mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 11:03:23 +00:00
171 lines
9.9 KiB
JavaScript
171 lines
9.9 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 CircleHalf = (function () {
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function CircleHalf() { }
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CircleHalf.Collide = function Collide(x, y, oH, oV, obj, t) {
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//if obj is in a neighbor pointed at by the halfedge normal,
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//we'll never collide (i.e if the normal is (0,1) and the obj is in the DL.D, or R neighbors)
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//
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//if obj is in a neigbor perpendicular to the halfedge normal, it might
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//collide with the halfedge-vertex, or with the halfedge side.
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//
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//if obj is in a neigb pointing opposite the halfedge normal, obj collides with edge
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//
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//if obj is in a diagonal (pointing away from the normal), obj collides vs vertex
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//
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//if obj is in the halfedge cell, it collides as with aabb
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var signx = t.signx;
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var signy = t.signy;
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var celldp = (oH * signx + oV * signy);//this tells us about the configuration of cell-offset relative to tile normal
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if(0 < celldp) {
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//obj is in "far" (pointed-at-by-normal) neighbor of halffull tile, and will never hit
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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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var r = obj.radius;
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var ox = (obj.pos.x - (signx * r)) - t.pos.x;//this gives is the coordinates of the innermost
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var oy = (obj.pos.y - (signy * r)) - t.pos.y;//point on the circle, relative to the tile center
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//we perform operations analogous to the 45deg tile, except we're using
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//an axis-aligned slope instead of an angled one..
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var sx = signx;
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var sy = signy;
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//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner 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 *= -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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var lenP = Math.sqrt(x * x + y * y);
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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.signx, t.signy);
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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(celldp == 0) {
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var r = obj.radius;
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var dx = obj.pos.x - t.pos.x;
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//we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex
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//or halfedge side
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if((dx * signx) < 0) {
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//collision with halfedge side
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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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//collision with halfedge vertex
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var dy = obj.pos.y - (t.pos.y + oV * t.yw);//(dx,dy) is now the vector from the appropriate halfedge vertex to the circle
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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 = signx / 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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//due to the first conditional (celldp >0), we know we're in the cell "opposite" the normal, and so
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//we can only collide with the cell edge
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//collision with vertical neighbor
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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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}
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}
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} else if(oV == 0) {
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//colliding horizontally
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if(celldp == 0) {
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var r = obj.radius;
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var dy = obj.pos.y - t.pos.y;
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//we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex
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//or halfedge side
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if((dy * signy) < 0) {
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//collision with halfedge side
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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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//collision with halfedge vertex
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var dx = obj.pos.x - (t.pos.x + oH * t.xw);//(dx,dy) is now the vector from the appropriate halfedge vertex to the circle
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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 = signx / 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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//due to the first conditional (celldp >0), we know w're in the cell "opposite" the normal, and so
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//we can only collide with the cell 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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}
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} else {
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//colliding diagonally; we know, due to the initial (celldp >0) test which has failed
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//if we've reached this point, that we're in a diagonal neighbor on the non-normal side, so
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//we could only be colliding with the cell vertex, if at all.
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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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return CircleHalf;
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})();
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Projection.CircleHalf = CircleHalf;
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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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