2013-08-11 18:02:10 +00:00
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/// <reference path="../../_definitions.ts" />
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/**
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* Phaser - Physics - Projection
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*/
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module Phaser.Physics.Projection {
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export class AABB22Deg {
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public static CollideS(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
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var signx = t.signx;
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var signy = t.signy;
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//first we need to check to make sure we're colliding with the slope at all
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2013-08-12 03:08:15 +00:00
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var py = obj.pos.y - (signy * obj.height);
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2013-08-11 18:02:10 +00:00
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var penY = t.pos.y - py;//this is the vector from the innermost point on the box to the highest point on
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//the tile; if it is positive, this means the box is above the tile and
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//no collision is occuring
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if (0 < (penY * signy))
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{
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2013-08-12 03:08:15 +00:00
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var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope
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2013-08-11 18:02:10 +00:00
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var sx = t.sx;//get slope unit normal
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var sy = t.sy;
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
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//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
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var dp = (ox * sx) + (oy * sy);
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if (dp < 0)
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{
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//collision; project delta onto slope and use this to displace the object
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sx *= -dp;//(sx,sy) is now the projection vector
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sy *= -dp;
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var lenN = Math.sqrt(sx * sx + sy * sy);
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var lenP = Math.sqrt(x * x + y * y);
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var aY = Math.abs(penY);
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if (lenP < lenN)
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{
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if (aY < lenP)
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{
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obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
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return Phaser.Physics.AABB.COL_OTHER;
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}
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else
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{
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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return Phaser.Physics.AABB.COL_AXIS;
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}
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}
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else
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{
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if (aY < lenN)
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{
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obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
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return Phaser.Physics.AABB.COL_OTHER;
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}
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else
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{
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obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
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return Phaser.Physics.AABB.COL_OTHER;
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}
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}
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}
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}
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//if we've reached this point, no collision has occured
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return Phaser.Physics.AABB.COL_NONE;
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}
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public static CollideB(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
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var signx = t.signx;
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var signy = t.signy;
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2013-08-12 03:08:15 +00:00
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var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope
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2013-08-11 18:02:10 +00:00
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var sx = t.sx;//get slope unit normal
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var sy = t.sy;
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
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//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
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var dp = (ox * sx) + (oy * sy);
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if (dp < 0)
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{
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//collision; project delta onto slope and use this to displace the object
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sx *= -dp;//(sx,sy) is now the projection vector
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sy *= -dp;
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var lenN = Math.sqrt(sx * sx + sy * sy);
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var lenP = Math.sqrt(x * x + y * y);
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if (lenP < lenN)
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{
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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return Phaser.Physics.AABB.COL_AXIS;
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}
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else
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{
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obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
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return Phaser.Physics.AABB.COL_OTHER;
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}
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}
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return Phaser.Physics.AABB.COL_NONE;
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}
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}
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}
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