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<h1 class="page-title">Source: physics/ninja/AABB.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/* jshint camelcase: false */
/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Ninja Physics AABB constructor.
* Note: This class could be massively optimised and reduced in size. I leave that challenge up to you.
*
* @class Phaser.Physics.Ninja.AABB
* @classdesc Arcade Physics Constructor
* @constructor
* @param {Phaser.Physics.Ninja.Body} body - The body that owns this shape.
* @param {number} x - The x coordinate to create this shape at.
* @param {number} y - The y coordinate to create this shape at.
* @param {number} width - The width of this AABB.
* @param {number} height - The height of this AABB.
*/
Phaser.Physics.Ninja.AABB = function (body, x, y, width, height) {
/**
* @property {Phaser.Physics.Ninja.Body} system - A reference to the body that owns this shape.
*/
this.body = body;
/**
* @property {Phaser.Physics.Ninja} system - A reference to the physics system.
*/
this.system = body.system;
/**
* @property {Phaser.Point} pos - The position of this object.
*/
this.pos = new Phaser.Point(x, y);
/**
* @property {Phaser.Point} oldpos - The position of this object in the previous update.
*/
this.oldpos = new Phaser.Point(x, y);
/**
* @property {number} xw - Half the width.
* @readonly
*/
this.xw = Math.abs(width / 2);
/**
* @property {number} xw - Half the height.
* @readonly
*/
this.yw = Math.abs(height / 2);
/**
* @property {number} width - The width.
* @readonly
*/
this.width = width;
/**
* @property {number} height - The height.
* @readonly
*/
this.height = height;
/**
* @property {number} oH - Internal var.
* @private
*/
this.oH = 0;
/**
* @property {number} oV - Internal var.
* @private
*/
this.oV = 0;
/**
* @property {Phaser.Point} velocity - The velocity of this object.
*/
this.velocity = new Phaser.Point();
/**
* @property {object} aabbTileProjections - All of the collision response handlers.
*/
this.aabbTileProjections = {};
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_FULL] = this.projAABB_Full;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_45DEG] = this.projAABB_45Deg;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_CONCAVE] = this.projAABB_Concave;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_CONVEX] = this.projAABB_Convex;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_22DEGs] = this.projAABB_22DegS;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_22DEGb] = this.projAABB_22DegB;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGs] = this.projAABB_67DegS;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_67DEGb] = this.projAABB_67DegB;
this.aabbTileProjections[Phaser.Physics.Ninja.Tile.TYPE_HALF] = this.projAABB_Half;
};
Phaser.Physics.Ninja.AABB.prototype.constructor = Phaser.Physics.Ninja.AABB;
Phaser.Physics.Ninja.AABB.COL_NONE = 0;
Phaser.Physics.Ninja.AABB.COL_AXIS = 1;
Phaser.Physics.Ninja.AABB.COL_OTHER = 2;
Phaser.Physics.Ninja.AABB.prototype = {
/**
* Updates this AABBs position.
*
* @method Phaser.Physics.Ninja.AABB#integrate
*/
integrate: function () {
var px = this.pos.x;
var py = this.pos.y;
// integrate
this.pos.x += (this.body.drag * this.pos.x) - (this.body.drag * this.oldpos.x);
this.pos.y += (this.body.drag * this.pos.y) - (this.body.drag * this.oldpos.y) + (this.system.gravity * this.body.gravityScale);
// store
this.velocity.set(this.pos.x - px, this.pos.y - py);
this.oldpos.set(px, py);
},
/**
* Process a world collision and apply the resulting forces.
