var Phaser; (function (Phaser) { (function (Physics) { /// /** * Phaser - Physics - Projection */ (function (Projection) { var AABBConvex = (function () { function AABBConvex() { } AABBConvex.Collide = function (x, y, obj, t) { //if distance from "innermost" corner of AABB is less than than tile radius, //collision is occuring and we need to project var signx = t.signx; var signy = t.signy; var ox = (obj.pos.x - (signx * obj.xw)) - (t.pos.x - (signx * t.xw)); var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw)); var len = Math.sqrt(ox * ox + oy * oy); 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 pen = rad - len; if (((signx * ox) < 0) || ((signy * oy) < 0)) { //the test corner is "outside" the 1/4 of the circle we're interested in var lenP = Math.sqrt(x * x + y * y); obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t); return Phaser.Physics.AABB.COL_AXIS; } else if (0 < pen) { //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 AABBConvex; })(); Projection.AABBConvex = AABBConvex; })(Physics.Projection || (Physics.Projection = {})); var Projection = Physics.Projection; })(Phaser.Physics || (Phaser.Physics = {})); var Physics = Phaser.Physics; })(Phaser || (Phaser = {}));