/// /** * Phaser - Physics - Projection */ module Phaser.Physics.Projection { export class AABBConvex { public static Collide(x: number, y: number, obj: Phaser.Physics.AABB, t: Phaser.Physics.TileMapCell) { //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));//(ox,oy) is the vector from the circle center to var oy = (obj.pos.y - (signy * obj.yw)) - (t.pos.y - (signy * t.yw));//the AABB var len = Math.sqrt(ox * ox + oy * oy); 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 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;//we need to report } 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; } } }