*
* @method Phaser.Physics.Ninja.AABB#reportCollisionVsWorld
* @param {number} px - The tangent velocity
* @param {number} py - The tangent velocity
* @param {number} dx - Collision normal
* @param {number} dy - Collision normal
* @param {number} obj - Object this AABB collided with
*/
reportCollisionVsWorld: function (px, py, dx, dy) {
var p = this.pos;
var o = this.oldpos;
// Calc velocity
var vx = p.x - o.x;
var vy = p.y - o.y;
// Find component of velocity parallel to collision normal
var dp = (vx * dx + vy * dy);
var nx = dp * dx; //project velocity onto collision normal
var ny = dp * dy; //nx,ny is normal velocity
var tx = vx - nx; //px,py is tangent velocity
var ty = vy - ny;
// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
var b, bx, by, fx, fy;
if (dp &lt; 0)
{
fx = tx * this.body.friction;
fy = ty * this.body.friction;
b = 1 + this.body.bounce;
bx = (nx * b);
by = (ny * b);
if (dx === 1)
{
this.body.touching.left = true;
}
else if (dx === -1)
{
this.body.touching.right = true;
}
if (dy === 1)
{
this.body.touching.up = true;
}
else if (dy === -1)
{
this.body.touching.down = true;
}
}
else
{
// Moving out of collision, do not apply forces
bx = by = fx = fy = 0;
}
// Project object out of collision
p.x += px;
p.y += py;
// Apply bounce+friction impulses which alter velocity
o.x += px + bx + fx;
o.y += py + by + fy;
},
reverse: function () {
var vx = this.pos.x - this.oldpos.x;
var vy = this.pos.y - this.oldpos.y;
if (this.oldpos.x &lt; this.pos.x)
{
this.oldpos.x = this.pos.x + vx;
// this.oldpos.x = this.pos.x + (vx + 1 + this.body.bounce);
}
else if (this.oldpos.x > this.pos.x)
{
this.oldpos.x = this.pos.x - vx;
// this.oldpos.x = this.pos.x - (vx + 1 + this.body.bounce);
}
if (this.oldpos.y &lt; this.pos.y)
{
this.oldpos.y = this.pos.y + vy;
// this.oldpos.y = this.pos.y + (vy + 1 + this.body.bounce);
}
else if (this.oldpos.y > this.pos.y)
{
this.oldpos.y = this.pos.y - vy;
// this.oldpos.y = this.pos.y - (vy + 1 + this.body.bounce);
}
},
/**
* Process a body collision and apply the resulting forces. Still very much WIP and doesn't work fully. Feel free to fix!
*
* @method Phaser.Physics.Ninja.AABB#reportCollisionVsBody
* @param {number} px - The tangent velocity
* @param {number} py - The tangent velocity
* @param {number} dx - Collision normal
* @param {number} dy - Collision normal
* @param {number} obj - Object this AABB collided with
*/
reportCollisionVsBody: function (px, py, dx, dy, obj) {
var vx1 = this.pos.x - this.oldpos.x; // Calc velocity of this object
var vy1 = this.pos.y - this.oldpos.y;
var dp1 = (vx1 * dx + vy1 * dy); // Find component of velocity parallel to collision normal
// We only want to apply collision response forces if the object is travelling into, and not out of, the collision
if (this.body.immovable && obj.body.immovable)
{
// Split the separation then return, no forces applied as they come to a stand-still
px *= 0.5;
py *= 0.5;
this.pos.add(px, py);
this.oldpos.set(this.pos.x, this.pos.y);
obj.pos.subtract(px, py);
obj.oldpos.set(obj.pos.x, obj.pos.y);
return;
}
else if (!this.body.immovable && !obj.body.immovable)
{
// separate
px *= 0.5;
py *= 0.5;
this.pos.add(px, py);
obj.pos.subtract(px, py);
if (dp1 &lt; 0)
{
this.reverse();
obj.reverse();
}
}
else if (!this.body.immovable)
{
this.pos.subtract(px, py);
if (dp1 &lt; 0)
{
this.reverse();
}
}
else if (!obj.body.immovable)
{
obj.pos.subtract(px, py);
if (dp1 &lt; 0)
{
obj.reverse();
}
}
},
/**
* Collides this AABB against the world bounds.
*
* @method Phaser.Physics.Ninja.AABB#collideWorldBounds
*/
collideWorldBounds: function () {
var dx = this.system.bounds.x - (this.pos.x - this.xw);
if (0 &lt; dx)
{
this.reportCollisionVsWorld(dx, 0, 1, 0, null);
}
else
{
2014-03-24 12:41:45 +00:00
dx = (this.pos.x + this.xw) - this.system.bounds.right;
if (0 &lt; dx)
{
this.reportCollisionVsWorld(-dx, 0, -1, 0, null);
}
}
var dy = this.system.bounds.y - (this.pos.y - this.yw);
if (0 &lt; dy)
{
this.reportCollisionVsWorld(0, dy, 0, 1, null);
}
else
{
2014-03-24 12:41:45 +00:00
dy = (this.pos.y + this.yw) - this.system.bounds.bottom;
if (0 &lt; dy)
{
this.reportCollisionVsWorld(0, -dy, 0, -1, null);
}
}
},
/**
* Collides this AABB against a AABB.
*
* @method Phaser.Physics.Ninja.AABB#collideAABBVsAABB
* @param {Phaser.Physics.Ninja.AABB} aabb - The AABB to collide against.
