mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
436 lines
27 KiB
JavaScript
436 lines
27 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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(function (Physics) {
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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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(function (Projection) {
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var Circle67Deg = (function () {
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function Circle67Deg() { }
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Circle67Deg.CollideS = function CollideS(x, y, oH, oV, obj, t) {
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//if the object is in a cell pointed at by signx, no collision will ever occur
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//otherwise,
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//
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//if we're colliding diagonally:
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// -collide vs. the appropriate vertex
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//if obj is in this tile: collide vs slope or vertex or axis
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//if obj is vert neighb in direction of slope: collide vs. slope or vertex
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//if obj is vert neighb against the slope:
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// if(distance in y from circle to 90deg corner of tile < 1/2 tileheight, collide vs. face)
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// else(collide vs. corner of slope) (vert collision with a non-grid-aligned vert)
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//if obj is horiz neighb against direction of slope: collide vs. face
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var signx = t.signx;
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var signy = t.signy;
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var sx;
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var sy;
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if(0 < (signx * oH)) {
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//object will never collide vs tile, it can't reach that far
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return Phaser.Physics.Circle.COL_NONE;
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} else if(oH == 0) {
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if(oV == 0) {
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//colliding with current tile
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//we could only be colliding vs the slope OR a vertex
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//look at the vector form the closest vert to the circle to decide
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sx = t.sx;
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sy = t.sy;
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var r = obj.radius;
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var ox = obj.pos.x - t.pos.x;//this gives is the coordinates of the innermost
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var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the tile corner
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//if the component of (ox,oy) parallel to the normal's righthand normal
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//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
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//then we project by the normal or axis, otherwise by the corner/vertex
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//note that this is simply a VERY tricky/weird method of determining
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//if the circle is in side the slope/face's voronoi region, or that of the vertex.
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var perp = (ox * -sy) + (oy * sx);
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if((perp * signx * signy) < 0) {
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//collide vs. vertex
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var len = Math.sqrt(ox * ox + oy * oy);
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var pen = r - len;
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if(0 < pen) {
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//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
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ox /= len;
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oy /= len;
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obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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} else {
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//collide vs. slope or vs axis
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ox -= r * sx//this gives us the vector from
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;
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oy -= r * sy//a point on the slope to the innermost point on the circle
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;
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle 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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var lenP;
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if(dp < 0) {
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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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;
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sy *= -dp;
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var lenN = Math.sqrt(sx * sx + sy * sy);
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//find the smallest axial projection vector
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if(x < y) {
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//penetration in x is smaller
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lenP = x;
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y = 0;
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//get sign for projection along x-axis
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if((obj.pos.x - t.pos.x) < 0) {
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x *= -1;
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}
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} else {
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//penetration in y is smaller
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lenP = y;
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x = 0;
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//get sign for projection along y-axis
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if((obj.pos.y - t.pos.y) < 0) {
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y *= -1;
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}
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}
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if(lenP < lenN) {
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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}
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} else {
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//colliding vertically
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if((signy * oV) < 0) {
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//colliding with face/edge OR with corner of wedge, depending on our position vertically
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//collide vs. vertex
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//get diag vertex position
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var vx = t.pos.x;
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var vy = t.pos.y - (signy * t.yw);
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var dx = obj.pos.x - vx;//calc vert->circle vector
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var dy = obj.pos.y - vy;
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if((dx * signx) < 0) {
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//colliding vs face
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obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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//colliding vs. vertex
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var len = Math.sqrt(dx * dx + dy * dy);
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var pen = obj.radius - len;
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if(0 < pen) {
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//vertex is in the circle; project outward
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if(len == 0) {
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//project out by 45deg
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dx = oH / Math.SQRT2;
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dy = oV / Math.SQRT2;
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} else {
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dx /= len;
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dy /= len;
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}
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obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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} else {
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//we could only be colliding vs the slope OR a vertex
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//look at the vector form the closest vert to the circle to decide
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sx = t.sx;
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sy = t.sy;
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var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = obj.pos.y - (t.pos.y + (oV * t.yw));//point on the circle, relative to the closest tile vert
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//if the component of (ox,oy) parallel to the normal's righthand normal
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//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
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//then we project by the vertex, otherwise by the normal.
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//note that this is simply a VERY tricky/weird method of determining
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//if the circle is in side the slope/face's voronio region, or that of the vertex.
