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https://github.com/photonstorm/phaser
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Merge branch 'master' of https://github.com/photonstorm/phaser
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commit
adad83046c
2 changed files with 89 additions and 0 deletions
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@ -11,6 +11,7 @@ var DistanceSquared = require('../../math/distance/DistanceSquared');
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var Factory = require('./Factory');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var Merge = require('../../utils/object/Merge');
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var OverlapCirc = require('./components/OverlapCirc');
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var OverlapRect = require('./components/OverlapRect');
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var PluginCache = require('../../plugins/PluginCache');
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var SceneEvents = require('../../scene/events');
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@ -604,6 +605,32 @@ var ArcadePhysics = new Class({
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return OverlapRect(this.world, x, y, width, height, includeDynamic, includeStatic);
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},
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/**
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* This method will search the given circular area and return an array of all physics bodies that
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* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
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*
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* A body only has to intersect with the search area to be considered, it doesn't have to be fully
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* contained within it.
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*
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* If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast,
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* otherwise the search is O(N) for Dynamic Bodies.
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*
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* @method Phaser.Physics.Arcade.ArcadePhysics#overlapCirc
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* @since 3.21.0
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*
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* @param {number} x - The x coordinate of the center of the area to search within.
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* @param {number} y - The y coordinate of the center of the area to search within.
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* @param {number} radius - The radius of the area to search within.
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* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
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* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
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*
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* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
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*/
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overlapCirc: function (x, y, radius, includeDynamic, includeStatic)
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{
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return OverlapCirc(this.world, x, y, radius, includeDynamic, includeStatic);
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},
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/**
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* The Scene that owns this plugin is shutting down.
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* We need to kill and reset all internal properties as well as stop listening to Scene events.
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62
src/physics/arcade/components/OverlapCirc.js
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62
src/physics/arcade/components/OverlapCirc.js
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@ -0,0 +1,62 @@
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var OverlapRect = require('./OverlapRect');
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var Circle = require('../../../geom/circle/Circle');
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var CircleToCircle = require('../../../geom/intersects/CircleToCircle');
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var CircleToRectangle = require('../../../geom/intersects/CircleToRectangle');
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/**
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* This method will search the given circular area and return an array of all physics bodies that
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* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
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*
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* A body only has to intersect with the search area to be considered, it doesn't have to be fully
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* contained within it.
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*
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* If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast,
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* otherwise the search is O(N) for Dynamic Bodies.
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*
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* @function Phaser.Physics.Arcade.Components.OverlapCirc
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* @since 3.21.0
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*
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* @param {number} x - The x coordinate of the center of the area to search within.
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* @param {number} y - The y coordinate of the center of the area to search within.
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* @param {number} radius - The radius of the area to search within.
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* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
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* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
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*
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* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
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*/
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var OverlapCirc = function (world, x, y, radius, includeDynamic, includeStatic)
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{
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var bodiesInRect = OverlapRect(world, x - radius, y - radius, 2 * radius, 2 * radius, includeDynamic, includeStatic);
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if (bodiesInRect.length === 0)
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{
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return bodiesInRect;
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}
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var area = new Circle(x, y, radius);
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var circFromBody = new Circle();
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var bodiesInArea = [];
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for (var i = 0; i < bodiesInRect.length; i++)
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{
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var body = bodiesInRect[i];
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if (body.isCircle)
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{
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circFromBody.setTo(body.center.x, body.center.y, body.halfWidth);
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if (CircleToCircle(area, circFromBody))
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{
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bodiesInArea.push(body);
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}
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}
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else if (CircleToRectangle(area, body))
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{
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bodiesInArea.push(body);
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}
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}
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return bodiesInArea;
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};
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module.exports = OverlapCirc;
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