diff options
| author | Jules Laplace <jules@okfoc.us> | 2014-11-03 12:45:43 -0500 |
|---|---|---|
| committer | Jules Laplace <jules@okfoc.us> | 2014-11-03 12:45:43 -0500 |
| commit | b520c42277cfa0638963142bf7bc087f8ab24b8c (patch) | |
| tree | b6eb0d0b26826dca28bfdd32b66de62ab99dcbc1 /public/assets/javascripts/rectangles/engine | |
| parent | 22bf04c9b56fafadc3c3be54dceb6665243331cd (diff) | |
| parent | 18f1bc14f610cdb0dddd273e8c55ea5c2e547a94 (diff) | |
merge
Diffstat (limited to 'public/assets/javascripts/rectangles/engine')
| -rw-r--r-- | public/assets/javascripts/rectangles/engine/rooms/mover.js | 283 |
1 files changed, 192 insertions, 91 deletions
diff --git a/public/assets/javascripts/rectangles/engine/rooms/mover.js b/public/assets/javascripts/rectangles/engine/rooms/mover.js index 8ce00fe..5682be8 100644 --- a/public/assets/javascripts/rectangles/engine/rooms/mover.js +++ b/public/assets/javascripts/rectangles/engine/rooms/mover.js @@ -4,6 +4,15 @@ Rooms.mover = new function(){ base.room = null base.noclip = false + var cursor = base.cursor = new Rect (0,0,0,0) + var cursor_copy = new Rect (0,0,0,0) + var wall_vec = new Rect (0,0,0,0) + var intersect = new vec2(0,0) + + var origins = new Rect() + origins.x = cursor.x + origins.y = wall_vec.x + base.init = function(){ base.bind() base.update(scene.camera) @@ -20,6 +29,7 @@ Rooms.mover = new function(){ } base.update = function(pos){ + var intersect, collision, distance var radius = scene.camera.radius cam.y = pos.y @@ -33,14 +43,37 @@ Rooms.mover = new function(){ return } - // check if we've breached one of the walls.. clamp position if so - var collision = base.room.collidesDisc(cam, pos, radius) - - if (collision && ! base.noclip) { - cam.x = (collision & LEFT_RIGHT) ? base.room.rect.x.clampDisc(pos.x, radius) : pos.x - cam.z = (collision & FRONT_BACK) ? base.room.rect.y.clampDisc(pos.z, radius) : pos.z - return + distance = sqrt(pow(cam.x-pos.x, 2), pow(cam.z-pos.z, 2)) + + // check if we've breached one of the walls.. clamp position if so. + // there are two algorithms for this now, ridiculously.. + // - the first one is smoother, best for keyboard use + // but if the distance travelled is greater than the min. distance from the wall, + // then there is a possibility of ejection from the room. so is bad for phone/mousewheel. + + // - the second one determines fortuitously if we have breached any of the walls + // however it can get jumpy if you run into a wall.. thus it is best for devices like phone or mousewheel + // the benefit is you will never leave the room. + if (base.noclip) { + // in no-clip mode we walk through walls. } + else if (distance < radius) { + collision = base.room.collidesDisc(cam, pos, radius) + + if (collision) { + cam.x = (collision & LEFT_RIGHT) ? base.room.rect.x.clampDisc(pos.x, radius) : pos.x + cam.z = (collision & FRONT_BACK) ? base.room.rect.y.clampDisc(pos.z, radius) : pos.z + return + } + } + else { + intersect = base.intersect(pos) + if (intersect) { + cam.x = intersect.a + cam.z = intersect.b + return + } + } // in this case, we appear to have left the room.. // $(".face.active").removeClass("active") @@ -48,89 +81,6 @@ Rooms.mover = new function(){ base.room = null } -/* - var dz = new vec2( cam.z, pos.z ) - dz.normalize() - - var dx = new vec2( cam.x, pos.x ) - dx.normalize() - - // first check if the cam-pos movement intersects the wall. - // next check if it intersects any of the surface frames - // if we can pass through the wall at this point, we do not need to clamp. - // otherwise, get the distance along the cam-pos vector where we would hit the wall and clamp to it. - Walls.list.forEach(function(wall){ - var t = -1 - switch (wall.side) { - case FRONT: - if (cam.z >= wall.edge + radius && wall.edge + radius >= pos.z && wall.vec.intersects(dx) ) { - t = check_intersection( front_back_intersection, cam, pos, dx, wall, radius ) - } - break - case BACK: - // console.log(cam.z|0, wall.edge-radius, pos.z|0, wall.vec.intersects(dx)) - if (cam.z <= wall.edge - radius && wall.edge - radius <= pos.z && wall.vec.intersects(dx) ) { - t = check_intersection( front_back_intersection, cam, pos, dx, wall, -radius ) - console.log(t) - } - break - case LEFT: - if (cam.x >= wall.edge + radius && wall.edge + radius >= pos.x && wall.vec.intersects(dz) ) { - t = check_intersection( left_right_intersection, cam, pos, dz, wall, radius ) - } - break - case RIGHT: - if (cam.x <= wall.edge - radius && wall.edge - radius <= pos.x && wall.vec.intersects(dz) ) { - t = check_intersection( left_right_intersection, cam, pos, dz, wall, -radius ) - } - break - } - if (0 <= t && t <= 1) { - pos.x = cam.x + (pos.x - cam.x) * t - pos.z = cam.z + (pos.z - cam.z) * t - - dz = new vec2( cam.z, pos.z ) - dz.normalize() - - dx = new vec2( cam.x, pos.x ) - dx.normalize() - } - }) - - function check_intersection(intersection_function, cam, pos, cam_pos_vector, wall, radius) { - var t = -1 - wall.surface.faces.some(function(face, i){ - if (face.y.a == 0 && face.x.intersects(cam_pos_vector)) { - t = intersection_function( cam, pos, wall, face, radius ) - console.log(">>", t) - if (0 <= t && t <= 1) { - return true - } - else { - t = -1 - } - } - return false - }) - return t - } - function left_right_intersection (cam, pos, wall, face, radius) { - var perp_n = (face.x.a - face.x.b) * (wall.edge - cam.z + radius) - var perp_d = (face.x.a - face.x.b) * (pos.z - cam.z) - if (perp_d == 0) return Infinity - return perp_n / perp_d - } - function front_back_intersection (cam, pos, wall, face, radius) { - // va.vx*vb.vy - va.vy*vb.vx - var perp_n = (face.x.b - face.x.a) * (wall.edge - cam.x + radius) - var perp_d = (face.x.b - face.x.a) * (pos.x - cam.x) - - console.log((pos.x - cam.x), wall.edge - cam.x, radius) - - if (perp_d == 0) return Infinity - return perp_n / perp_d - } -*/ // collision test failed, so update position cam.x = pos.x cam.z = pos.z @@ -148,7 +98,158 @@ Rooms.mover = new function(){ } app.tube("change-room", { room: base.room }) } - } + base.intersect = function(pos){ + var closest_intersect, closest_wall, new_t, wall_t, t, min_t = 1 + + cursor_copy.x.a = cursor.x.a = cam.x + cursor_copy.x.b = cursor.x.b = cam.z + cursor_copy.y.a = cursor.y.a = pos.x + cursor_copy.y.b = cursor.y.b = pos.z + + cursor_copy.extend_ends(scene.camera.radius) + + origins.x = cursor_copy.x + origins.y = wall_vec.x + + Walls.list.forEach(function(wall, i){ + var actually_intersects = false, intersecting_face + + wall.get_points(wall_vec) + + + t = perp(origins, wall_vec) / ( perp(cursor_copy, wall_vec) || 0.0000001 ) + + if ( min_t < t || t < 0 || 1 < t ) return + + intersect.a = cursor_copy.x.a + ( cursor_copy.y.a - cursor_copy.x.a ) * t + intersect.b = cursor_copy.x.b + ( cursor_copy.y.b - cursor_copy.x.b ) * t + if ( ! is_collinear( intersect, wall_vec ) ) return + + if (wall.side & LEFT_RIGHT) { + intersecting_face = wall.surface.face_for_x(intersect.b) + } + else { + intersecting_face = wall.surface.face_for_x(intersect.a) + } + + actually_intersects = !! (intersecting_face && intersecting_face.y.a == 0) + if (actually_intersects) { + closest_intersect = intersect.clone() + closest_wall = wall_vec.clone() + min_t = t + } + }) + + if (closest_intersect) { + + var aw, len, dd + aw = angle(closest_wall) + wall_vec.assign(closest_wall) + wall_vec.x.a -= scene.camera.radius * sin(aw) + wall_vec.x.b += scene.camera.radius * cos(aw) + wall_vec.y.a -= scene.camera.radius * sin(aw) + wall_vec.y.b += scene.camera.radius * cos(aw) + + origins.x = cursor.x + origins.y = wall_vec.x + + new_t = perp(origins, wall_vec) / ( perp(cursor, wall_vec) || 0.0000001 ) + wall_t = perp(origins, cursor) / ( perp(wall_vec, cursor) || 0.0000001 ) + + intersect.a = cursor.x.a + ( cursor.y.a - cursor.x.a ) * new_t + intersect.b = cursor.x.b + ( cursor.y.b - cursor.x.b ) * new_t + + // here compare len to the length of the wall in the direction we are travelling + dd = dot2(diff(closest_wall), diff(cursor)) + len = sqrt(dot(wall_vec, wall_vec)) + + if (dd > 0) { + len *= 1-abs(wall_t) + } + else { + len *= abs(wall_t) + aw += PI + } + + len = clamp(len, 0, (1-min_t) * sqrt(dot(cursor, cursor))) + + intersect.a += len * cos(aw) + intersect.b += len * sin(aw) + + wall_vec.normalize() + intersect.a = clamp(intersect.a, wall_vec.x.a, wall_vec.y.a) + intersect.b = clamp(intersect.b, wall_vec.x.b, wall_vec.y.b) + + return intersect + } + else { + return cursor.y + } + } + function diff (v) { + return new vec2(v.y.a - v.x.a, v.y.b - v.x.b) + } + function angle (va) { + return atan2(va.y.b - va.x.b, va.y.a - va.x.a) + } + function angle2 (pa, pb) { + return atan2(pb.b - pa.b, pb.a - pa.a) + } + function normal (va) { + return atan2(va.x.a - va.y.a, va.y.b - va.x.b) + } + function dot (va, vb) { + return (va.y.a - va.x.a) * (vb.y.a - vb.x.a) + (va.y.b - va.x.b) * (vb.y.b - vb.x.b) + } + function dot2 (pa, pb) { + return pa.a * pb.a + pa.b * pb.b + } + function perp (va, vb) { + return (va.y.a - va.x.a) * (vb.y.b - vb.x.b) - (va.y.b - va.x.b) * (vb.y.a - vb.x.a) + } + function is_collinear (p, vec) { + var on_x, on_y + var pa = round(p.a), pb = round(p.b) + + if (vec.x.a < vec.y.a) { + on_x = vec.x.a <= pa && pa <= vec.y.a + } + else { + on_x = vec.x.a >= pa && pa >= vec.y.a + } + + if (vec.x.b < vec.y.b) { + on_y = vec.x.b <= pb && pb <= vec.y.b + } + else { + on_y = vec.x.b >= pb && pb >= vec.y.b + } + + return !! (on_x && on_y) + } + cursor_copy.extend_ends = function(n){ + var a = angle(this) + this.x.a -= n*cos(a) + this.x.b -= n*sin(a) + this.y.a += n*cos(a) + this.y.b += n*sin(a) + return this + } + wall_vec.normalize = function(){ + var carry + if (this.x.a > this.y.a) { + console.log("SWAP X") + carry = this.x.a + this.x.a = this.y.a + this.y.a = carry + } + if (this.x.b > this.y.b) { + console.log("SWAP Y") + carry = this.x.b + this.x.b = this.y.b + this.y.b = carry + } + } } |