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var perp = (ox * -sy) + (oy * sx);
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if(0 < (perp * signx * signy)) {
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//collide vs. vertex
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var len = Math.sqrt(ox * ox + oy * oy);
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var pen = obj.radius - len;
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if(0 < pen) {
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//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
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ox /= len;
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oy /= len;
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obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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} else {
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//collide vs. slope
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//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
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//penetrating the slope. note that this method of penetration calculation doesn't hold
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//in general (i.e it won't work if the circle is in the slope), but works in this case
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//because we know the circle is in a neighboring cell
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var dp = (ox * sx) + (oy * sy);
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var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
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if(0 < pen) {
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//collision; circle out along normal by penetration amount
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obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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}
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}
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} else if(oV == 0) {
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//colliding horizontally; we can assume that (signy*oV) < 0
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//due to the first conditional far above
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obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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//colliding diagonally; due to the first conditional above,
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//obj is vertically offset against slope, and offset in either direction horizontally
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//collide vs. vertex
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//get diag vertex position
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var vx = t.pos.x + (oH * t.xw);
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var vy = t.pos.y + (oV * t.yw);
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var dx = obj.pos.x - vx;//calc vert->circle vector
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var dy = obj.pos.y - vy;
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var len = Math.sqrt(dx * dx + dy * dy);
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var pen = obj.radius - len;
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if(0 < pen) {
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//vertex is in the circle; project outward
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if(len == 0) {
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//project out by 45deg
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dx = oH / Math.SQRT2;
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dy = oV / Math.SQRT2;
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} else {
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dx /= len;
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dy /= len;
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}
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obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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return Phaser.Physics.Circle.COL_NONE;
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};
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Circle67Deg.CollideB = function CollideB(x, y, oH, oV, obj, t) {
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//if we're colliding diagonally:
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// -if we're in the cell pointed at by the normal, collide vs slope, else
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// collide vs. the appropriate corner/vertex
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//
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//if obj is in this tile: collide as with aabb
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//
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//if obj is horiz or vertical neighbor AGAINST the slope: collide with edge
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//
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//if obj is vert neighb in direction of slope: collide vs. slope or vertex or halfedge
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//
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//if obj is horiz neighb in direction of slope: collide vs. slope or vertex
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var signx = t.signx;
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var signy = t.signy;
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var sx;
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var sy;
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if(oH == 0) {
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if(oV == 0) {
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//colliding with current cell
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sx = t.sx;
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sy = t.sy;
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var r = obj.radius;
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var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle 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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var lenP;
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if(dp < 0) {
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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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;
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sy *= -dp;
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var lenN = Math.sqrt(sx * sx + sy * sy);
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//find the smallest axial projection vector
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if(x < y) {
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//penetration in x is smaller
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lenP = x;
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y = 0;
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//get sign for projection along x-axis
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if((obj.pos.x - t.pos.x) < 0) {
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x *= -1;
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}
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} else {
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//penetration in y is smaller
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lenP = y;
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x = 0;
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//get sign for projection along y-axis
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if((obj.pos.y - t.pos.y) < 0) {
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y *= -1;
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}
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}
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if(lenP < lenN) {
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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} else {
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//colliding vertically
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if((signy * oV) < 0) {
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//colliding with face/edge
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obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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//colliding with edge, slope, or vertex
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var ox = obj.pos.x - t.pos.x;//this gives is the coordinates of the innermost
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var oy = obj.pos.y - (t.pos.y + (signy * t.yw));//point on the circle, relative to the closest tile vert
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if((ox * signx) < 0) {
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//we're colliding with the halfface
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obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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//colliding with the vertex or slope
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sx = t.sx;
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sy = t.sy;
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//if the component of (ox,oy) parallel to the normal's righthand normal
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//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
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//then we project by the vertex, otherwise by the slope.
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//note that this is simply a VERY tricky/weird method of determining
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//if the circle is in side the slope/face's voronio region, or that of the vertex.
