var Phaser; (function (Phaser) { (function (Physics) { /// /** * Phaser - Physics - Projection */ (function (Projection) { var CircleConcave = (function () { function CircleConcave() { } CircleConcave.Collide = function (x, y, oH, oV, obj, t) { //if we're colliding diagonally: // -if obj is in the diagonal pointed to by the slope normal: we can't collide, do nothing // -else, collide vs. the appropriate vertex //if obj is in this tile: perform collision as for aabb //if obj is horiz OR very neighb in direction of slope: collide vs vert //if obj is horiz or vert neigh against direction of slope: collide vs. face var signx = t.signx; var signy = t.signy; var lenP; if (oH == 0) { if (oV == 0) { //colliding with current tile var ox = (t.pos.x + (signx * t.xw)) - obj.pos.x; var oy = (t.pos.y + (signy * t.yw)) - obj.pos.y; var twid = t.xw * 2; var trad = 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 + obj.radius) - trad; if (0 < pen) { if (x < y) { //penetration in x is smaller lenP = x; y = 0; if ((obj.pos.x - t.pos.x) < 0) { x *= -1; } } else { //penetration in y is smaller lenP = y; x = 0; if ((obj.pos.y - t.pos.y) < 0) { y *= -1; } } if (lenP < pen) { obj.ReportCollisionVsWorld(x, y, x / lenP, y / lenP, t); return Phaser.Physics.Circle.COL_AXIS; } else { //we can assume that len >0, because if we're here then //(len + obj.radius) > trad, and since obj.radius <= trad //len MUST be > 0 ox /= len; oy /= len; obj.ReportCollisionVsWorld(ox * pen, oy * pen, ox, oy, t); return Phaser.Physics.Circle.COL_OTHER; } } else { return Phaser.Physics.Circle.COL_NONE; } } else { if ((signy * oV) < 0) { //colliding with face/edge obj.ReportCollisionVsWorld(0, y * oV, 0, oV, t); return Phaser.Physics.Circle.COL_AXIS; } else { //we could only be colliding vs the vertical tip //get diag vertex position var vx = t.pos.x - (signx * t.xw); var vy = t.pos.y + (oV * t.yw); var dx = obj.pos.x - vx; var dy = obj.pos.y - vy; var len = Math.sqrt(dx * dx + dy * dy); var pen = obj.radius - len; if (0 < pen) { if (len == 0) { //project out vertically dx = 0; dy = oV; } else { dx /= len; dy /= len; } obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); return Phaser.Physics.Circle.COL_OTHER; } } } } else if (oV == 0) { if ((signx * oH) < 0) { //colliding with face/edge obj.ReportCollisionVsWorld(x * oH, 0, oH, 0, t); return Phaser.Physics.Circle.COL_AXIS; } else { //we could only be colliding vs the horizontal tip //get diag vertex position var vx = t.pos.x + (oH * t.xw); var vy = t.pos.y - (signy * t.yw); var dx = obj.pos.x - vx; var dy = obj.pos.y - vy; var len = Math.sqrt(dx * dx + dy * dy); var pen = obj.radius - len; if (0 < pen) { if (len == 0) { //project out horizontally dx = oH; dy = 0; } else { dx /= len; dy /= len; } obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); return Phaser.Physics.Circle.COL_OTHER; } } } else { if (0 < ((signx * oH) + (signy * oV))) { //the dotprod of slope normal and cell offset is strictly positive, //therefore obj is in the diagonal neighb pointed at by the normal, and //it cannot possibly reach/touch/penetrate the slope return Phaser.Physics.Circle.COL_NONE; } else { //collide vs. vertex //get diag vertex position var vx = t.pos.x + (oH * t.xw); var vy = t.pos.y + (oV * t.yw); var dx = obj.pos.x - vx; var dy = obj.pos.y - vy; var len = Math.sqrt(dx * dx + dy * dy); var pen = obj.radius - len; if (0 < pen) { if (len == 0) { //project out by 45deg dx = oH / Math.SQRT2; dy = oV / Math.SQRT2; } else { dx /= len; dy /= len; } obj.ReportCollisionVsWorld(dx * pen, dy * pen, dx, dy, t); return Phaser.Physics.Circle.COL_OTHER; } } } return Phaser.Physics.Circle.COL_NONE; }; return CircleConcave; })(); Projection.CircleConcave = CircleConcave; })(Physics.Projection || (Physics.Projection = {})); var Projection = Physics.Projection; })(Phaser.Physics || (Phaser.Physics = {})); var Physics = Phaser.Physics; })(Phaser || (Phaser = {}));