phaser/todo/TS Source/physics/aabb/ProjAABBConvex.js

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var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../_definitions.ts" />
/**
* Phaser - Physics - Projection
*/
(function (Projection) {
var AABBConvex = (function () {
function AABBConvex() { }
AABBConvex.Collide = function Collide(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.width)) - (t.pos.x - (signx * t.xw));//(ox,oy) is the vector from the circle center to
var oy = (obj.pos.y - (signy * obj.height)) - (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);
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;
obj.reportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t);
return Phaser.Physics.AABB.COL_OTHER;
}
return Phaser.Physics.AABB.COL_NONE;
};
return AABBConvex;
})();
Projection.AABBConvex = AABBConvex;
})(Physics.Projection || (Physics.Projection = {}));
var Projection = Physics.Projection;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));