*/
collideAABBVsAABB: function (aabb) {
var pos = this.pos;
var c = aabb;
var tx = c.pos.x;
var ty = c.pos.y;
var txw = c.xw;
var tyw = c.yw;
var dx = pos.x - tx;//tile->obj delta
var px = (txw + this.xw) - Math.abs(dx);//penetration depth in x
if (0 &lt; px)
{
var dy = pos.y - ty;//tile->obj delta
var py = (tyw + this.yw) - Math.abs(dy);//pen depth in y
if (0 &lt; py)
{
//object may be colliding with tile; call tile-specific collision function
//calculate projection vectors
if (px &lt; py)
{
//project in x
if (dx &lt; 0)
{
//project to the left
px *= -1;
py = 0;
}
else
{
//proj to right
py = 0;
}
}
else
{
//project in y
if (dy &lt; 0)
{
//project up
px = 0;
py *= -1;
}
else
{
//project down
px = 0;
}
}
var l = Math.sqrt(px * px + py * py);
this.reportCollisionVsBody(px, py, px / l, py / l, c);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
}
return false;
},
/**
* Collides this AABB against a Tile.
*
* @method Phaser.Physics.Ninja.AABB#collideAABBVsTile
* @param {Phaser.Physics.Ninja.Tile} tile - The Tile to collide against.
*/
collideAABBVsTile: function (tile) {
var dx = this.pos.x - tile.pos.x; // tile->obj delta
var px = (tile.xw + this.xw) - Math.abs(dx); // penetration depth in x
if (0 &lt; px)
{
var dy = this.pos.y - tile.pos.y; // tile->obj delta
var py = (tile.yw + this.yw) - Math.abs(dy); // pen depth in y
if (0 &lt; py)
{
// Calculate projection vectors
if (px &lt; py)
{
// Project in x
if (dx &lt; 0)
{
// Project to the left
px *= -1;
py = 0;
}
else
{
// Project to the right
py = 0;
}
}
else
{
// Project in y
if (dy &lt; 0)
{
// Project up
px = 0;
py *= -1;
}
else
{
// Project down
px = 0;
}
}
// Object may be colliding with tile; call tile-specific collision function
return this.resolveTile(px, py, this, tile);
}
}
return false;
},
/**
* Resolves tile collision.
*
* @method Phaser.Physics.Ninja.AABB#resolveTile
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} body - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} tile - The Tile involved in the collision.
* @return {boolean} True if the collision was processed, otherwise false.
*/
resolveTile: function (x, y, body, tile) {
if (0 &lt; tile.id)
{
return this.aabbTileProjections[tile.type](x, y, body, tile);
}
else
{
// console.warn("Ninja.AABB.resolveTile was called with an empty (or unknown) tile!: id=" + tile.id + ")");
return false;
}
},
/**
* Resolves Full tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_Full
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_Full: function (x, y, obj, t) {
var l = Math.sqrt(x * x + y * y);
obj.reportCollisionVsWorld(x, y, x / l, y / l, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
},
/**
* Resolves Half tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_Half
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_Half: function (x, y, obj, t) {
//signx or signy must be 0; the other must be -1 or 1
//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.xw)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (sy*obj.yw)) - 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 &lt; 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 &lt; 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.Ninja.AABB.COL_AXIS;
}
else
{
//note that we could use -= instead of -dp
obj.reportCollisionVsWorld(sx,sy,t.signx, t.signy, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 45 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_45Deg
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_45Deg: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx*obj.xw)) - t.pos.x;//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - t.pos.y;//point on the AABB, relative to the tile center
var sx = t.sx;
var sy = t.sy;
//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 &lt; 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 &lt; lenN)
{
//project along axis
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
{
//project along slope
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 22 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_22DegS
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_22DegS: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
//first we need to check to make sure we're colliding with the slope at all
var py = obj.pos.y - (signy*obj.yw);
var penY = t.pos.y - py;//this is the vector from the innermost point on the box to the highest point on
//the tile; if it is positive, this means the box is above the tile and
//no collision is occuring
if (0 &lt; (penY*signy))
{
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x + (signx*t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - (t.pos.y - (signy*t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//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 &lt; 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);
var aY = Math.abs(penY);
if (lenP &lt; lenN)
{
if (aY &lt; lenP)
{
obj.reportCollisionVsWorld(0, penY, 0, penY/aY, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
}
else
{
if (aY &lt; lenN)
{
obj.reportCollisionVsWorld(0, penY, 0, penY/aY, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
}
}
//if we've reached this point, no collision has occured
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 22 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_22DegB
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_22DegB: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x - (signx*t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - (t.pos.y + (signy*t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//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 &lt; 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 &lt; lenN)
{
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
{
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 67 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_67DegS
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_67DegS: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var px = obj.pos.x - (signx*obj.xw);
var penX = t.pos.x - px;
if (0 &lt; (penX*signx))
{
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x - (signx*t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - (t.pos.y + (signy*t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope
//and we need to project it out by the magnitude of the projection of (ox,oy) onto (sx,sy)
var dp = (ox*sx) + (oy*sy);
if (dp &lt; 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);
var aX = Math.abs(penX);
if (lenP &lt; lenN)
{
if (aX &lt; lenP)
{
obj.reportCollisionVsWorld(penX, 0, penX/aX, 0, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
}
else
{
if (aX &lt; lenN)
{
obj.reportCollisionVsWorld(penX, 0, penX/aX, 0, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
else
{
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
}
}
//if we've reached this point, no collision has occured
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves 67 Degree tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_67DegB
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_67DegB: function (x, y, obj, t) {
var signx = t.signx;
var signy = t.signy;
var ox = (obj.pos.x - (signx*obj.xw)) - (t.pos.x + (signx*t.xw));//this gives is the coordinates of the innermost
var oy = (obj.pos.y - (signy*obj.yw)) - (t.pos.y - (signy*t.yw));//point on the AABB, relative to a point on the slope
var sx = t.sx;//get slope unit normal
var sy = t.sy;
//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 &lt; 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 &lt; lenN)
{
obj.reportCollisionVsWorld(x,y,x/lenP, y/lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
{
obj.reportCollisionVsWorld(sx,sy,t.sx,t.sy,t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves Convex tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_Convex
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_Convex: function (x, y, obj, t) {
//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) &lt; 0) || ((signy * oy) &lt; 0))
{
//the test corner is "outside" the 1/4 of the circle we're interested in
var lenP = Math.sqrt(x * x + y * y);
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;//we need to report
}
else if (0 &lt; pen)
{
//project along corner->circle vector
ox /= len;
oy /= len;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
return Phaser.Physics.Ninja.AABB.COL_NONE;
},
/**
* Resolves Concave tile collision.
*
* @method Phaser.Physics.Ninja.AABB#projAABB_Concave
* @param {number} x - Penetration depth on the x axis.
* @param {number} y - Penetration depth on the y axis.
* @param {Phaser.Physics.Ninja.AABB} obj - The AABB involved in the collision.
* @param {Phaser.Physics.Ninja.Tile} t - The Tile involved in the collision.
* @return {number} The result of the collision.
*/
projAABB_Concave: function (x, y, obj, t) {
//if distance from "innermost" corner of AABB is further than tile radius,
//collision is occuring and we need to project
var signx = t.signx;
var signy = t.signy;
var ox = (t.pos.x + (signx * t.xw)) - (obj.pos.x - (signx * obj.xw));//(ox,oy) is the vector form the innermost AABB corner to the
var oy = (t.pos.y + (signy * t.yw)) - (obj.pos.y - (signy * obj.yw));//circle's center
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 len = Math.sqrt(ox * ox + oy * oy);
var pen = len - rad;
if (0 &lt; pen)
{
//collision; we need to either project along the axes, or project along corner->circlecenter vector
var lenP = Math.sqrt(x * x + y * y);
if (lenP &lt; pen)
{
//it's shorter to move along axis directions
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.Ninja.AABB.COL_AXIS;
}
else
{
//project along corner->circle vector
ox /= len;//len should never be 0, since if it IS 0, rad should be > than len
oy /= len;//and we should never reach here
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.Ninja.AABB.COL_OTHER;
}
}
return Phaser.Physics.Ninja.AABB.COL_NONE;
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},
/**
* Destroys this AABB's reference to Body and System
*
* @method Phaser.Physics.Ninja.AABB#destroy
*/
destroy: function() {
this.body = null;
this.system = null;
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},
/**
* Render this AABB for debugging purposes.
*
* @method Phaser.Physics.Ninja.AABB#render
* @param {object} context - The context to render to.
* @param {number} xOffset - X offset from AABB's position to render at.
* @param {number} yOffset - Y offset from AABB's position to render at.
* @param {string} color - color of the debug shape to be rendered. (format is css color string).
* @param {boolean} filled - Render the shape as solid (true) or hollow (false).
*/
render: function(context, xOffset, yOffset, color, filled) {
var left = this.pos.x - this.xw - xOffset;
var top = this.pos.y - this.yw - yOffset;
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if (filled)
{
context.fillStyle = color;
context.fillRect(left, top, this.width, this.height);
}
else
{
context.strokeStyle = color;
context.strokeRect(left, top, this.width, this.height);
}
}
};
</pre>
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