mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
Refactor completed. Now to tie the physics and sprites together.
This commit is contained in:
parent
533a4c2e30
commit
0a7513240a
21 changed files with 1112 additions and 2385 deletions
|
@ -210,33 +210,33 @@
|
|||
<Content Include="physics\advanced\Manager.js">
|
||||
<DependentUpon>Manager.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="physics\advanced\ShapeCircle.ts" />
|
||||
<TypeScriptCompile Include="physics\advanced\ShapeBox.ts" />
|
||||
<Content Include="physics\advanced\ShapeBox.js">
|
||||
<DependentUpon>ShapeBox.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="physics\advanced\ShapeCircle.js">
|
||||
<DependentUpon>ShapeCircle.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="physics\advanced\ShapeSegment.ts" />
|
||||
<TypeScriptCompile Include="physics\advanced\ShapePoly.ts" />
|
||||
<Content Include="physics\advanced\ShapePoly.js">
|
||||
<DependentUpon>ShapePoly.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="physics\advanced\ShapeSegment.js">
|
||||
<DependentUpon>ShapeSegment.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="physics\advanced\ShapeTriangle.ts" />
|
||||
<TypeScriptCompile Include="physics\advanced\shapes\Shape.ts" />
|
||||
<TypeScriptCompile Include="physics\advanced\shapes\IShape.ts" />
|
||||
<TypeScriptCompile Include="physics\advanced\shapes\Box.ts" />
|
||||
<Content Include="physics\advanced\shapes\Box.js">
|
||||
<DependentUpon>Box.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="physics\advanced\shapes\Circle.ts" />
|
||||
<Content Include="physics\advanced\shapes\Circle.js">
|
||||
<DependentUpon>Circle.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="physics\advanced\shapes\IShape.js">
|
||||
<DependentUpon>IShape.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="physics\advanced\shapes\Poly.ts" />
|
||||
<Content Include="physics\advanced\shapes\Poly.js">
|
||||
<DependentUpon>Poly.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="physics\advanced\shapes\Segment.ts" />
|
||||
<Content Include="physics\advanced\shapes\Segment.js">
|
||||
<DependentUpon>Segment.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="physics\advanced\shapes\Shape.js">
|
||||
<DependentUpon>Shape.ts</DependentUpon>
|
||||
</Content>
|
||||
<Content Include="physics\advanced\ShapeTriangle.js">
|
||||
<DependentUpon>ShapeTriangle.ts</DependentUpon>
|
||||
<TypeScriptCompile Include="physics\advanced\shapes\Triangle.ts" />
|
||||
<Content Include="physics\advanced\shapes\Triangle.js">
|
||||
<DependentUpon>Triangle.ts</DependentUpon>
|
||||
</Content>
|
||||
<TypeScriptCompile Include="physics\advanced\Space.ts" />
|
||||
<Content Include="physics\advanced\Space.js">
|
||||
|
|
|
@ -1,11 +1,13 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../geom/Point.ts" />
|
||||
/// <reference path="../../math/Vec2Utils.ts" />
|
||||
/// <reference path="shapes/Shape.ts" />
|
||||
/// <reference path="shapes/Circle.ts" />
|
||||
/// <reference path="shapes/Poly.ts" />
|
||||
/// <reference path="shapes/Segment.ts" />
|
||||
/// <reference path="Manager.ts" />
|
||||
/// <reference path="Body.ts" />
|
||||
/// <reference path="shapes/Shape.ts" />
|
||||
/// <reference path="Contact.ts" />
|
||||
/// <reference path="ShapeCircle.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Advanced Physics - Collision Handlers
|
||||
|
@ -22,8 +24,6 @@ module Phaser.Physics.Advanced {
|
|||
|
||||
public collide(a, b, contacts: Contact[]) {
|
||||
|
||||
//console.log('collide', a.type, b.type);
|
||||
|
||||
// Circle (a is the circle)
|
||||
if (a.type == Manager.SHAPE_TYPE_CIRCLE)
|
||||
{
|
||||
|
@ -114,13 +114,13 @@ module Phaser.Physics.Advanced {
|
|||
|
||||
}
|
||||
|
||||
public circle2Circle(circ1, circ2, contactArr) {
|
||||
return this._circle2Circle(circ1.tc, circ1.r, circ2.tc, circ2.r, contactArr);
|
||||
public circle2Circle(circ1: Phaser.Physics.Advanced.Shapes.Circle, circ2: Phaser.Physics.Advanced.Shapes.Circle, contactArr: Contact[]) {
|
||||
return this._circle2Circle(circ1.tc, circ1.radius, circ2.tc, circ2.radius, contactArr);
|
||||
}
|
||||
|
||||
public circle2Segment(circ: ShapeCircle, seg, contactArr: Contact[]) {
|
||||
public circle2Segment(circ: Phaser.Physics.Advanced.Shapes.Circle, seg: Phaser.Physics.Advanced.Shapes.Segment, contactArr: Contact[]) {
|
||||
|
||||
var rsum = circ.radius + seg.r;
|
||||
var rsum = circ.radius + seg.radius;
|
||||
|
||||
// Normal distance from segment
|
||||
var dn = Phaser.Vec2Utils.dot(circ.tc, seg.tn) - Phaser.Vec2Utils.dot(seg.ta, seg.tn);
|
||||
|
@ -142,19 +142,20 @@ module Phaser.Physics.Advanced {
|
|||
return 0;
|
||||
}
|
||||
|
||||
return this._circle2Circle(circ.tc, circ.radius, seg.ta, seg.r, contactArr);
|
||||
return this._circle2Circle(circ.tc, circ.radius, seg.ta, seg.radius, contactArr);
|
||||
}
|
||||
else if (dt > dtMax)
|
||||
{
|
||||
{
|
||||
if (dt > dtMax + rsum)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return this._circle2Circle(circ.tc, circ.radius, seg.tb, seg.r, contactArr);
|
||||
return this._circle2Circle(circ.tc, circ.radius, seg.tb, seg.radius, contactArr);
|
||||
}
|
||||
|
||||
var n: Phaser.Vec2 = new Phaser.Vec2;
|
||||
|
||||
if (dn > 0)
|
||||
{
|
||||
n.copyFrom(seg.tn);
|
||||
|
@ -178,7 +179,7 @@ module Phaser.Physics.Advanced {
|
|||
|
||||
}
|
||||
|
||||
public circle2Poly(circ: ShapeCircle, poly, contactArr: Contact[]) {
|
||||
public circle2Poly(circ: Phaser.Physics.Advanced.Shapes.Circle, poly: Phaser.Physics.Advanced.Shapes.Poly, contactArr: Contact[]) {
|
||||
|
||||
var minDist = -999999;
|
||||
var minIdx = -1;
|
||||
|
@ -229,7 +230,7 @@ module Phaser.Physics.Advanced {
|
|||
|
||||
}
|
||||
|
||||
public segmentPointDistanceSq(seg, p) {
|
||||
public segmentPointDistanceSq(seg: Phaser.Physics.Advanced.Shapes.Segment, p) {
|
||||
|
||||
var w: Phaser.Vec2 = new Phaser.Vec2;
|
||||
var d: Phaser.Vec2 = new Phaser.Vec2;
|
||||
|
@ -258,7 +259,7 @@ module Phaser.Physics.Advanced {
|
|||
}
|
||||
|
||||
// FIXME and optimise me lots!!!
