/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CONST = require('./const'); var GetOverlapY = require('./GetOverlapY'); var IntersectsRect = require('./IntersectsRect'); /** * Separates two overlapping bodies on the Y-axis (vertically). * * 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. * * 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. * * @function Phaser.Physics.Arcade.SeparateY * @since 3.0.0 * * @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate. This is our priority body. * @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. * * @return {boolean} `true` if the two bodies overlap vertically, otherwise `false`. */ var SeparateY = function (body1, body2, overlapOnly, bias) { var result = GetOverlapY(body1, body2, overlapOnly, bias); var overlap = result[0]; var topFace = result[1]; var bottomFace = !topFace; var intersects = result[2]; var velocity1 = body1.velocity; var velocity2 = body2.velocity; var blocked1 = body1.blocked; var blocked2 = body2.blocked; var worldBlocked1 = body1.worldBlocked; var worldBlocked2 = body2.worldBlocked; 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 if (!intersects || overlapOnly || (body1Immovable && body2Immovable) || body1.customSeparateY || body2.customSeparateY) { // return true if there was some overlap, otherwise false. return ((intersects && overlap !== 0) || (body1.embedded && body2.embedded)); } // 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; // 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) { // 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; // console.log('*1', ny1, ny2, 'vs', v1, v2, 'avg', avg, 'nv', nv1, nv2, body1.bounce.y, body2.bounce.y); } else if (body1Immovable) { // Body1 is immovable, so adjust body2 speed ny2 = v1 - v2 * body2.bounce.y; } else if (body2Immovable) { // Body2 is immovable, so adjust body1 speed ny1 = v2 - v1 * body1.bounce.y; } // Velocities calculated, time to work out what moves where if (overlap !== 0) { var share = overlap * 0.2; var totalA = 0; var totalB = 0; for (var i = 0; i < 12; i++) { 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; } } // 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)) { 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; } } } */ } /* if (body1.deltaY() < 0) { // Body1 is moving UP } else if (body1.deltaY() > 0) { // Body1 is moving DOWN } else { // Body1 is stationary } */ /* if (topFace) { // The top of Body1 overlaps with the bottom of Body2 if (worldBlocked2.up && !body1Immovable) { body1.setWorldBlockedUp(body2.bottom); } else if (worldBlocked2.down && !body1Immovable) { body1.setWorldBlockedDown(body2.y); } } else if (bottomFace) { // The bottom of Body1 overlaps with the top of Body2 if (worldBlocked2.down && !body1Immovable) { body1.setWorldBlockedDown(body2.y); } else if (worldBlocked2.up && !body1Immovable) { body1.setWorldBlockedUp(body2.bottom); } } */ /* if (body1.deltaY() < 0) { // Body1 is moving UP console.log('up1'); if (topFace) { // The top of Body1 hit the bottom of Body2 if (worldBlocked2.up) { body1.setWorldBlockedUp(body2.bottom); } else if (worldBlocked2.down) { body1.setWorldBlockedDown(body2.bottom); } } else if (bottomFace) { // The bottom of Body1 hit the top of Body2 if (worldBlocked2.up) { body1.setWorldBlockedUp(body2.y); } else if (worldBlocked2.down) { body1.setWorldBlockedDown(body2.y); } } 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 (topFace) { } if (ny1 > 0) { // Velocity hasn't been reversed, so cancel it ny1 = 0; } } if (body2.deltaY() < 0) { // Body2 is moving UP console.log('up2'); 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; } } */ // If body was asleep, we only wake it up for significant changes in velocity // if (body1.sleeping && Math.abs(ny1) > 10) // { // body1.wake(); // } // if (body2.sleeping && Math.abs(ny2) > 10) // { // body2.wake(); // } if (body1.sleeping && Math.abs(ny1) < 10) { ny1 = 0; } else { body1.wake(); } if (body2.sleeping && Math.abs(ny2) < 10) { ny2 = 0; } else { body2.wake(); } velocity1.y = ny1; velocity2.y = ny2; // 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); // } // If we got this far then there WAS overlap, and separation is complete, so return true return true; }; module.exports = SeparateY;