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

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4.5 KiB
TypeScript

/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class AABB22Deg {
public static CollideS(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
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;
}
public static CollideB(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
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;
}
}
}