phaser/todo/TS Source/physics/aabb/ProjAABB22Deg.js
2013-09-13 16:16:48 +01:00

98 lines
5.3 KiB
JavaScript

var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var AABB22Deg = (function () {
function AABB22Deg() { }
AABB22Deg.CollideS = function CollideS(x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
//first we need to check to make sure we're colliding with the slope at all
var py = obj.pos.y - (signy * obj.height);
var penY = t.pos.y - py;//this is the vector from the innermost point on the box to the highest point on
//the tile; if it is positive, this means the box is above the tile and
//no collision is occuring
if(0 < (penY * signy)) {
var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x + (signx * t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y - (signy * t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if(dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp//(sx,sy) is now the projection vector
;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
var aY = Math.abs(penY);
if(lenP < lenN) {
if(aY < lenP) {
obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
return Phaser.Physics.AABB.COL_OTHER;
} else {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
}
} else {
if(aY < lenN) {
obj.reportCollisionVsWorld(0, penY, 0, penY / aY, t);
return Phaser.Physics.AABB.COL_OTHER;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
}
}
//if we've reached this point, no collision has occured
return Phaser.Physics.AABB.COL_NONE;
};
AABB22Deg.CollideB = function CollideB(x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx * obj.width)) - (t.pos.x - (signx * t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy * obj.height)) - (t.pos.y + (signy * t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if(dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp//(sx,sy) is now the projection vector
;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if(lenP < lenN) {
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
} else {
obj.reportCollisionVsWorld(sx, sy, t.sx, t.sy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
};
return AABB22Deg;
})();
Projection.AABB22Deg = AABB22Deg;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));