summaryrefslogtreecommitdiff
path: root/public/assets/javascripts/rectangles/engine/rooms/mover.js
blob: 69e821f477bc364270f87f1e9d9d9823f3fffab2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
Rooms.mover = new function(){

	var base = this
	base.room = null
	base.noclip = false

	var cursor = base.cursor = 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 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
			}

			var intersect = base.intersect(pos)
			
			if (intersect && ! base.noclip) {
				cam.x = intersect.a
				cam.z = intersect.b
				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
			}
*/
			// 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, t, min_t = 1
		
		cursor.x.a = cam.x
		cursor.x.b = cam.z
		cursor.y.a = pos.x
		cursor.y.b = pos.z

		var a = angle(cursor)
		cursor.y.a += scene.camera.radius * cos(a)
		cursor.y.b += scene.camera.radius * sin(a)

		Walls.list.forEach(function(wall, i){
			var actually_intersects, intersecting_face

			if (wall.side & LEFT_RIGHT) {
				wall_vec.x.a = wall.edge
				wall_vec.x.b = wall.vec.a
				wall_vec.y.a = wall.edge
				wall_vec.y.b = wall.vec.b
			}
			else {
				wall_vec.x.a = wall.vec.a
				wall_vec.x.b = wall.edge
				wall_vec.y.a = wall.vec.b
				wall_vec.y.b = wall.edge
			}

			t = perp(origins, wall_vec) / ( perp(cursor, wall_vec) || 0.0000001 )
			
			if ( min_t < t || t < 0 || 1 < t ) return

			intersect.a = cursor.x.a + ( cursor.y.a - cursor.x.a ) * t
			intersect.b = cursor.x.b + ( cursor.y.b - cursor.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()
				min_t = t
			}
		})

		if (min_t < 1) {
			var a = angle(cursor)
			closest_intersect.a -= scene.camera.radius * cos(a)
			closest_intersect.b -= scene.camera.radius * sin(a)
		}
		return closest_intersect
	}
	function angle (va) {
		return atan2(va.y.b - va.x.b, va.y.a - va.x.a)
	}
	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 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)
	}
}