|
||||
public segment2Segment(seg1, seg2, contactArr) {
|
||||
public segment2Segment(seg1: Phaser.Physics.Advanced.Shapes.Segment, seg2: Phaser.Physics.Advanced.Shapes.Segment, contactArr: Contact[]) {
|
||||
|
||||
var d = [];
|
||||
d[0] = this.segmentPointDistanceSq(seg1, seg2.ta);
|
||||
|
@ -301,12 +302,12 @@ module Phaser.Physics.Advanced {
|
|||
var minp1 = Phaser.Vec2Utils.multiplyAdd(seg1.ta, u, s);
|
||||
var minp2 = Phaser.Vec2Utils.multiplyAdd(seg2.ta, v, t);
|
||||
|
||||
return this._circle2Circle(minp1, seg1.r, minp2, seg2.r, contactArr);
|
||||
return this._circle2Circle(minp1, seg1.radius, minp2, seg2.radius, contactArr);
|
||||
|
||||
}
|
||||
|
||||
// Identify vertexes that have penetrated the segment.
|
||||
public findPointsBehindSeg(contactArr, seg, poly, dist, coef) {
|
||||
public findPointsBehindSeg(contactArr: Contact[], seg: Phaser.Physics.Advanced.Shapes.Segment, poly: Phaser.Physics.Advanced.Shapes.Poly, dist: number, coef: number) {
|
||||
|
||||
var dta = Phaser.Vec2Utils.cross(seg.tn, seg.ta);
|
||||
var dtb = Phaser.Vec2Utils.cross(seg.tn, seg.tb);
|
||||
|
@ -319,7 +320,7 @@ module Phaser.Physics.Advanced {
|
|||
{
|
||||
var v = poly.tverts[i];
|
||||
|
||||
if (Phaser.Vec2Utils.dot(v, n) < Phaser.Vec2Utils.dot(seg.tn, seg.ta) * coef + seg.r)
|
||||
if (Phaser.Vec2Utils.dot(v, n) < Phaser.Vec2Utils.dot(seg.tn, seg.ta) * coef + seg.radius)
|
||||
{
|
||||
var dt = Phaser.Vec2Utils.cross(seg.tn, v);
|
||||
|
||||
|
@ -331,9 +332,11 @@ module Phaser.Physics.Advanced {
|
|||
}
|
||||
}
|
||||
|
||||
public segment2Poly(seg, poly, contactArr) {
|
||||
public segment2Poly(seg: Phaser.Physics.Advanced.Shapes.Segment, poly: Phaser.Physics.Advanced.Shapes.Poly, contactArr: Contact[]) {
|
||||
|
||||
var seg_td = Phaser.Vec2Utils.dot(seg.tn, seg.ta);
|
||||
var seg_d1 = poly.distanceOnPlane(seg.tn, seg_td) - seg.r;
|
||||
var seg_d1 = poly.distanceOnPlane(seg.tn, seg_td) - seg.radius;
|
||||
|
||||
if (seg_d1 > 0)
|
||||
{
|
||||
return 0;
|
||||
|
@ -341,7 +344,7 @@ module Phaser.Physics.Advanced {
|
|||
|
||||
var n: Phaser.Vec2 = new Phaser.Vec2;
|
||||
Phaser.Vec2Utils.negative(seg.tn, n);
|
||||
var seg_d2 = poly.distanceOnPlane(n, -seg_td) - seg.r;
|
||||
var seg_d2 = poly.distanceOnPlane(n, -seg_td) - seg.radius;
|
||||
//var seg_d2 = poly.distanceOnPlane(vec2.neg(seg.tn), -seg_td) - seg.r;
|
||||
|
||||
if (seg_d2 > 0)
|
||||
|
@ -374,11 +377,11 @@ module Phaser.Physics.Advanced {
|
|||
//var poly_n = vec2.neg(poly.tplanes[poly_i].n);
|
||||
|
||||
var va: Phaser.Vec2 = new Phaser.Vec2;
|
||||
Phaser.Vec2Utils.multiplyAdd(seg.ta, poly_n, seg.r, va);
|
||||
Phaser.Vec2Utils.multiplyAdd(seg.ta, poly_n, seg.radius, va);
|
||||
//var va = vec2.mad(seg.ta, poly_n, seg.r);
|
||||
|
||||
var vb: Phaser.Vec2 = new Phaser.Vec2;
|
||||
Phaser.Vec2Utils.multiplyAdd(seg.tb, poly_n, seg.r, vb);
|
||||
Phaser.Vec2Utils.multiplyAdd(seg.tb, poly_n, seg.radius, vb);
|
||||
//var vb = vec2.mad(seg.tb, poly_n, seg.r);
|
||||
|
||||
if (poly.containPoint(va))
|
||||
|
@ -412,22 +415,22 @@ module Phaser.Physics.Advanced {
|
|||
var poly_a = poly.tverts[poly_i];
|
||||
var poly_b = poly.tverts[(poly_i + 1) % poly.verts.length];
|
||||
|
||||
if (this._circle2Circle(seg.ta, seg.r, poly_a, 0, contactArr))
|
||||
if (this._circle2Circle(seg.ta, seg.radius, poly_a, 0, contactArr))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (this._circle2Circle(seg.tb, seg.r, poly_a, 0, contactArr))
|
||||
if (this._circle2Circle(seg.tb, seg.radius, poly_a, 0, contactArr))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (this._circle2Circle(seg.ta, seg.r, poly_b, 0, contactArr))
|
||||
if (this._circle2Circle(seg.ta, seg.radius, poly_b, 0, contactArr))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (this._circle2Circle(seg.tb, seg.r, poly_b, 0, contactArr))
|
||||
if (this._circle2Circle(seg.tb, seg.radius, poly_b, 0, contactArr))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
@ -438,7 +441,7 @@ module Phaser.Physics.Advanced {
|
|||
}
|
||||
|
||||
// Find the minimum separating axis for the given poly and plane list.
|
||||
public findMSA(poly, planes, num) {
|
||||
public findMSA(poly: Phaser.Physics.Advanced.Shapes.Poly, planes, num: number) {
|
||||
|
||||
var min_dist = -999999;
|
||||
var min_index = -1;
|
||||
|
@ -446,8 +449,10 @@ module Phaser.Physics.Advanced {
|
|||
for (var i = 0; i < num; i++)
|
||||
{
|
||||
var dist = poly.distanceOnPlane(planes[i].n, planes[i].d);
|
||||
|
||||
if (dist > 0)
|
||||
{ // no collision
|
||||
{
|
||||
// no collision
|
||||
return { dist: 0, index: -1 };
|
||||
}
|
||||
else if (dist > min_dist)
|
||||
|
@ -462,7 +467,7 @@ module Phaser.Physics.Advanced {
|
|||
|
||||
}
|
||||
|
||||
public findVertsFallback(contactArr, poly1, poly2, n, dist) {
|
||||
public findVertsFallback(contactArr: Contact[], poly1: Phaser.Physics.Advanced.Shapes.Poly, poly2: Phaser.Physics.Advanced.Shapes.Poly, n, dist: number) {
|
||||
|
||||
var num = 0;
|
||||
|
||||
|
@ -493,7 +498,7 @@ module Phaser.Physics.Advanced {
|
|||
}
|
||||
|
||||
// Find the overlapped vertices.
