mirror of
https://github.com/photonstorm/phaser
synced 2025-02-17 14:38:30 +00:00
Now returns area of intersection in a temp rectangle
This commit is contained in:
parent
3e5358dded
commit
4ca877b32e
1 changed files with 25 additions and 5 deletions
|
@ -5,24 +5,27 @@
|
|||
*/
|
||||
|
||||
/**
|
||||
* Checks if two rectangle bodies are intersecting, either with or without the optional padding.
|
||||
* Checks if two rectangle bodies are intersecting, either with or without padding.
|
||||
*
|
||||
* @function Phaser.Physics.Arcade.IntersectsRect
|
||||
* @since 3.17.0
|
||||
*
|
||||
* @param {Phaser.Physics.Arcade.Body} body1 - The first Body to separate.
|
||||
* @param {Phaser.Physics.Arcade.Body} body2 - The second Body to separate.
|
||||
* @param {number} [padding] -
|
||||
* @param {number} [padding=0] - Amount of padding to add to the body border. Should be zero for intersection tests and 1 for touching tests.
|
||||
* @param {Phaser.Geom.Rectangle} [out] - Rectangle to store the area of intersection within.
|
||||
*
|
||||
* @return {boolean}
|
||||
*/
|
||||
var IntersectsRect = function (body1, body2, padding)
|
||||
var IntersectsRect = function (body1, body2, padding, out)
|
||||
{
|
||||
if (padding === undefined) { padding = 0; }
|
||||
|
||||
var intersects = false;
|
||||
|
||||
if (padding === 0)
|
||||
{
|
||||
return !(
|
||||
intersects = !(
|
||||
body1.right <= body2.x ||
|
||||
body1.bottom <= body2.y ||
|
||||
body1.x >= body2.right ||
|
||||
|
@ -42,13 +45,30 @@ var IntersectsRect = function (body1, body2, padding)
|
|||
var b2x = body2.x - padding;
|
||||
var b2y = body2.y - padding;
|
||||
|
||||
return !(
|
||||
intersects = !(
|
||||
b1r <= b2x ||
|
||||
b1b <= b2y ||
|
||||
b1x >= b2r ||
|
||||
b1y >= b2b
|
||||
);
|
||||
}
|
||||
|
||||
if (out)
|
||||
{
|
||||
if (intersects)
|
||||
{
|
||||
out.x = Math.max(body1.x, body2.x);
|
||||
out.y = Math.max(body1.y, body2.y);
|
||||
out.width = Math.min(body1.right, body2.right) - out.x;
|
||||
out.height = Math.min(body1.bottom, body2.bottom) - out.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
out.setEmpty();
|
||||
}
|
||||
}
|
||||
|
||||
return intersects;
|
||||
};
|
||||
|
||||
module.exports = IntersectsRect;
|
||||
|
|
Loading…
Add table
Reference in a new issue