var Phaser; (function (Phaser) { (function (Physics) { /// /** * Phaser - Physics - Projection */ (function (Projection) { var AABBConcave = (function () { function AABBConcave() { } AABBConcave.Collide = function (x, y, obj, t) { //if distance from "innermost" corner of AABB is further than tile radius, //collision is occuring and we need to project var signx = t.signx; var signy = t.signy; var ox = (t.pos.x + (signx * t.xw)) - (obj.pos.x - (signx * obj.xw)); var oy = (t.pos.y + (signy * t.yw)) - (obj.pos.y - (signy * obj.yw)); var twid = t.xw * 2; var rad = Math.sqrt(twid * twid + 0); //note that this should be precomputed at compile-time since it's constant var len = Math.sqrt(ox * ox + oy * oy); var pen = len - rad; if (0 < pen) { //collision; we need to either project along the axes, or project along corner->circlecenter vector var lenP = Math.sqrt(x * x + y * y); if (lenP < pen) { //it's shorter to move along axis directions obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); return Phaser.Physics.AABB.COL_AXIS; } else { //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 AABBConcave; })(); Projection.AABBConcave = AABBConcave; })(Physics.Projection || (Physics.Projection = {})); var Projection = Physics.Projection; })(Phaser.Physics || (Phaser.Physics = {})); var Physics = Phaser.Physics; })(Phaser || (Phaser = {}));