|
||||
public findVerts(contactArr, poly1, poly2, n, dist) {
|
||||
public findVerts(contactArr: Contact[], poly1: Phaser.Physics.Advanced.Shapes.Poly, poly2: Phaser.Physics.Advanced.Shapes.Poly, n, dist: number) {
|
||||
|
||||
var num = 0;
|
||||
|
||||
|
@ -523,7 +528,7 @@ module Phaser.Physics.Advanced {
|
|||
|
||||
}
|
||||
|
||||
public poly2Poly(poly1, poly2, contactArr) {
|
||||
public poly2Poly(poly1: Phaser.Physics.Advanced.Shapes.Poly, poly2: Phaser.Physics.Advanced.Shapes.Poly, contactArr: Contact[]) {
|
||||
|
||||
var msa1 = this.findMSA(poly2, poly1.tplanes, poly1.verts.length);
|
||||
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../geom/Point.ts" />
|
||||
/// <reference path="../../math/Vec2Utils.ts" />
|
||||
/// <reference path="Manager.ts" />
|
||||
/// <reference path="Body.ts" />
|
||||
|
@ -33,29 +32,29 @@ module Phaser.Physics.Advanced {
|
|||
|
||||
public hash;
|
||||
|
||||
// Linear velocities at contact point
|
||||
// Linear velocities at contact point
|
||||
public r1: Phaser.Vec2;
|
||||
public r2: Phaser.Vec2;
|
||||
public r1_local: Phaser.Vec2;
|
||||
public r2_local: Phaser.Vec2;
|
||||
// Bounce velocity
|
||||
public bounce;
|
||||
public emn;
|
||||
public emt;
|
||||
// Bounce velocity
|
||||
public bounce: number;
|
||||
public emn: number;
|
||||
public emt: number;
|
||||
|
||||
// Contact point
|
||||
// Contact point
|
||||
public point;
|
||||
|
||||
// Contact normal (toward shape2)
|
||||
public normal: Phaser.Vec2;
|
||||
|
||||
// Penetration depth (d < 0)
|
||||
// Penetration depth (d < 0)
|
||||
public depth;
|
||||
|
||||
// Accumulated normal constraint impulse
|
||||
// Accumulated normal constraint impulse
|
||||
public lambdaNormal;
|
||||
|
||||
// Accumulated tangential constraint impulse
|
||||
// Accumulated tangential constraint impulse
|
||||
public lambdaTangential;
|
||||
|
||||
}
|
||||
|
|
|
@ -1,43 +0,0 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../geom/Point.ts" />
|
||||
/// <reference path="../../math/Vec2Utils.ts" />
|
||||
/// <reference path="Manager.ts" />
|
||||
/// <reference path="Body.ts" />
|
||||
/// <reference path="Shape.ts" />
|
||||
/// <reference path="ShapePoly.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Advanced Physics - ShapeBox
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
|
||||
module Phaser.Physics.Advanced {
|
||||
|
||||
export class ShapeBox extends Phaser.Physics.Advanced.ShapePoly {
|
||||
|
||||
// Give in pixels
|
||||
constructor(x, y, width, height) {
|
||||
|
||||
console.log('creating box', x, y, width, height);
|
||||
|
||||
x = Manager.pixelsToMeters(x);
|
||||
y = Manager.pixelsToMeters(y);
|
||||
width = Manager.pixelsToMeters(width);
|
||||
height = Manager.pixelsToMeters(height);
|
||||
|
||||
var hw = width * 0.5;
|
||||
var hh = height * 0.5;
|
||||
|
||||
super([
|
||||
new Phaser.Vec2(-hw + x, +hh + y),
|
||||
new Phaser.Vec2(-hw + x, -hh + y),
|
||||
new Phaser.Vec2(+hw + x, -hh + y),
|
||||
new Phaser.Vec2(+hw + x, +hh + y)
|
||||
]);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,102 +0,0 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../geom/Point.ts" />
|
||||
/// <reference path="../../math/Vec2Utils.ts" />
|
||||
/// <reference path="Manager.ts" />
|
||||
/// <reference path="Body.ts" />
|
||||
/// <reference path="Shape.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shape
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
|
||||
module Phaser.Physics.Advanced {
|
||||
|
||||
export class ShapeCircle extends Phaser.Physics.Advanced.Shape implements IShape {
|
||||
|
||||
constructor(radius: number, x?: number = 0, y?: number = 0) {
|
||||
|
||||
super(Manager.SHAPE_TYPE_CIRCLE);
|
||||
|
||||
this.center = new Phaser.Vec2(x, y);
|
||||
this.radius = radius;
|
||||
this.tc = new Phaser.Vec2;
|
||||
|
||||
this.finishVerts();
|
||||
|
||||
}
|
||||
|
||||
public radius: number;
|
||||
public center: Phaser.Vec2;
|
||||
public tc: Phaser.Vec2;
|
||||
|
||||
public finishVerts() {
|
||||
this.radius = Math.abs(this.radius);
|
||||
}
|
||||
|
||||
public duplicate() {
|
||||
return new ShapeCircle(this.center.x, this.center.y, this.radius);
|
||||
}
|
||||
|
||||
public recenter(c:Phaser.Vec2) {
|
||||
this.center.subtract(c);
|
||||
}
|
||||
|
||||
public transform(xf: Transform) {
|
||||
|
||||
Phaser.TransformUtils.transform(xf, this.center, this.center);
|
||||
//this.center = xf.transform(this.center);
|
||||
}
|
||||
|
||||
public untransform(xf: Transform) {
|
||||
Phaser.TransformUtils.untransform(xf, this.center, this.center);
|
||||
//this.center = xf.untransform(this.center);
|
||||
}
|
||||
|
||||
public area(): number {
|
||||
return Manager.areaForCircle(this.radius, 0);
|
||||
}
|
||||
|
||||
public centroid(): Phaser.Vec2 {
|
||||
return Phaser.Vec2Utils.clone(this.center);
|
||||
}
|
||||
|
||||
public inertia(mass: number): number {
|
||||
return Manager.inertiaForCircle(mass, this.center, this.radius, 0);
|
||||
}
|
||||
|
||||
public cacheData(xf: Transform) {
|
||||
|
||||
Phaser.TransformUtils.transform(xf, this.center, this.tc);
|
||||
//this.tc = xf.transform(this.center);
|
||||
|
||||
this.bounds.mins.setTo(this.tc.x - this.radius, this.tc.y - this.radius);
|
||||
this.bounds.maxs.setTo(this.tc.x + this.radius, this.tc.y + this.radius);
|
||||
|
||||
}
|
||||
|
||||
public pointQuery(p:Phaser.Vec2): bool {
|
||||
//return vec2.distsq(this.tc, p) < (this.r * this.r);
|
||||
return Phaser.Vec2Utils.distanceSq(this.tc, p) < (this.radius * this.radius);
|
||||
}
|
||||
|
||||
public findVertexByPoint(p:Phaser.Vec2, minDist: number): number {
|
||||
|
||||
var dsq = minDist * minDist;
|
||||
|
||||
if (Phaser.Vec2Utils.distanceSq(this.tc, p) < dsq)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public distanceOnPlane(n, d) {
|
||||
Phaser.Vec2Utils.dot(n, this.tc) - this.radius - d;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,303 +0,0 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../geom/Point.ts" />
|
||||
/// <reference path="../../math/Vec2Utils.ts" />
|
||||
/// <reference path="Manager.ts" />
|
||||
/// <reference path="Body.ts" />
|
||||
/// <reference path="Shape.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Advanced Physics - ShapePoly (convex only)
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
|
||||
module Phaser.Physics.Advanced {
|
||||
|
||||
export class ShapePoly extends Phaser.Physics.Advanced.Shape implements IShape {
|
||||
|
||||
constructor(verts?:Phaser.Vec2[]) {
|
||||
|
||||
console.log('ShapePoly created', verts);
|
||||
|
||||
super(Manager.SHAPE_TYPE_POLY);
|
||||
|
||||
this.verts = [];
|
||||
this.planes = [];
|
||||
|
||||
this.tverts = [];
|
||||