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var perp = (ox * -sy) + (oy * sx);
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if(0 < (perp * signx * signy)) {
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//collide vs. vertex
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var len = Math.sqrt(ox * ox + oy * oy);
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var pen = obj.radius - len;
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if(0 < pen) {
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//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
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ox /= len;
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oy /= len;
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obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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} else {
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//collide vs. slope
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//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
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//penetrating the slope. note that this method of penetration calculation doesn't hold
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//in general (i.e it won't work if the circle is in the slope), but works in this case
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//because we know the circle is in a neighboring cell
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var dp = (ox * sx) + (oy * sy);
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var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
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if(0 < pen) {
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//collision; circle out along normal by penetration amount
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obj.reportCollisionVsWorld(sx * pen, sy * pen, sx, sy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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}
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}
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}
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} else if(oV == 0) {
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//colliding horizontally
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if((signx * oH) < 0) {
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//colliding with face/edge
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obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
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return Phaser.Physics.Circle.COL_AXIS;
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} else {
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//we could only be colliding vs the slope OR a vertex
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//look at the vector form the closest vert to the circle to decide
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var slen = Math.sqrt(2 * 2 + 1 * 1);//the raw slope is (-2,-1)
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var sx = (signx * 2) / slen;//get slope _unit_ normal;
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var sy = (signy * 1) / slen;//raw RH normal is (1,-2)
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var ox = obj.pos.x - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//point on the circle, relative to the closest tile vert
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//if the component of (ox,oy) parallel to the normal's righthand normal
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//has the same sign as the slope of the slope (the sign of the slope's slope is signx*signy)
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//then we project by the slope, otherwise by the vertex.
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//note that this is simply a VERY tricky/weird method of determining
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//if the circle is in side the slope/face's voronio region, or that of the vertex.
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var perp = (ox * -sy) + (oy * sx);
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if((perp * signx * signy) < 0) {
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//collide vs. vertex
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var len = Math.sqrt(ox * ox + oy * oy);
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var pen = obj.radius - len;
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if(0 < pen) {
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//note: if len=0, then perp=0 and we'll never reach here, so don't worry about div-by-0
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ox /= len;
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oy /= len;
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obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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} else {
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//collide vs. slope
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//if the component of (ox,oy) parallel to the normal is less than the circle radius, we're
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//penetrating the slope. note that this method of penetration calculation doesn't hold
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//in general (i.e it won't work if the circle is in the slope), but works in this case
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//because we know the circle is in a neighboring cell
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var dp = (ox * sx) + (oy * sy);
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var pen = obj.radius - Math.abs(dp);//note: we don't need the abs because we know the dp will be positive, but just in case..
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if(0 < pen) {
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//collision; circle out along normal by penetration amount
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obj.reportCollisionVsWorld(sx * pen, sy * pen, t.sx, t.sy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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}
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} else {
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//colliding diagonally
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if(0 < ((signx * oH) + (signy * oV))) {
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//the dotprod of slope normal and cell offset is strictly positive,
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//therefore obj is in the diagonal neighb pointed at by the normal.
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//collide vs slope
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sx = t.sx;
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sy = t.sy;
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var r = obj.radius;
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var ox = (obj.pos.x - (sx * r)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
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var oy = (obj.pos.y - (sy * r)) - (t.pos.y - (signy * t.yw));//point on the circle, relative to a point on the slope
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the point on the circle 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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//collision; project delta onto slope and use this to displace the object
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//(sx,sy)*-dp is the projection vector
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obj.reportCollisionVsWorld(-sx * dp, -sy * dp, t.sx, t.sy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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return Phaser.Physics.Circle.COL_NONE;
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} else {
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//collide vs the appropriate vertex
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var vx = t.pos.x + (oH * t.xw);
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var vy = t.pos.y + (oV * t.yw);
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var dx = obj.pos.x - vx;//calc vert->circle vector
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var dy = obj.pos.y - vy;
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var len = Math.sqrt(dx * dx + dy * dy);
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var pen = obj.radius - len;
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if(0 < pen) {
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//vertex is in the circle; project outward
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if(len == 0) {
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//project out by 45deg
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dx = oH / Math.SQRT2;
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dy = oV / Math.SQRT2;
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} else {
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dx /= len;
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dy /= len;
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}
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obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
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return Phaser.Physics.Circle.COL_OTHER;
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}
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}
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}
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|
return Phaser.Physics.Circle.COL_NONE;
|
|
};
|
|
return Circle67Deg;
|
|
})();
|
|
Projection.Circle67Deg = Circle67Deg;
|
|
})(Physics.Projection || (Physics.Projection = {}));
|
|
var Projection = Physics.Projection;
|
|
})(Phaser.Physics || (Phaser.Physics = {}));
|
|
var Physics = Phaser.Physics;
|
|
})(Phaser || (Phaser = {}));
|