This commit is contained in:
Richard Davey 2019-11-20 22:03:38 +00:00
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');
var Factory = require('./Factory'); var Factory = require('./Factory');
var GetFastValue = require('../../utils/object/GetFastValue'); var GetFastValue = require('../../utils/object/GetFastValue');
var Merge = require('../../utils/object/Merge'); var Merge = require('../../utils/object/Merge');
var OverlapCirc = require('./components/OverlapCirc');
var OverlapRect = require('./components/OverlapRect'); var OverlapRect = require('./components/OverlapRect');
var PluginCache = require('../../plugins/PluginCache'); var PluginCache = require('../../plugins/PluginCache');
var SceneEvents = require('../../scene/events'); var SceneEvents = require('../../scene/events');
@ -604,6 +605,32 @@ var ArcadePhysics = new Class({
return OverlapRect(this.world, x, y, width, height, includeDynamic, includeStatic); return OverlapRect(this.world, x, y, width, height, includeDynamic, includeStatic);
}, },
/**
* This method will search the given circular area and return an array of all physics bodies that
* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
*
* A body only has to intersect with the search area to be considered, it doesn't have to be fully
* contained within it.
*
* If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast,
* otherwise the search is O(N) for Dynamic Bodies.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#overlapCirc
* @since 3.21.0
*
* @param {number} x - The x coordinate of the center of the area to search within.
* @param {number} y - The y coordinate of the center of the area to search within.
* @param {number} radius - The radius of the area to search within.
* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
*
* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
*/
overlapCirc: function (x, y, radius, includeDynamic, includeStatic)
{
return OverlapCirc(this.world, x, y, radius, includeDynamic, includeStatic);
},
/** /**
* The Scene that owns this plugin is shutting down. * The Scene that owns this plugin is shutting down.
* We need to kill and reset all internal properties as well as stop listening to Scene events. * We need to kill and reset all internal properties as well as stop listening to Scene events.

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@ -0,0 +1,62 @@
var OverlapRect = require('./OverlapRect');
var Circle = require('../../../geom/circle/Circle');
var CircleToCircle = require('../../../geom/intersects/CircleToCircle');
var CircleToRectangle = require('../../../geom/intersects/CircleToRectangle');
/**
* This method will search the given circular area and return an array of all physics bodies that
* overlap with it. It can return either Dynamic, Static bodies or a mixture of both.
*
* A body only has to intersect with the search area to be considered, it doesn't have to be fully
* contained within it.
*
* If Arcade Physics is set to use the RTree (which it is by default) then the search is rather fast,
* otherwise the search is O(N) for Dynamic Bodies.
*
* @function Phaser.Physics.Arcade.Components.OverlapCirc
* @since 3.21.0
*
* @param {number} x - The x coordinate of the center of the area to search within.
* @param {number} y - The y coordinate of the center of the area to search within.
* @param {number} radius - The radius of the area to search within.
* @param {boolean} [includeDynamic=true] - Should the search include Dynamic Bodies?
* @param {boolean} [includeStatic=false] - Should the search include Static Bodies?
*
* @return {(Phaser.Physics.Arcade.Body[]|Phaser.Physics.Arcade.StaticBody[])} An array of bodies that overlap with the given area.
*/
var OverlapCirc = function (world, x, y, radius, includeDynamic, includeStatic)
{
var bodiesInRect = OverlapRect(world, x - radius, y - radius, 2 * radius, 2 * radius, includeDynamic, includeStatic);
if (bodiesInRect.length === 0)
{
return bodiesInRect;
}
var area = new Circle(x, y, radius);
var circFromBody = new Circle();
var bodiesInArea = [];
for (var i = 0; i < bodiesInRect.length; i++)
{
var body = bodiesInRect[i];
if (body.isCircle)
{
circFromBody.setTo(body.center.x, body.center.y, body.halfWidth);
if (CircleToCircle(area, circFromBody))
{
bodiesInArea.push(body);
}
}
else if (CircleToRectangle(area, body))
{
bodiesInArea.push(body);
}
}
return bodiesInArea;
};
module.exports = OverlapCirc;