this.tplanes = [];
|
||||
|
||||
if (verts)
|
||||
{
|
||||
for (var i = 0; i < verts.length; i++)
|
||||
{
|
||||
//console.log('cloning vert', i);
|
||||
this.verts[i] = Phaser.Vec2Utils.clone(verts[i]);
|
||||
this.tverts[i] = this.verts[i];
|
||||
|
||||
this.tplanes[i] = {};
|
||||
this.tplanes[i].n = new Phaser.Vec2;
|
||||
this.tplanes[i].d = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//console.log('ShapePoly finished', this.verts);
|
||||
|
||||
this.finishVerts();
|
||||
|
||||
//console.log('ShapePoly finished 2', this.verts);
|
||||
|
||||
}
|
||||
|
||||
public verts: Phaser.Vec2[];
|
||||
public planes;
|
||||
|
||||
public tverts;
|
||||
public tplanes;
|
||||
|
||||
public convexity: bool;
|
||||
|
||||
public finishVerts() {
|
||||
|
||||
if (this.verts.length < 2)
|
||||
{
|
||||
this.convexity = false;
|
||||
this.planes = [];
|
||||
return;
|
||||
}
|
||||
|
||||
this.convexity = true;
|
||||
this.tverts = [];
|
||||
this.tplanes = [];
|
||||
|
||||
// Must be counter-clockwise verts
|
||||
for (var i = 0; i < this.verts.length; i++)
|
||||
{
|
||||
var a = this.verts[i];
|
||||
var b = this.verts[(i + 1) % this.verts.length];
|
||||
var n = Phaser.Vec2Utils.normalize(Phaser.Vec2Utils.perp(Phaser.Vec2Utils.subtract(a, b)));
|
||||
|
||||
this.planes[i] = {};
|
||||
this.planes[i].n = n;
|
||||
this.planes[i].d = Phaser.Vec2Utils.dot(n, a);
|
||||
|
||||
this.tverts[i] = this.verts[i];
|
||||
|
||||
this.tplanes[i] = {};
|
||||
this.tplanes[i].n = new Phaser.Vec2;
|
||||
this.tplanes[i].d = 0;
|
||||
}
|
||||
|
||||
for (var i = 0; i < this.verts.length; i++)
|
||||
{
|
||||
var b = this.verts[(i + 2) % this.verts.length];
|
||||
var n = this.planes[i].n;
|
||||
var d = this.planes[i].d;
|
||||
|
||||
if (Phaser.Vec2Utils.dot(n, b) - d > 0)
|
||||
{
|
||||
this.convexity = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public duplicate() {
|
||||
return new ShapePoly(this.verts);
|
||||
}
|
||||
|
||||
public recenter(c) {
|
||||
|
||||
for (var i = 0; i < this.verts.length; i++)
|
||||
{
|
||||
this.verts[i].subtract(c);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public transform(xf) {
|
||||
for (var i = 0; i < this.verts.length; i++)
|
||||
{
|
||||
this.verts[i] = xf.transform(this.verts[i]);
|
||||
}
|
||||
}
|
||||
|
||||
public untransform(xf) {
|
||||
for (var i = 0; i < this.verts.length; i++)
|
||||
{
|
||||
this.verts[i] = xf.untransform(this.verts[i]);
|
||||
}
|
||||
}
|
||||
|
||||
public area(): number {
|
||||
return Manager.areaForPoly(this.verts);
|
||||
}
|
||||
|
||||
public centroid(): Phaser.Vec2 {
|
||||
return Manager.centroidForPoly(this.verts);
|
||||
}
|
||||
|
||||
public inertia(mass: number): number {
|
||||
return Manager.inertiaForPoly(mass, this.verts, new Phaser.Vec2);
|
||||
}
|
||||
|
||||
public cacheData(xf:Transform) {
|
||||
|
||||
this.bounds.clear();
|
||||
|
||||
var numVerts = this.verts.length;
|
||||
|
||||
//console.log('shapePoly cacheData', numVerts);
|
||||
|
||||
if (numVerts == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = 0; i < numVerts; i++)
|
||||
{
|
||||
Phaser.TransformUtils.transform(xf, this.tverts[i], this.tverts[i]);
|
||||
//this.tverts[i] = xf.transform(this.verts[i]);
|
||||
}
|
||||
|
||||
if (numVerts < 2)
|
||||
{
|
||||
this.bounds.addPoint(this.tverts[0]);
|
||||
return;
|
||||
}
|
||||
|
||||
for (var i = 0; i < numVerts; i++)
|
||||
{
|
||||
var a = this.tverts[i];
|
||||
var b = this.tverts[(i + 1) % numVerts];
|
||||
|
||||
var n = Phaser.Vec2Utils.normalize(Phaser.Vec2Utils.perp(Phaser.Vec2Utils.subtract(a, b)));
|
||||
|
||||
this.tplanes[i].n = n;
|
||||
this.tplanes[i].d = Phaser.Vec2Utils.dot(n, a);
|
||||
|
||||
this.bounds.addPoint(a);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public pointQuery(p: Phaser.Vec2): bool {
|
||||
|
||||
if (!this.bounds.containPoint(p))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return this.containPoint(p);
|
||||
}
|
||||
|
||||
public findVertexByPoint(p:Phaser.Vec2, minDist: number): number {
|
||||
|
||||
var dsq = minDist * minDist;
|
||||
|
||||
for (var i = 0; i < this.tverts.length; i++)
|
||||
{
|
||||
if (Phaser.Vec2Utils.distanceSq(this.tverts[i], p) < dsq)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public findEdgeByPoint(p: Phaser.Vec2, minDist: number): number {
|
||||
|
||||
var dsq = minDist * minDist;
|
||||
var numVerts = this.tverts.length;
|
||||
|
||||
for (var i = 0; i < this.tverts.length; i++)
|
||||
{
|
||||
var v1 = this.tverts[i];
|
||||
var v2 = this.tverts[(i + 1) % numVerts];
|
||||
var n = this.tplanes[i].n;
|
||||
|
||||
var dtv1 = Phaser.Vec2Utils.cross(v1, n);
|
||||
var dtv2 = Phaser.Vec2Utils.cross(v2, n);
|
||||
var dt = Phaser.Vec2Utils.cross(p, n);
|
||||
|
||||
if (dt > dtv1)
|
||||
{
|
||||
if (Phaser.Vec2Utils.distanceSq(v1, p) < dsq)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
else if (dt < dtv2)
|
||||
{
|
||||
if (Phaser.Vec2Utils.distanceSq(v2, p) < dsq)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var dist = Phaser.Vec2Utils.dot(n, p) - Phaser.Vec2Utils.dot(n, v1);
|
||||
|
||||
if (dist * dist < dsq)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
|
||||
}
|
||||
|
||||
public distanceOnPlane(n, d) {
|
||||
|
||||
var min = 999999;
|
||||
|
||||
for (var i = 0; i < this.verts.length; i++)
|
||||
{
|
||||
min = Math.min(min, Phaser.Vec2Utils.dot(n, this.tverts[i]));
|
||||
}
|
||||
|
||||
return min - d;
|
||||
|
||||
}
|
||||
|
||||
public containPoint(p) {
|
||||
|
||||
for (var i = 0; i < this.verts.length; i++)
|
||||
{
|
||||
var plane = this.tplanes[i];
|
||||
|
||||
if (Phaser.Vec2Utils.dot(plane.n, p) - plane.d > 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
public containPointPartial(p, n) {
|
||||
|
||||
for (var i = 0; i < this.verts.length; i++)
|
||||
{
|
||||
var plane = this.tplanes[i];
|
||||
|
||||
if (Phaser.Vec2Utils.dot(plane.n, n) < 0.0001)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Phaser.Vec2Utils.dot(plane.n, p) - plane.d > 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,206 +0,0 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../geom/Point.ts" />
|
||||
/// <reference path="../../math/Vec2Utils.ts" />
|
||||
/// <reference path="Manager.ts" />
|
||||
/// <reference path="Body.ts" />
|
||||
/// <reference path="Shape.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shape
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
|
||||
module Phaser.Physics.Advanced {
|
||||
|
||||
export class ShapeSegment extends Phaser.Physics.Advanced.Shape implements IShape {
|
||||
|
||||
constructor(a, b, radius: number) {
|
||||
|
||||
super(Manager.SHAPE_TYPE_SEGMENT);
|
||||
|
||||
// What types are A and B??!
