded && body2.embedded);
}
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// Adjust their positions and velocities accordingly based on the amount of overlap
var v1 = velocity1.y;
var v2 = velocity2.y;
// 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.
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// console.log('Collision - top face of body1?', faceTop);
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// console.log('body1', body1.gameObject.name);
// console.log('blocked down', blocked1.down, 'blocked up', blocked1.up);
// console.log('touching down', body1.touching.down, 'touching up', body1.touching.up);
// console.log('world blocked down', body1.worldBlocked.down, 'world blocked up', body1.worldBlocked.up);
// console.log('moving up?', (body1.deltaY() < 0), 'speed', body1.deltaY());
// console.log('immovable', body1.immovable);
// console.log('velocity', v1);
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// console.log('');
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// console.log('body2', body2.gameObject.name);
// console.log('blocked down', blocked2.down, 'blocked up', blocked2.up);
// console.log('touching down', body2.touching.down, 'touching up', body2.touching.up);
// console.log('world blocked down', body2.worldBlocked.down, 'world blocked up', body2.worldBlocked.up);
// console.log('moving up?', (body2.deltaY() < 0), 'speed', body2.deltaY());
// console.log('immovable', body2.immovable);
// console.log('velocity', v2);
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// debugger;
var ny1 = v1;
var ny2 = v2;
if (!body1Immovable && !body2Immovable)
{
// 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;
}
else if (body1Immovable)
{
// Body1 is immovable, so carries on at the same speed regardless, adjust body2 speed
// ny2 = v1 - v2 * body2.bounce.y;
ny2 = v1 - v2;
}
else if (body2Immovable)
{
// Body2 is immovable, so carries on at the same speed regardless, adjust body1 speed
// ny1 = v2 - v1 * body1.bounce.y;
ny1 = v2 - v1;
}
// Velocities calculated, time to work out what moves where
// -------------------------------------------
// 1) Bail out if nothing is blocking anything
// -------------------------------------------
if (blocked1.none && blocked2.none)
{
if (overlap !== 0)
{
// var p1 = (faceBottom) ? body1.bottom - body2.y : body2.bottom - body1.y;
// console.log('impact', v1, v2, 'overlap', overlap, p1);
var share = overlap * 0.5;
var amount1 = body1.getMoveY(share);
var amount2 = body2.getMoveY(-share);
if (amount1 !== share)
{
// console.log('diff1', share, amount1, amount2);
amount2 -= (share - amount1);
}
else if (amount2 !== -share)
{
// console.log('diff2', share, amount1, amount2);
amount1 += (share + amount2);
}
body1.y += amount1;
body2.y += amount2;
// var p2 = (faceBottom) ? body1.bottom - body2.y : body2.bottom - body1.y;
// console.log('post-impact', p2);
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}
// else
// {
// console.log('zero overlap impact');
// }
// console.log('----------------------------------');
velocity1.y = ny1;
velocity2.y = ny2;
return true;
}
else if (blocked1.none)
{
// Body2 is blocked from moving, so Body1 needs to move
}
else if (blocked2.none)
{
// Body1 is blocked from moving, so Body2 needs to move
}
else
{
// Nothing can move anywhere!
}
// -------------------------------------------
// 2) Body1 motion checks
// -------------------------------------------
if (body1.deltaY() < 0)
{
console.log('up1');
// Body1 is moving UP
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if (blocked1.up && blocked1.by === body2)
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{
// And is blocked
if (faceTop)
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{
// Body1 top hit Body2 bottom and is blocked from moving up
body1.y = body2.bottom;
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}
else
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{
// Body1 bottom hit Body2 top and is blocked from moving up
body1.bottom = body2.y;
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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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}
}
else if (body1.deltaY() > 0)
{
console.log('down1');
// Body1 is moving DOWN
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if (blocked1.down && blocked1.by === body2)
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{
// And is blocked
if (faceTop)
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{
// Body1 top hit Body2 bottom and is blocked from moving down
body1.y = body2.bottom;
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}
else
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{
// Body1 bottom hit Body2 top and is blocked from moving down
body1.bottom = body2.y;
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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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}
}
else if (FuzzyEqual(ny1, 0, 0.001))
{
// Body1 is static, don't apply any more velocity
console.log('static 1');
ny1 = 0;
}
if (body2.deltaY() < 0)
{
console.log('up2');
// Body2 is moving UP
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if (blocked2.up && blocked2.by === body1)
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{
// And is blocked
if (faceTop)
{
// Body2 bottom hit Body1 top and is blocked from moving up
body2.bottom = body1.y;
}
else
{
// Body2 top hit Body1 bottom and is blocked from moving up
body2.y = body1.bottom;
}
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if (ny2 < 0)
{
// Velocity hasn't been reversed, so cancel it
ny2 = 0;
}
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}
}
else if (body2.deltaY() > 0)
{
console.log('down2');
// Body2 is moving DOWN
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if (blocked2.down && blocked2.by === body1)
{
// And is blocked
if (faceTop)
{
// Body2 bottom hit Body1 top and is blocked from moving down
body2.bottom = body1.y;
}
else
{
// Body2 top hit Body1 bottom and is blocked from moving down
body2.y = body1.bottom;
}
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if (ny2 > 0)
{
// Velocity hasn't been reversed, so cancel it
ny2 = 0;
}
}
}
else if (FuzzyEqual(ny2, 0, 0.001))
{
// Body2 is static, don't apply any more velocity
console.log('static2');
ny2 = 0;
}
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;