phaser/TS Source/physics/aabb/ProjAABBHalf.js

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var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var AABBHalf = (function () {
function AABBHalf() { }
AABBHalf.Collide = function Collide(x, y, obj, t) {
//calculate the projection vector for the half-edge, and then
//(if collision is occuring) pick the minimum
var sx = t.signx;
var sy = t.signy;
var ox = (obj.pos.x - (sx * obj.width)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (sy * obj.height)) - t.pos.y;//point on the AABB, relative to the tile center
//we perform operations analogous to the 45deg tile, except we're using
//an axis-aligned slope instead of an angled one..
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox * sx) + (oy * sy);
if(dp < 0) {
//collision; project delta onto slope and use this to displace the object
sx *= -dp//(sx,sy) is now the projection vector
;
sy *= -dp;
var lenN = Math.sqrt(sx * sx + sy * sy);
var lenP = Math.sqrt(x * x + y * y);
if(lenP < lenN) {
//project along axis; note that we're assuming that this tile is horizontal OR vertical
//relative to the AABB's current tile, and not diagonal OR the current tile.
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;
} else {
//note that we could use -= instead of -dp
obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
}
return Phaser.Physics.AABB.COL_NONE;
};
return AABBHalf;
})();
Projection.AABBHalf = AABBHalf;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));