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path: root/public/assets/javascripts/rectangles/engine/rooms/mover.js
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Rooms.mover = new function(){

	var base = this
	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)
	}
	
	base.bind = function(){
		app.on("move", base.update)
		keys.on("backslash", function(e){
		  if ( ! (e.ctrlKey || e.metaKey) ) return
			base.noclip = ! base.noclip
			base.room = null
			app.movements.gravity( ! base.noclip )
		})
	}
	
	base.update = function(pos){
    var intersect, collision, distance
		var radius = scene.camera.radius
		
		cam.y = pos.y

		// if we were in a room already..
		if (base.room) {
			// check if we're still in the room
			if (base.room.rect.containsDisc(pos.x, pos.z, radius)) {
				cam.x = pos.x
				cam.z = 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")
			Walls.clearBodyColor()
			base.room = null
		}

		// collision test failed, so update position
		cam.x = pos.x
		cam.z = pos.z
		
		// determine what room we are in now
		var intersects = Rooms.filter(function(r){
			return r.rect.contains(pos.x, pos.z)
		})
		
		// did we actually enter a room?
		if (intersects.length) {
			base.room = intersects[0]
			if (! base.noclip) {
				Walls.setBodyColor()
			}
      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
    }
  }
}