/// /** * Phaser - Physics - Projection */ module Phaser.Physics.Projection { export class AABBConcave { public static Collide(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) { //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));//(ox,oy) is the vector form the innermost AABB corner to the var oy = (t.pos.y + (signy * t.yw)) - (obj.pos.y - (signy * obj.yw));//circle's center var twid = t.xw * 2; var rad = Math.sqrt(twid * twid + 0);//this gives us the radius of a circle centered on the tile's corner and extending to the opposite edge of the tile; //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;//len should never be 0, since if it IS 0, rad should be > than len oy /= len;//and we should never reach here obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); return Phaser.Physics.AABB.COL_OTHER; } } return Phaser.Physics.AABB.COL_NONE; } } }