phaser/todo/TS Source/physics/aabb/ProjAABBConcave.ts

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/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
module Phaser.Physics.Projection {
export class AABBConcave {
public static Collide(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) {
//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.width));//(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.height));//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 < 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 < pen)
{
//it's shorter to move along axis directions
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obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
return Phaser.Physics.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
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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;
}
}
}