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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
}
}
}
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