|
||||
this.a = a.duplicate();
|
||||
this.b = b.duplicate();
|
||||
this.radius = radius;
|
||||
|
||||
this.normal = Phaser.Vec2Utils.perp(Phaser.Vec2Utils.subtract(b, a));
|
||||
this.normal.normalize();
|
||||
|
||||
this.ta = new Phaser.Vec2;
|
||||
this.tb = new Phaser.Vec2;
|
||||
this.tn = new Phaser.Vec2;
|
||||
|
||||
this.finishVerts();
|
||||
|
||||
}
|
||||
|
||||
public a: Phaser.Vec2;
|
||||
public b: Phaser.Vec2;
|
||||
public radius: number;
|
||||
|
||||
public normal: Phaser.Vec2;
|
||||
public ta: Phaser.Vec2;
|
||||
public tb: Phaser.Vec2;
|
||||
public tn: Phaser.Vec2;
|
||||
|
||||
public finishVerts() {
|
||||
|
||||
this.normal = Phaser.Vec2Utils.perp(Phaser.Vec2Utils.subtract(this.b, this.a));
|
||||
this.normal.normalize();
|
||||
|
||||
this.radius = Math.abs(this.radius);
|
||||
|
||||
}
|
||||
|
||||
public duplicate() {
|
||||
return new ShapeSegment(this.a, this.b, this.radius);
|
||||
}
|
||||
|
||||
public recenter(c) {
|
||||
this.a.subtract(c);
|
||||
this.b.subtract(c);
|
||||
}
|
||||
|
||||
public transform(xf:Transform) {
|
||||
|
||||
Phaser.TransformUtils.transform(xf, this.a, this.a);
|
||||
Phaser.TransformUtils.transform(xf, this.b, this.b);
|
||||
|
||||
//this.a = xf.transform(this.a);
|
||||
//this.b = xf.transform(this.b);
|
||||
|
||||
}
|
||||
|
||||
public untransform(xf:Transform) {
|
||||
|
||||
Phaser.TransformUtils.untransform(xf, this.a, this.a);
|
||||
Phaser.TransformUtils.untransform(xf, this.b, this.b);
|
||||
|
||||
//this.a = xf.untransform(this.a);
|
||||
//this.b = xf.untransform(this.b);
|
||||
|
||||
}
|
||||
|
||||
public area(): number {
|
||||
return Manager.areaForSegment(this.a, this.b, this.radius);
|
||||
}
|
||||
|
||||
public centroid(): Phaser.Vec2 {
|
||||
return Manager.centroidForSegment(this.a, this.b);
|
||||
}
|
||||
|
||||
public inertia(mass: number): number {
|
||||
return Manager.inertiaForSegment(mass, this.a, this.b);
|
||||
}
|
||||
|
||||
public cacheData(xf:Transform) {
|
||||
|
||||
Phaser.TransformUtils.transform(xf, this.a, this.ta);
|
||||
Phaser.TransformUtils.transform(xf, this.b, this.tb);
|
||||
|
||||
//this.ta = xf.transform(this.a);
|
||||
//this.tb = xf.transform(this.b);
|
||||
|
||||
this.tn = Phaser.Vec2Utils.perp(Phaser.Vec2Utils.subtract(this.tb, this.ta)).normalize();
|
||||
|
||||
var l;
|
||||
var r;
|
||||
var t;
|
||||
var b;
|
||||
|
||||
if (this.ta.x < this.tb.x)
|
||||
{
|
||||
l = this.ta.x;
|
||||
r = this.tb.x;
|
||||
}
|
||||
else
|
||||
{
|
||||
l = this.tb.x;
|
||||
r = this.ta.x;
|
||||
}
|
||||
|
||||
if (this.ta.y < this.tb.y)
|
||||
{
|
||||
b = this.ta.y;
|
||||
t = this.tb.y;
|
||||
} else
|
||||
{
|
||||
b = this.tb.y;
|
||||
t = this.ta.y;
|
||||
}
|
||||
|
||||
this.bounds.mins.setTo(l - this.radius, b - this.radius);
|
||||
this.bounds.maxs.setTo(r + this.radius, t + this.radius);
|
||||
|
||||
}
|
||||
|
||||
public pointQuery(p: Phaser.Vec2): bool {
|
||||
|
||||
if (!this.bounds.containPoint(p))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var dn = Phaser.Vec2Utils.dot(this.tn, p) - Phaser.Vec2Utils.dot(this.ta, this.tn);
|
||||
var dist = Math.abs(dn);
|
||||
|
||||
if (dist > this.radius)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var dt = Phaser.Vec2Utils.cross(p, this.tn);
|
||||
var dta = Phaser.Vec2Utils.cross(this.ta, this.tn);
|
||||
var dtb = Phaser.Vec2Utils.cross(this.tb, this.tn);
|
||||
|
||||
if (dt <= dta)
|
||||
{
|
||||
if (dt < dta - this.radius)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return Phaser.Vec2Utils.distanceSq(this.ta, p) < (this.radius * this.radius);
|
||||
}
|
||||
else if (dt > dtb)
|
||||
{
|
||||
if (dt > dtb + this.radius)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return Phaser.Vec2Utils.distanceSq(this.tb, p) < (this.radius * this.radius);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public findVertexByPoint(p:Phaser.Vec2, minDist: number): number {
|
||||
|
||||
var dsq = minDist * minDist;
|
||||
|
||||
if (Phaser.Vec2Utils.distanceSq(this.ta, p) < dsq)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (Phaser.Vec2Utils.distanceSq(this.tb, p) < dsq)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public distanceOnPlane(n, d) {
|
||||
|
||||
var a = Phaser.Vec2Utils.dot(n, this.ta) - this.radius;
|
||||
var b = Phaser.Vec2Utils.dot(n, this.tb) - this.radius;
|
||||
|
||||
return Math.min(a, b) - d;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,27 +0,0 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../geom/Point.ts" />
