mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 03:23:42 +00:00
181 lines
8.2 KiB
JavaScript
181 lines
8.2 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 CircleConcave = (function () {
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function CircleConcave() {
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}
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CircleConcave.Collide = function (x, y, oH, oV, obj, t) {
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//if we're colliding diagonally:
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// -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing
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// -else, collide vs. the appropriate vertex
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//if obj is in this tile: perform collision as for aabb
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//if obj is horiz OR very neighb in direction of slope: collide vs vert
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//if obj is horiz or vert neigh 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 lenP;
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if (oH == 0) {
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if (oV == 0) {
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//colliding with current tile
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var ox = (t.pos.x + (signx * t.xw)) - obj.pos.x;
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var oy = (t.pos.y + (signy * t.yw)) - obj.pos.y;
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var twid = t.xw * 2;
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var trad = Math.sqrt(twid * twid + 0);
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//note that this should be precomputed at compile-time since it's constant
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var len = Math.sqrt(ox * ox + oy * oy);
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var pen = (len + obj.radius) - trad;
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if (0 < pen) {
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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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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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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 < pen) {
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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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//we can assume that len >0, because if we're here then
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//(len + obj.radius) > trad, and since obj.radius <= trad
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//len MUST be > 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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return Phaser.Physics.Circle.COL_NONE;
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}
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} else {
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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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//we could only be colliding vs the vertical tip
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//get diag vertex position
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var vx = t.pos.x - (signx * t.xw);
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var vy = t.pos.y + (oV * t.yw);
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var dx = obj.pos.x - vx;
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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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if (len == 0) {
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//project out vertically
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dx = 0;
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dy = oV;
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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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} else if (oV == 0) {
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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 horizontal tip
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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 - (signy * t.yw);
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var dx = obj.pos.x - vx;
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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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if (len == 0) {
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//project out horizontally
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dx = oH;
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dy = 0;
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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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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, and
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//it cannot possibly reach/touch/penetrate the slope
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return Phaser.Physics.Circle.COL_NONE;
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} else {
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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;
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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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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;
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};
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return CircleConcave;
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})();
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Projection.CircleConcave = CircleConcave;
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})(Physics.Projection || (Physics.Projection = {}));
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var Projection = Physics.Projection;
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})(Phaser.Physics || (Phaser.Physics = {}));
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var Physics = Phaser.Physics;
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})(Phaser || (Phaser = {}));
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