phaser/Phaser/physics/aabb/ProjAABBConvex.ts

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/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class AABBConvex {
public static Collide(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
//if distance from "innermost" corner of AABB is less than than tile radius,
//collision is occuring and we need to project
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the circle center to
var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));//the AABB
var len = Math.sqrt(ox * ox + oy * oy);
var twid = t.xw * 2;
var rad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile;
//note that this should be precomputed at compile-time since it's constant
var pen = rad - len;
if (((signx * ox) < 0) || ((signy * oy) < 0))
{
//the test corner is "outside" the 1/4 of the circle we're interested in
var lenP = Math.sqrt(x * x + y * y);
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.AABB.COL_AXIS;//we need to report
}
else if (0 < pen)
{
//project along corner->circle vector
ox /= len;
oy /= len;
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obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
return Phaser.Physics.AABB.COL_NONE;
}
}
}