|
||||
/// <reference path="../../math/Vec2Utils.ts" />
|
||||
/// <reference path="Manager.ts" />
|
||||
/// <reference path="Body.ts" />
|
||||
/// <reference path="Shape.ts" />
|
||||
/// <reference path="ShapePoly.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Advanced Physics - ShapeTriangle
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
|
||||
module Phaser.Physics.Advanced {
|
||||
|
||||
export class ShapeTriangle extends Phaser.Physics.Advanced.ShapePoly {
|
||||
|
||||
constructor(p1, p2, p3) {
|
||||
|
||||
super( [ new Phaser.Vec2(p1.x, p1.y), new Phaser.Vec2(p2.x, p2.y), new Phaser.Vec2(p3.x, p3.y) ] );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,5 +1,4 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../geom/Point.ts" />
|
||||
/// <reference path="../../math/Vec2Utils.ts" />
|
||||
/// <reference path="Manager.ts" />
|
||||
/// <reference path="Body.ts" />
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
/// <reference path="../Manager.ts" />
|
||||
/// <reference path="../Body.ts" />
|
||||
/// <reference path="Shape.ts" />
|
||||
/// <reference path="ShapePoly.ts" />
|
||||
/// <reference path="Poly.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shapes - Box
|
||||
|
@ -12,7 +12,7 @@
|
|||
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
|
||||
export class Box extends Phaser.Physics.Advanced.ShapePoly {
|
||||
export class Box extends Phaser.Physics.Advanced.Shapes.Poly {
|
||||
|
||||
// Give in pixels
|
||||
constructor(x, y, width, height) {
|
||||
|
|
|
@ -34,8 +34,8 @@ module Phaser.Physics.Advanced.Shapes {
|
|||
this.radius = Math.abs(this.radius);
|
||||
}
|
||||
|
||||
public duplicate() {
|
||||
return new ShapeCircle(this.center.x, this.center.y, this.radius);
|
||||
public duplicate(): Circle {
|
||||
return new Circle(this.center.x, this.center.y, this.radius);
|
||||
}
|
||||
|
||||
public recenter(c:Phaser.Vec2) {
|
||||
|
|
|
@ -94,7 +94,7 @@ module Phaser.Physics.Advanced.Shapes {
|
|||
}
|
||||
|
||||
public duplicate() {
|
||||
return new ShapePoly(this.verts);
|
||||
return new Phaser.Physics.Advanced.Shapes.Poly(this.verts);
|
||||
}
|
||||
|
||||
public recenter(c) {
|
||||
|
|
|
@ -18,7 +18,6 @@ module Phaser.Physics.Advanced.Shapes {
|
|||
|
||||
super(Manager.SHAPE_TYPE_SEGMENT);
|
||||
|
||||
// What types are A and B??!
|
||||
this.a = a.duplicate();
|
||||
this.b = b.duplicate();
|
||||
this.radius = radius;
|
||||
|
@ -53,7 +52,7 @@ module Phaser.Physics.Advanced.Shapes {
|
|||
}
|
||||
|
||||
public duplicate() {
|
||||
return new ShapeSegment(this.a, this.b, this.radius);
|
||||
return new Phaser.Physics.Advanced.Shapes.Segment(this.a, this.b, this.radius);
|
||||
}
|
||||
|
||||
public recenter(c) {
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
/// <reference path="../../../math/Vec2.ts" />
|
||||
/// <reference path="../../../geom/Point.ts" />
|
||||
/// <reference path="../../../math/Vec2Utils.ts" />
|
||||
/// <reference path="../Manager.ts" />
|
||||
/// <reference path="../Body.ts" />
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
/// <reference path="../../math/Vec2.ts" />
|
||||
/// <reference path="../../../math/Vec2.ts" />
|
||||
/// <reference path="../Manager.ts" />
|
||||
/// <reference path="../Body.ts" />
|
||||
/// <reference path="Shape.ts" />
|
||||
|
@ -10,9 +10,9 @@
|
|||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
|
||||
module Phaser.Physics.Advanced {
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
|
||||
export class ShapeTriangle extends Phaser.Physics.Advanced.Shapes.Poly {
|
||||
export class Triangle extends Phaser.Physics.Advanced.Shapes.Poly {
|
||||
|
||||
constructor(p1, p2, p3) {
|
||||
|
||||
|
|
|
@ -47,6 +47,8 @@ TODO:
|
|||
* Move all of the renderDebugInfo methods to the DebugUtils class
|
||||
* Check bounds/edge points when sprite is only 1x1 sized :)
|
||||
|
||||
* See what I can move out of Body and into a BodyUtils class.
|
||||
* See about optimising Advanced Physics a lot more, so it doesn't create lots of Vec2s everywhere.
|
||||
|
||||
V1.0.0
|
||||
|
||||
|
@ -114,7 +116,7 @@ V1.0.0
|
|||
* Added SpriteUtils.overlapsXY and overlapsPoint to check if a point is within a sprite, taking scale and rotation into account.
|
||||
* Added Cache.getImageKeys (and similar) to return an array of all the keys for all currently cached objects.
|
||||
* Added Group.bringToTop feature. Will sort the Group, move the given sprites z-index to the top and shift the rest down by one.
