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Rooms.mover = new function(){
var base = this
base.room = null
base.noclip = false
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
}
// 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
}
/*
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
// 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 })
}
}
}
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