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entities.js
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entities.js
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// +----------------------------------------------------------------------------
// | Collider
Collider = function(aabb, vx, vy) {
this.aabb = aabb;
this.w_ = aabb.p2.x - aabb.p1.x;
this.h_ = aabb.p2.y - aabb.p1.y;
this.vx = vx;
this.vy = vy;
this.ox = aabb.p1.x;
this.oy = aabb.p2.y;
this.ovx = vx;
this.ovy = vy;
};
Collider.fromCenter = function(x, y, w, h, vx, vy) {
var aabb = new geom.AABB(x - w / 2, y - h / 2, w, h);
return new Collider(aabb, vx, vy);
};
Collider.prototype.x = function() {
return this.aabb.p1.x;
};
Collider.prototype.y = function() {
return this.aabb.p1.y;
};
Collider.prototype.cx = function() {
return (this.aabb.p1.x + this.aabb.p2.x) / 2;
};
Collider.prototype.cy = function() {
return (this.aabb.p1.y + this.aabb.p2.y) / 2;
};
Collider.prototype.w = function() {
return this.w_;
};
Collider.prototype.h = function() {
return this.h_;
};
Collider.prototype.clampVx = function(v) {
this.vx = Math.min(v, Math.max(-v, this.vx));
};
Collider.prototype.clampVy = function(v) {
this.vy = Math.min(v, Math.max(-v, this.vy));
};
Collider.COLLIDE_X = 1;
Collider.COLLIDE_Y = 2;
Collider.collideAll_ = function(colliders, t) {
var irange = new geom.Range();
var jrange = new geom.Range();
var tx = new geom.Range();
var ty = new geom.Range();
var len = colliders.length;
var ts = [];
for (var i = 0; i < len; ++i) {
ts.push({time: 1, object: null, direction: undefined});
}
for (var i = 0; i < len; ++i) {
var isStatic = colliders[i].static;
for (var j = i + 1; j < len; ++j) {
if (isStatic && colliders[j].static) continue;
if (colliders[i].ignore & colliders[j].ignore) continue;
var txp = geom.Range.collides(
colliders[i].aabb.xRange(irange), colliders[i].vx * t,
colliders[j].aabb.xRange(jrange), colliders[j].vx * t,
tx);
var typ = geom.Range.collides(
colliders[i].aabb.yRange(irange), colliders[i].vy * t,
colliders[j].aabb.yRange(jrange), colliders[j].vy * t,
ty);
if (txp && typ && tx.overlaps(ty)) {
var start = Math.max(tx.lo, ty.lo);
var end = Math.min(tx.hi, ty.hi);
if (start < 1 && end > 0) {
var dir = tx.lo < ty.lo ? Collider.COLLIDE_Y : Collider.COLLIDE_X;
if (start < ts[i].time) {
ts[i].time = start;
ts[i].object = colliders[j];
ts[i].direction = dir;
}
if (start < ts[j].time) {
ts[j].time = start;
ts[j].object = colliders[i];
ts[j].direction = dir;
}
}
}
}
}
return ts;
};
Collider.stepAll = function(colliders, t) {
var ts = Collider.collideAll_(colliders, t);
var tsLen = ts.length;
for (var i = 0; i < tsLen; ++i) {
var collider = colliders[i];
var collideStruct = ts[i];
var other = collideStruct.object;
// Overlapping - push out.
/*
if (collideStruct.time < 0) {
// Could max the xp/yp so things don't jump as much.
var xp = (Math.min(collider.aabb.p2.x, other.aabb.p2.x) -
Math.max(collider.aabb.p1.x, other.aabb.p1.x));
var yp = (Math.min(collider.aabb.p2.y, other.aabb.p2.y) -
Math.max(collider.aabb.p1.y, other.aabb.p1.y));
var xMult = collider.aabb.p1.x < other.aabb.p1.x ? -1 : 1;
var yMult = collider.aabb.p1.y < other.aabb.p1.y ? -1 : 1;
if (!collider.static) {
collider.aabb.addXY(xMult * xp * 0.500001, yMult * yp * 0.500001);
}
if (!other.static) {
other.aabb.addXY(xMult * xp * -0.500001, yMult * yp * -0.500001);
}
}
*/
var it = Math.min(1, Math.max(0, ts[i].time));
//collider.aabb.addXY( t * collider.vx, t * collider.vy);
if (collideStruct.time <= 1 && collideStruct.direction) {
collider.lastCollision = collideStruct;
} else {
collider.lastCollision = null;
}
}
};
Collider.prototype.saveLast = function() {
this.ox = this.x();
this.oy = this.y();
this.ovx = this.vx;
this.ovy = this.vy;
};