|
||||
|
||||
* Brand new Advanced Physics system added and working! Woohoo :)
|
||||
|
||||
|
||||
|
||||
|
|
1000
Tests/phaser.js
1000
Tests/phaser.js
File diff suppressed because it is too large
Load diff
|
@ -1,7 +1,7 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/Manager.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/ShapeBox.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/ShapeCircle.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/shapes/Box.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/shapes/Circle.ts" />
|
||||
(function () {
|
||||
var game = new Phaser.Game(this, 'game', 800, 600, init, create, update, render);
|
||||
function init() {
|
||||
|
@ -24,8 +24,7 @@
|
|||
walls = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_STATIC);
|
||||
walls.game = game;
|
||||
// position is in relation to the containing body! don't forget this
|
||||
ground = walls.addShape(new Phaser.Physics.Advanced.ShapeBox(400, 500, 500, 20));
|
||||
ground.friction = 10;
|
||||
ground = walls.addShape(new Phaser.Physics.Advanced.Shapes.Box(400, 500, 500, 20));
|
||||
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 0.2, 20.48, 0.4));
|
||||
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 15.16, 20.48, 0.4));
|
||||
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(-10.04, 7.68, 0.4, 14.56));
|
||||
|
@ -35,9 +34,9 @@
|
|||
// Add a circle
|
||||
circle = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_DYNAMIC, physics.pixelsToMeters(300), physics.pixelsToMeters(200));
|
||||
circle.game = game;
|
||||
var shape = new Phaser.Physics.Advanced.ShapeCircle(0.4, 0, 0);
|
||||
var shape = new Phaser.Physics.Advanced.Shapes.Circle(0.4, 0, 0);
|
||||
shape.elasticity = 0.8;
|
||||
shape.friction = 10.0;
|
||||
shape.friction = 1;
|
||||
shape.density = 1;
|
||||
circle.addShape(shape);
|
||||
circle.resetMassData();
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
/// <reference path="../../Phaser/Game.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/Manager.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/ShapeBox.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/ShapeCircle.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/shapes/Box.ts" />
|
||||
/// <reference path="../../Phaser/physics/advanced/shapes/Circle.ts" />
|
||||
|
||||
(function () {
|
||||
|
||||
|
@ -22,7 +22,7 @@
|
|||
var circle: Phaser.Physics.Advanced.Body;
|
||||
var walls: Phaser.Physics.Advanced.Body;
|
||||
|
||||
var ground: Phaser.Physics.Advanced.ShapeBox;
|
||||
var ground: Phaser.Physics.Advanced.Shapes.Box;
|
||||
|
||||
function create() {
|
||||
|
||||
|
@ -36,8 +36,7 @@
|
|||
walls.game = game;
|
||||
|
||||
// position is in relation to the containing body! don't forget this
|
||||
ground = walls.addShape(new Phaser.Physics.Advanced.ShapeBox(400, 500, 500, 20));
|
||||
ground.friction = 10;
|
||||
ground = walls.addShape(new Phaser.Physics.Advanced.Shapes.Box(400, 500, 500, 20));
|
||||
|
||||
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 0.2, 20.48, 0.4));
|
||||
//walls.addShape(new Phaser.Physics.Advanced.ShapeBox(0, 15.16, 20.48, 0.4));
|
||||
|
@ -52,9 +51,9 @@
|
|||
circle = new Phaser.Physics.Advanced.Body(null, Phaser.Types.BODY_DYNAMIC, physics.pixelsToMeters(300), physics.pixelsToMeters(200));
|
||||
circle.game = game;
|
||||
|
||||
var shape = new Phaser.Physics.Advanced.ShapeCircle(0.4, 0, 0);
|
||||
var shape = new Phaser.Physics.Advanced.Shapes.Circle(0.4, 0, 0);
|
||||
shape.elasticity = 0.8;
|
||||
shape.friction = 10.0;
|
||||
shape.friction = 1;
|
||||
shape.density = 1;
|
||||
circle.addShape(shape);
|
||||
circle.resetMassData();
|
||||
|
|
272
build/phaser.d.ts
vendored
272
build/phaser.d.ts
vendored
|
@ -9734,9 +9734,9 @@ module Phaser.Physics.Advanced {
|
|||
public r2: Vec2;
|
||||
public r1_local: Vec2;
|
||||
public r2_local: Vec2;
|
||||
public bounce;
|
||||
public emn;
|
||||
public emt;
|
||||
public bounce: number;
|
||||
public emn: number;
|
||||
public emt: number;
|
||||
public point;
|
||||
public normal: Vec2;
|
||||
public depth;
|
||||
|
@ -9761,18 +9761,18 @@ module Phaser.Physics.Advanced {
|
|||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shape
|
||||
* Phaser - Advanced Physics - Shape - Circle
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced {
|
||||
class ShapeCircle extends Shape implements IShape {
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
class Circle extends Shape implements IShape {
|
||||
constructor(radius: number, x?: number, y?: number);
|
||||
public radius: number;
|
||||
public center: Vec2;
|
||||
public tc: Vec2;
|
||||
public finishVerts(): void;
|
||||
public duplicate(): ShapeCircle;
|
||||
public duplicate(): Circle;
|
||||
public recenter(c: Vec2): void;
|
||||
public transform(xf: Transform): void;
|
||||
public untransform(xf: Transform): void;
|
||||
|
@ -9786,6 +9786,65 @@ module Phaser.Physics.Advanced {
|
|||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shapes - Convex Polygon
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
class Poly extends Shape implements IShape {
|
||||
constructor(verts?: Vec2[]);
|
||||
public verts: Vec2[];
|
||||
public planes;
|
||||
public tverts;
|
||||
public tplanes;
|
||||
public convexity: bool;
|
||||
public finishVerts(): void;
|
||||
public duplicate(): Poly;
|
||||
public recenter(c): void;
|
||||
public transform(xf): void;
|
||||
public untransform(xf): void;
|
||||
public area(): number;
|
||||
public centroid(): Vec2;
|
||||
public inertia(mass: number): number;
|
||||
public cacheData(xf: Transform): void;
|
||||
public pointQuery(p: Vec2): bool;
|
||||
public findVertexByPoint(p: Vec2, minDist: number): number;
|
||||
public findEdgeByPoint(p: Vec2, minDist: number): number;
|
||||
public distanceOnPlane(n, d): number;
|
||||
public containPoint(p): bool;
|
||||
public containPointPartial(p, n): bool;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shapes - Segment
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
class Segment extends Shape implements IShape {
|
||||
constructor(a, b, radius: number);
|
||||
public a: Vec2;
|
||||
public b: Vec2;
|
||||
public radius: number;
|
||||
public normal: Vec2;
|
||||
public ta: Vec2;
|
||||
public tb: Vec2;
|
||||
public tn: Vec2;
|
||||
public finishVerts(): void;
|
||||
public duplicate(): Segment;
|
||||
public recenter(c): void;
|
||||
public transform(xf: Transform): void;
|
||||
public untransform(xf: Transform): void;
|
||||
public area(): number;
|
||||
public centroid(): Vec2;
|
||||
public inertia(mass: number): number;
|
||||
public cacheData(xf: Transform): void;
|
||||
public pointQuery(p: Vec2): bool;
|
||||
public findVertexByPoint(p: Vec2, minDist: number): number;
|
||||
public distanceOnPlane(n, d): number;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Collision Handlers
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
|
@ -9793,22 +9852,22 @@ module Phaser.Physics.Advanced {
|
|||
module Phaser.Physics.Advanced {
|
||||
class Collision {
|
||||
constructor();
|
||||
public collide(a, b, contacts: Contact[]);
|
||||
public collide(a, b, contacts: Contact[]): number;
|
||||
private _circle2Circle(c1, r1, c2, r2, contactArr);
|
||||
public circle2Circle(circ1, circ2, contactArr): number;
|
||||
public circle2Segment(circ: ShapeCircle, seg, contactArr: Contact[]): number;
|
||||
public circle2Poly(circ: ShapeCircle, poly, contactArr: Contact[]): number;
|
||||
public segmentPointDistanceSq(seg, p): number;
|
||||
public segment2Segment(seg1, seg2, contactArr): number;
|
||||
public findPointsBehindSeg(contactArr, seg, poly, dist, coef): void;
