/** * @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.overlap; var topFace = result.topFace; var bottomFace = !topFace; var intersects = result.intersects; var velocity1 = body1.velocity; var velocity2 = body2.velocity; var blocked1 = body1.blocked; var blocked2 = body2.blocked; var bounce1 = body1.bounce; var bounce2 = body2.bounce; 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. var move1 = (!body1Immovable && (v1 >= 0 && !body1.isBlockedDown()) || (v1 < 0 && !body1.isBlockedUp())); var move2 = (!body2Immovable && (v2 >= 0 && !body2.isBlockedDown()) || (v2 < 0 && !body2.isBlockedUp())); if (move1 && move2) { // Neither body is immovable, so they get a new velocity based on mass var mass1 = body1.mass; var mass2 = body2.mass; // We don't need costly sqrts if both masses are the same if (mass1 === mass2) { var bnv1 = (v2 > 0) ? v2 : v2 * -1; var bnv2 = (v1 > 0) ? v1 : v1 * -1; var avg = (bnv1 + bnv2) * 0.5; var nv1 = bnv1 - avg; var nv2 = bnv2 - avg; ny1 = avg + nv1 * bounce1.y; ny2 = avg + nv2 * bounce2.y; } else { var bnv1 = Math.sqrt((v2 * v2 * mass2) / mass1) * ((v2 > 0) ? 1 : -1); var bnv2 = Math.sqrt((v1 * v1 * mass1) / mass2) * ((v1 > 0) ? 1 : -1); var avg = (bnv1 + bnv2) * 0.5; var nv1 = bnv1; var nv2 = bnv2; nv1 -= avg; nv2 -= avg; ny1 = avg + nv1 * bounce1.y; ny2 = avg + nv2 * bounce2.y; } // var total = v1 - v2; // ny1 = (((mass1 - mass2) * v1 + 2 * mass1 * v1) / (mass1 + mass2)) * bounce1.y; // ny2 = (total + ny1) * bounce2.y; // console.log('*1', ny1, ny2, 'vs', v1, v2, 'delta', body1.deltaY(), body2.deltaY()); console.log('resolution'); console.log('body1', ny1, 'body2', ny2); console.log('speed', body1.speed, body2.speed); console.log('v1', v1, 'v2', v2); console.log('avg', avg); console.log('nv', nv1, nv2); console.log('sqrt', bnv1, bnv2); console.log('delta', body1.deltaY(), body2.deltaY()); // console.log('*1', ny1, ny2, 'vs', v1, v2, 'avg', avg, 'nv', nv1, nv2, 'bounce', body1.bounce.y, body2.bounce.y, 'delta', body1.deltaY(), body2.deltaY()); // console.log('*1', ny1, ny2, 'vs', v1, v2, 'avg', avg, 'nv', nv1, nv2, 'bounce', body1.bounce.y, body2.bounce.y, 'delta', body1.deltaY(), body2.deltaY()); } else if (body1Immovable) { // Body1 is immovable, so adjust body2 speed ny2 = v1 - v2 * bounce2.y; } else if (body2Immovable) { // Body2 is immovable, so adjust body1 speed ny1 = v2 - v1 * bounce1.y; } var totalA = 0; var totalB = 0; // Velocities calculated, time to work out what moves where if (overlap !== 0) { // Try and give 50% separation to each body (this could be improved to give a speed ratio amount to each body) var share = overlap * 0.5; if (topFace) { totalA = body1.getMoveY(share); if (totalA < share) { share += (share - totalA); } totalB = body2.getMoveY(-share); } else { totalB = body2.getMoveY(share); if (totalB < share) { share += (share - totalB); } totalA = body1.getMoveY(-share); } } console.log('split at', totalA, totalB, 'of', overlap); // console.log('d1', body1.deltaY(), 'd2', body2.deltaY()); // By this stage the bodies have their separation distance calculated (stored in totalA/B) // and they have their new post-impact velocity. So now we need to work out world block state based on direction. // Then, adjust for rebounded direction, if any. console.log('preb', worldBlocked1.up, worldBlocked1.down, worldBlocked2.up, worldBlocked2.down); if (ny1 < 0) { // Body1 is moving UP if (topFace) { // The top of Body1 overlaps with the bottom of Body2 if (worldBlocked2.up) { body1.setWorldBlockedUp(body2.bottom); console.log('ny1 < 0 topface up', body1.y); } else { body1.y += totalA; console.log('ny1 < 0 topface add', body1.y); } } else if (bottomFace) { // The bottom of Body1 overlaps with the top of Body2 if (worldBlocked2.down) { body1.setWorldBlockedDown(body2.y); console.log('ny1 < 0 bottomface down', body1.y); } else { body1.y += totalA; console.log('ny1 < 0 bottomface add', body1.y); } } // If Body1 cannot move up, it doesn't matter what new velocity it has. if (worldBlocked1.up && body1.sleeping) { ny1 = 0; console.log('ny1 < 0 zero sleep'); } } else if (ny1 > 0) { // Body1 is moving DOWN if (topFace) { // The top of Body1 overlaps with the bottom of Body2 if (worldBlocked2.up) { body1.setWorldBlockedUp(body2.bottom); console.log('ny1 > 0 topface up', body1.y); } else { body1.y += totalA; console.log('ny1 > 0 topface add', body1.y); } } else if (bottomFace) { // The bottom of Body1 overlaps with the top of Body2 if (worldBlocked2.down) { body1.setWorldBlockedDown(body2.y); console.log('ny1 > 0 bottomface down', body1.y); } else { body1.y += totalA; console.log('ny1 > 0 bottomface add', body1.y); } } // If Body1 cannot move down, it doesn't matter what new velocity it has. if (worldBlocked1.down && body1.sleeping) { ny1 = 0; console.log('ny1 > 0 zero sleep'); } } else { // Body1 is stationary body1.y += totalA; console.log('body1 stationary', body1.y); } if (ny2 < 0) { // Body2 is moving UP if (topFace) { // The bottom of Body2 overlaps with the top of Body1 if (worldBlocked1.down) { body2.setWorldBlockedDown(body1.y); console.log('ny2 < 0 topface down', body2.y); } else { body2.y += totalB; console.log('ny2 < 0 topface add', body2.y); } } else if (bottomFace) { // The top of Body2 overlaps with the bottom of Body1 if (worldBlocked1.up) { body2.setWorldBlockedUp(body1.bottom); console.log('ny2 < 0 bottomface down', body2.y); } else { body2.y += totalB; console.log('ny2 < 0 bottomface add', body2.y); } } // If Body2 cannot move up, it doesn't matter what new velocity it has. if (worldBlocked2.up && body2.sleeping) { ny2 = 0; console.log('ny2 < 0 zero sleep'); } } else if (ny2 > 0) { // Body2 is moving DOWN if (topFace) { // The bottom of Body2 overlaps with the top of Body1 if (worldBlocked1.down) { body2.setWorldBlockedDown(body1.y); console.log('ny2 > 0 topface down', body2.y); } else { body2.y += totalB; console.log('ny2 > 0 topface add', body2.y); } } else if (bottomFace) { // The top of Body2 overlaps with the bottom of Body1 if (worldBlocked1.up) { body2.setWorldBlockedUp(body1.bottom); console.log('ny2 > 0 bottomface up', body2.y); } else { body2.y += totalB; console.log('ny2 > 0 bottomface add', body2.y); } } // If Body2 cannot move down, it doesn't matter what new velocity it has. if (worldBlocked2.down && body2.sleeping) { ny2 = 0; console.log('ny2 > 0 zero sleep'); } } else { // Body2 is stationary body2.y += totalB; console.log('body2 stationary', body2.y); } console.log('postb', worldBlocked1.up, worldBlocked1.down, worldBlocked2.up, worldBlocked2.down); // We disregard the new velocity when: // Body is world blocked AND touching / blocked on the opposite face if (worldBlocked1.up && worldBlocked1.down) { ny1 = 0; } if (worldBlocked2.up && worldBlocked2.down) { ny2 = 0; } if (body1.sleeping) { if (Math.abs(ny1) < 10) { ny1 = 0; } else { console.log('waking body1 from', ny1, body1.prevVelocity.y); body1.wake(); } } if (body2.sleeping) { if (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); // } console.log('---', Date.now()); // If we got this far then there WAS overlap, and separation is complete, so return true return true; }; module.exports = SeparateY;