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-rw-r--r--public/assets/javascripts/rectangles/engine/rooms/mover.js85
-rw-r--r--public/assets/javascripts/rectangles/models/room.js6
2 files changed, 86 insertions, 5 deletions
diff --git a/public/assets/javascripts/rectangles/engine/rooms/mover.js b/public/assets/javascripts/rectangles/engine/rooms/mover.js
index fae2ce6..8ce00fe 100644
--- a/public/assets/javascripts/rectangles/engine/rooms/mover.js
+++ b/public/assets/javascripts/rectangles/engine/rooms/mover.js
@@ -34,7 +34,7 @@ Rooms.mover = new function(){
}
// check if we've breached one of the walls.. clamp position if so
- var collision = base.room.collidesDisc(pos.x, pos.z, radius)
+ 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
@@ -48,6 +48,89 @@ 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
diff --git a/public/assets/javascripts/rectangles/models/room.js b/public/assets/javascripts/rectangles/models/room.js
index b0344a1..26bf055 100644
--- a/public/assets/javascripts/rectangles/models/room.js
+++ b/public/assets/javascripts/rectangles/models/room.js
@@ -122,7 +122,8 @@
return collision
}
- Room.prototype.collidesDisc = function(x,y,radius){
+ Room.prototype.collidesDisc = function(src, dest, radius){
+ var x = dest.x, y = dest.z
var collision = 0, wall_collision, contains_x, contains_y
this.regions.forEach(function(r){
if (! r.sides) return
@@ -152,9 +153,6 @@
if (contains_y) {
collision |= wall_collision & LEFT_RIGHT
}
-// if (bitcount(wall_collision) > 1) {
-// collision |= wall_collision
-// }
})
return collision
}