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

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9.2 KiB
TypeScript

/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class CircleConvex {
public static Collide(x, y, oH, oV, obj: Phaser.Physics.Circle, t: Phaser.Physics.TileMapCell) {
//if the object is horiz AND/OR vertical neighbor in the normal (signx,signy)
//direction, collide vs. tile-circle only.
//if we're colliding diagonally:
// -else, collide vs. the appropriate vertex
//if obj is in this tile: perform collision as for aabb
//if obj is horiz or vert neigh against direction of slope: collide vs. face
var signx = t.signx;
var signy = t.signy;
var lenP;
if (oH == 0)
{
if (oV == 0)
{
//colliding with current tile
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen)
{
//find the smallest axial projection vector
if (x < y)
{
//penetration in x is smaller
lenP = x;
y = 0;
//get sign for projection along x-axis
if ((obj.pos.x - t.pos.x) < 0)
{
x *= -1;
}
}
else
{
//penetration in y is smaller
lenP = y;
x = 0;
//get sign for projection along y-axis
if ((obj.pos.y - t.pos.y) < 0)
{
y *= -1;
}
}
if (lenP < pen)
{
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Circle.COL_AXIS;
}
else
{
//note: len should NEVER be == 0, because if it is,
//projeciton by an axis shoudl always be shorter, and we should
//never arrive here
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
else
{
//colliding vertically
if ((signy * oV) < 0)
{
//colliding with face/edge
obj.reportCollisionVsWorld(0, y * oV, 0, oV, t);
return Phaser.Physics.Circle.COL_AXIS;
}
else
{
//obj in neighboring cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
}
else if (oV == 0)
{
//colliding horizontally
if ((signx * oH) < 0)
{
//colliding with face/edge
obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t);
return Phaser.Physics.Circle.COL_AXIS;
}
else
{
//obj in neighboring cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
else
{
//colliding diagonally
if (0 < ((signx * oH) + (signy * oV)))
{
//obj in diag neighb cell pointed at by tile normal;
//we could only be colliding vs the tile-circle surface
var ox = obj.pos.x - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the tile-circle to
var oy = obj.pos.y - (t.pos.y - (signy * t.yw));//the circle's center
var twid = t.xw * 2;
var trad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var len = Math.sqrt(ox * ox + oy * oy);
var pen = (trad + obj.radius) - len;
if (0 < pen)
{
//note: len should NEVER be == 0, because if it is,
//obj is not in a neighboring cell!
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
else
{
//collide vs. vertex
//get diag vertex position
var vx = t.pos.x + (oH * t.xw);
var vy = t.pos.y + (oV * t.yw);
var dx = obj.pos.x - vx;//calc vert->circle vector
var dy = obj.pos.y - vy;
var len = Math.sqrt(dx * dx + dy * dy);
var pen = obj.radius - len;
if (0 < pen)
{
//vertex is in the circle; project outward
if (len == 0)
{
//project out by 45deg
dx = oH / Math.SQRT2;
dy = oV / Math.SQRT2;
}
else
{
dx /= len;
dy /= len;
}
obj.reportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t);
return Phaser.Physics.Circle.COL_OTHER;
}
}
}
return Phaser.Physics.Circle.COL_NONE;
}
}
}