|
||||
public segment2Poly(seg, poly, contactArr);
|
||||
public findMSA(poly, planes, num): {
|
||||
public circle2Circle(circ1: Shapes.Circle, circ2: Shapes.Circle, contactArr: Contact[]): number;
|
||||
public circle2Segment(circ: Shapes.Circle, seg: Shapes.Segment, contactArr: Contact[]): number;
|
||||
public circle2Poly(circ: Shapes.Circle, poly: Shapes.Poly, contactArr: Contact[]): number;
|
||||
public segmentPointDistanceSq(seg: Shapes.Segment, p): number;
|
||||
public segment2Segment(seg1: Shapes.Segment, seg2: Shapes.Segment, contactArr: Contact[]): number;
|
||||
public findPointsBehindSeg(contactArr: Contact[], seg: Shapes.Segment, poly: Shapes.Poly, dist: number, coef: number): void;
|
||||
public segment2Poly(seg: Shapes.Segment, poly: Shapes.Poly, contactArr: Contact[]): number;
|
||||
public findMSA(poly: Shapes.Poly, planes, num: number): {
|
||||
dist: number;
|
||||
index: number;
|
||||
};
|
||||
public findVertsFallback(contactArr, poly1, poly2, n, dist): number;
|
||||
public findVerts(contactArr, poly1, poly2, n, dist): number;
|
||||
public poly2Poly(poly1, poly2, contactArr): number;
|
||||
public findVertsFallback(contactArr: Contact[], poly1: Shapes.Poly, poly2: Shapes.Poly, n, dist: number): number;
|
||||
public findVerts(contactArr: Contact[], poly1: Shapes.Poly, poly2: Shapes.Poly, n, dist: number): number;
|
||||
public poly2Poly(poly1: Shapes.Poly, poly2: Shapes.Poly, contactArr: Contact[]): number;
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -9972,193 +10031,26 @@ module Phaser.Physics.Advanced {
|
|||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - ShapePoly (convex only)
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced {
|
||||
class ShapePoly extends Shape implements IShape {
|
||||
constructor(verts?: Vec2[]);
|
||||
public verts: Vec2[];
|
||||
public planes;
|
||||
public tverts;
|
||||
public tplanes;
|
||||
public convexity: bool;
|
||||
public finishVerts(): void;
|
||||
public duplicate(): ShapePoly;
|
||||
public recenter(c): void;
|
||||
public transform(xf): void;
|
||||
public untransform(xf): void;
|
||||
public area(): number;
|
||||
public centroid(): Vec2;
|
||||
public inertia(mass: number): number;
|
||||
public cacheData(xf: Transform): void;
|
||||
public pointQuery(p: Vec2): bool;
|
||||
public findVertexByPoint(p: Vec2, minDist: number): number;
|
||||
public findEdgeByPoint(p: Vec2, minDist: number): number;
|
||||
public distanceOnPlane(n, d): number;
|
||||
public containPoint(p): bool;
|
||||
public containPointPartial(p, n): bool;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - ShapeBox
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced {
|
||||
class ShapeBox extends ShapePoly {
|
||||
constructor(x, y, width, height);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shape
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced {
|
||||
class ShapeSegment extends Shape implements IShape {
|
||||
constructor(a, b, radius: number);
|
||||
public a: Vec2;
|
||||
public b: Vec2;
|
||||
public radius: number;
|
||||
public normal: Vec2;
|
||||
public ta: Vec2;
|
||||
public tb: Vec2;
|
||||
public tn: Vec2;
|
||||
public finishVerts(): void;
|
||||
public duplicate(): ShapeSegment;
|
||||
public recenter(c): void;
|
||||
public transform(xf: Transform): void;
|
||||
public untransform(xf: Transform): void;
|
||||
public area(): number;
|
||||
public centroid(): Vec2;
|
||||
public inertia(mass: number): number;
|
||||
public cacheData(xf: Transform): void;
|
||||
public pointQuery(p: Vec2): bool;
|
||||
public findVertexByPoint(p: Vec2, minDist: number): number;
|
||||
public distanceOnPlane(n, d): number;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - ShapeTriangle
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced {
|
||||
class ShapeTriangle extends ShapePoly {
|
||||
constructor(p1, p2, p3);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shapes - Box
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
class Box extends ShapePoly {
|
||||
class Box extends Poly {
|
||||
constructor(x, y, width, height);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shape - Circle
|
||||
* Phaser - Advanced Physics - Shapes - Triangle
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
class Circle extends Shape implements IShape {
|
||||
constructor(radius: number, x?: number, y?: number);
|
||||
public radius: number;
|
||||
public center: Vec2;
|
||||
public tc: Vec2;
|
||||
public finishVerts(): void;
|
||||
public duplicate(): ShapeCircle;
|
||||
public recenter(c: Vec2): void;
|
||||
public transform(xf: Transform): void;
|
||||
public untransform(xf: Transform): void;
|
||||
public area(): number;
|
||||
public centroid(): Vec2;
|
||||
public inertia(mass: number): number;
|
||||
public cacheData(xf: Transform): void;
|
||||
public pointQuery(p: Vec2): bool;
|
||||
public findVertexByPoint(p: Vec2, minDist: number): number;
|
||||
public distanceOnPlane(n, d): void;
|
||||
class Triangle extends Poly {
|
||||
constructor(p1, p2, p3);
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shapes - Convex Polygon
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
class Poly extends Shape implements IShape {
|
||||
constructor(verts?: Vec2[]);
|
||||
public verts: Vec2[];
|
||||
public planes;
|
||||
public tverts;
|
||||
public tplanes;
|
||||
public convexity: bool;
|
||||
public finishVerts(): void;
|
||||
public duplicate(): ShapePoly;
|
||||
public recenter(c): void;
|
||||
public transform(xf): void;
|
||||
public untransform(xf): void;
|
||||
public area(): number;
|
||||
public centroid(): Vec2;
|
||||
public inertia(mass: number): number;
|
||||
public cacheData(xf: Transform): void;
|
||||
public pointQuery(p: Vec2): bool;
|
||||
public findVertexByPoint(p: Vec2, minDist: number): number;
|
||||
public findEdgeByPoint(p: Vec2, minDist: number): number;
|
||||
public distanceOnPlane(n, d): number;
|
||||
public containPoint(p): bool;
|
||||
public containPointPartial(p, n): bool;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Phaser - Advanced Physics - Shapes - Segment
|
||||
*
|
||||
* Based on the work Ju Hyung Lee started in JS PhyRus.
|
||||
*/
|
||||
module Phaser.Physics.Advanced.Shapes {
|
||||
class Segment extends Shape implements IShape {
|
||||
constructor(a, b, radius: number);
|
||||
public a: Vec2;
|
||||
public b: Vec2;
|
||||
public radius: number;
|
||||
public normal: Vec2;
|
||||
public ta: Vec2;
|
||||
public tb: Vec2;
|
||||
public tn: Vec2;
|
||||
public finishVerts(): void;
|
||||
public duplicate(): ShapeSegment;
|
||||
public recenter(c): void;
|
||||
public transform(xf: Transform): void;
|
||||
public untransform(xf: Transform): void;
|
||||
public area(): number;
|
||||
public centroid(): Vec2;
|
||||
public inertia(mass: number): number;
|
||||
public cacheData(xf: Transform): void;
|
||||
public pointQuery(p: Vec2): bool;
|
||||
public findVertexByPoint(p: Vec2, minDist: number): number;
|
||||
public distanceOnPlane(n, d): number;
|
||||
}
|
||||
}
|
||||
interface IPoint {
|
||||
getDist(): number;
|
||||
}
|
||||
module Shapes {
|
||||
class Point implements IPoint {
|
||||
public x: number;
|
||||
public y: number;
|
||||
constructor(x: number, y: number);
|
||||
public getDist(): number;
|
||||
static origin: Point;
|
||||
}
|
||||
}
|
||||
var p: IPoint;
|
||||
var dist: number;
|
||||
/**
|
||||
* Phaser - PixelUtils
|
||||
*
|
||||
* A collection of methods useful for manipulating pixels.
|
||||
|
|
1371
build/phaser.js
1371
build/phaser.js
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue