2013-08-11 11:15:53 +00:00
|
|
|
/// <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;
|
|
|
|
|
2013-08-12 03:08:15 +00:00
|
|
|
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
|
2013-08-11 11:15:53 +00:00
|
|
|
|
|
|
|
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
|
2013-08-11 18:02:10 +00:00
|
|
|
obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t);
|
2013-08-11 11:15:53 +00:00
|
|
|
|
|
|
|
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
|
|
|
|
|
2013-08-11 18:02:10 +00:00
|
|
|
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
|
2013-08-11 11:15:53 +00:00
|
|
|
|
|
|
|
return Phaser.Physics.AABB.COL_OTHER;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
return Phaser.Physics.AABB.COL_NONE;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|