Moved OverlapRect to a component and added option to scan both dynamic and static bodies

This commit is contained in:
Richard Davey 2019-03-28 14:10:03 +00:00
parent 9577f3e612
commit bb058dc7ba
2 changed files with 91 additions and 54 deletions

View file

@ -11,6 +11,7 @@ var DistanceSquared = require('../../math/distance/DistanceSquared');
var Factory = require('./Factory');
var GetFastValue = require('../../utils/object/GetFastValue');
var Merge = require('../../utils/object/Merge');
var OverlapRect = require('./components/OverlapRect');
var PluginCache = require('../../plugins/PluginCache');
var SceneEvents = require('../../scene/events');
var Vector2 = require('../../math/Vector2');
@ -543,8 +544,13 @@ var ArcadePhysics = new Class({
/**
* This method will search the given rectangular area and return an array of all physics bodies that
* overlap with it. It can return either Dynamic or Static bodies. If Arcade Physics is set to use
* the RTree (which it is by default) then the search is extremely fast, otherwise the search is O(N).
* 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 for is extremely fast,
* otherwise the search is O(N) for Dynamic Bodies.
*
* @method Phaser.Physics.Arcade.ArcadePhysics#overlapRect
* @since 3.17.0
@ -553,62 +559,14 @@ var ArcadePhysics = new Class({
* @param {number} y - The top-left y coordinate of the area to search within.
* @param {number} width - The width of the area to search within.
* @param {number} height - The height of the area to search within.
* @param {boolean} [dynamic=true] - Search for Dynamic Bodies (true) or Static Bodies (false)
* @param {boolean} [dynamic=true] - Should the search include Dynamic Bodies?
* @param {boolean} [static=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.
*/
overlapRect: function (x, y, width, height, dynamic)
overlapRect: function (x, y, width, height, dynamic, static)
{
if (dynamic === undefined) { dynamic = true; }
var output = [];
var world = this.world;
var minMax = world.treeMinMax;
minMax.minX = x;
minMax.minY = y;
minMax.maxX = x + width;
minMax.maxY = y + height;
if (!dynamic)
{
output = world.staticTree.search(minMax);
}
else if (world.useTree)
{
output = world.tree.search(minMax);
}
else
{
var bodies = world.bodies;
var fakeBody =
{
position: {
x: x,
y: y
},
left: x,
top: y,
right: x + width,
bottom: y + height,
isCircle: false
};
var intersects = world.intersects;
bodies.iterate(function (target)
{
if (intersects(target, fakeBody))
{
output.push(target);
}
});
}
return output;
return OverlapRect(this.world, x, y, width, height, dynamic, static);
},
/**

View file

@ -0,0 +1,79 @@
/**
* This method will search the given rectangular 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 for is extremely fast,
* otherwise the search is O(N) for Dynamic Bodies.
*
* @function Phaser.Physics.Arcade.Components.OverlapRect
* @since 3.17.0
*
* @param {number} x - The top-left x coordinate of the area to search within.
* @param {number} y - The top-left y coordinate of the area to search within.
* @param {number} width - The width of the area to search within.
* @param {number} height - The height of the area to search within.
* @param {boolean} [dynamic=true] - Should the search include Dynamic Bodies?
* @param {boolean} [static=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 OverlapRect = function (world, x, y, width, height, dynamic, static)
{
if (dynamic === undefined) { dynamic = true; }
if (static === undefined) { static = false; }
var dynamicBodies = [];
var staticBodies = [];
var minMax = world.treeMinMax;
minMax.minX = x;
minMax.minY = y;
minMax.maxX = x + width;
minMax.maxY = y + height;
if (static)
{
staticBodies = world.staticTree.search(minMax);
}
if (dynamic && world.useTree)
{
dynamicBodies = world.tree.search(minMax);
}
else if (dynamic)
{
var bodies = world.bodies;
var fakeBody =
{
position: {
x: x,
y: y
},
left: x,
top: y,
right: x + width,
bottom: y + height,
isCircle: false
};
var intersects = world.intersects;
bodies.iterate(function (target)
{
if (intersects(target, fakeBody))
{
dynamicBodies.push(target);
}
});
}
return staticBodies.concat(dynamicBodies);
};
module.exports = OverlapRect;