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optimised SAT._overlapAxes
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0d90a17f2d
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1 changed files with 72 additions and 30 deletions
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@ -15,6 +15,18 @@ var Vector = require('../geometry/Vector');
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(function() {
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var _overlapAB = {
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overlap: 0,
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axis: null,
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axisNumber: 0
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};
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var _overlapBA = {
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overlap: 0,
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axis: null,
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axisNumber: 0
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};
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/**
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* Detect collision between two bodies using the Separating Axis Theorem.
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* @method collides
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@ -24,9 +36,7 @@ var Vector = require('../geometry/Vector');
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* @return {collision} collision
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*/
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SAT.collides = function(bodyA, bodyB, previousCollision) {
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var overlapAB,
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overlapBA,
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minOverlap,
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var minOverlap,
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collision,
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canReusePrevCol = false;
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@ -54,35 +64,37 @@ var Vector = require('../geometry/Vector');
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axisBodyB = axisBodyA === bodyA ? bodyB : bodyA,
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axes = [axisBodyA.axes[previousCollision.axisNumber]];
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minOverlap = SAT._overlapAxes(axisBodyA.vertices, axisBodyB.vertices, axes);
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SAT._overlapAxes(_overlapAB, axisBodyA.vertices, axisBodyB.vertices, axes);
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collision.reused = true;
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if (minOverlap.overlap <= 0) {
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if (_overlapAB.overlap <= 0) {
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collision.collided = false;
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return collision;
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}
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minOverlap = _overlapAB;
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} else {
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// if we can't reuse a result, perform a full SAT test
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overlapAB = SAT._overlapAxes(bodyA.vertices, bodyB.vertices, bodyA.axes);
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SAT._overlapAxes(_overlapAB, bodyA.vertices, bodyB.vertices, bodyA.axes);
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if (overlapAB.overlap <= 0) {
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if (_overlapAB.overlap <= 0) {
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collision.collided = false;
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return collision;
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}
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overlapBA = SAT._overlapAxes(bodyB.vertices, bodyA.vertices, bodyB.axes);
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SAT._overlapAxes(_overlapBA, bodyB.vertices, bodyA.vertices, bodyB.axes);
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if (overlapBA.overlap <= 0) {
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if (_overlapBA.overlap <= 0) {
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collision.collided = false;
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return collision;
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}
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if (overlapAB.overlap < overlapBA.overlap) {
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minOverlap = overlapAB;
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if (_overlapAB.overlap < _overlapBA.overlap) {
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minOverlap = _overlapAB;
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collision.axisBody = bodyA;
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} else {
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minOverlap = overlapBA;
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minOverlap = _overlapBA;
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collision.axisBody = bodyB;
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}
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@ -154,29 +166,61 @@ var Vector = require('../geometry/Vector');
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* Find the overlap between two sets of vertices.
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* @method _overlapAxes
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* @private
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* @param {} verticesA
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* @param {} verticesB
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* @param {} axes
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* @return result
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* @param {object} result
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* @param {vertices} verticesA
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* @param {vertices} verticesB
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* @param {axes} axes
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*/
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SAT._overlapAxes = function(verticesA, verticesB, axes) {
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var projectionA = Vector._temp[0],
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projectionB = Vector._temp[1],
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result = { overlap: Number.MAX_VALUE },
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SAT._overlapAxes = function(result, verticesA, verticesB, axes) {
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var verticesALength = verticesA.length,
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verticesBLength = verticesB.length,
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axesLength = axes.length,
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dot,
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overlap,
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axis;
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overlapAB,
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overlapBA,
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i,
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j;
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for (var i = 0; i < axes.length; i++) {
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axis = axes[i];
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result.overlap = Number.MAX_VALUE;
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SAT._projectToAxis(projectionA, verticesA, axis);
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SAT._projectToAxis(projectionB, verticesB, axis);
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for (i = 0; i < axesLength; i++) {
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var axis = axes[i],
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axisX = axis.x,
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axisY = axis.y,
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minA = verticesA[0].x * axisX + verticesA[0].y * axisY,
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minB = verticesB[0].x * axisX + verticesB[0].y * axisY,
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maxA = minA,
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maxB = minB;
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overlap = Math.min(projectionA.max - projectionB.min, projectionB.max - projectionA.min);
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for (j = 1; j < verticesALength; j += 1) {
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dot = verticesA[j].x * axisX + verticesA[j].y * axisY;
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if (dot > maxA) {
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maxA = dot;
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} else if (dot < minA) {
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minA = dot;
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}
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}
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for (j = 1; j < verticesBLength; j += 1) {
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dot = verticesB[j].x * axisX + verticesB[j].y * axisY;
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if (dot > maxB) {
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maxB = dot;
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} else if (dot < minB) {
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minB = dot;
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}
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}
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overlapAB = maxA - minB;
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overlapBA = maxB - minA;
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overlap = overlapAB < overlapBA ? overlapAB : overlapBA;
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if (overlap <= 0) {
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result.overlap = overlap;
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return result;
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result.axisNumber = i;
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return;
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}
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if (overlap < result.overlap) {
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@ -185,8 +229,6 @@ var Vector = require('../geometry/Vector');
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result.axisNumber = i;
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}
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}
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return result;
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};
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/**
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@ -232,7 +274,7 @@ var Vector = require('../geometry/Vector');
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bodyAPositionY = bodyA.position.y,
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normalX = normal.x * direction,
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normalY = normal.y * direction,
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nearestDistance = Infinity,
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nearestDistance = Number.MAX_VALUE,
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vertexA,
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vertexB,
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vertexC,
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