/// /// /// /// /** * Phaser - CircleUtils * * A collection of methods useful for manipulating and comparing Circle objects. * * TODO: */ module Phaser { export class CircleUtils { /** * Returns a new Circle object with the same values for the x, y, width, and height properties as the original Circle object. * @method clone * @param {Circle} a - The Circle object. * @param {Circle} [optional] out Optional Circle object. If given the values will be set into the object, otherwise a brand new Circle object will be created and returned. * @return {Phaser.Circle} **/ static clone(a: Circle, out?: Circle = new Circle): Circle { return out.setTo(a.x, a.y, a.diameter); } /** * Return true if the given x/y coordinates are within the Circle object. * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. * @method contains * @param {Circle} a - The Circle object. * @param {Number} The X value of the coordinate to test. * @param {Number} The Y value of the coordinate to test. * @return {Boolean} True if the coordinates are within this circle, otherwise false. **/ static contains(a: Circle, x: number, y: number): bool { // Check if x/y are within the bounds first if (x >= a.left && x <= a.right && y >= a.top && y <= a.bottom) { var dx: number = (a.x - x) * (a.x - x); var dy: number = (a.y - y) * (a.y - y); return (dx + dy) <= (a.radius * a.radius); } return false; } /** * Return true if the coordinates of the given Point object are within this Circle object. * If you need details about the intersection then use Phaser.Intersect.circleContainsPoint instead. * @method containsPoint * @param {Circle} a - The Circle object. * @param {Point} The Point object to test. * @return {Boolean} True if the coordinates are within this circle, otherwise false. **/ static containsPoint(a: Circle, point:Point): bool { return CircleUtils.contains(a, point.x, point.y); } /** * Return true if the given Circle is contained entirely within this Circle object. * If you need details about the intersection then use Phaser.Intersect.circleToCircle instead. * @method containsCircle * @param {Circle} The Circle object to test. * @return {Boolean} True if the coordinates are within this circle, otherwise false. **/ static containsCircle(a:Circle, b:Circle): bool { //return ((a.radius + b.radius) * (a.radius + b.radius)) >= Collision.distanceSquared(a.x, a.y, b.x, b.y); return true; } /** * Returns the distance from the center of the Circle object to the given object (can be Circle, Point or anything with x/y properties) * @method distanceBetween * @param {Circle} a - The Circle object. * @param {Circle} b - The target object. Must have visible x and y properties that represent the center of the object. * @param {Boolean} [optional] round - Round the distance to the nearest integer (default false) * @return {Number} The distance between this Point object and the destination Point object. **/ static distanceBetween(a:Circle, target: any, round?: bool = false): number { var dx = a.x - target.x; var dy = a.y - target.y; if (round === true) { return Math.round(Math.sqrt(dx * dx + dy * dy)); } else { return Math.sqrt(dx * dx + dy * dy); } } /** * Determines whether the two Circle objects match. This method compares the x, y and diameter properties. * @method equals * @param {Circle} a - The first Circle object. * @param {Circle} b - The second Circle object. * @return {Boolean} A value of true if the object has exactly the same values for the x, y and diameter properties as this Circle object; otherwise false. **/ static equals(a:Circle, b: Circle): bool { return (a.x == b.x && a.y == b.y && a.diameter == b.diameter); } /** * Determines whether the two Circle objects intersect. * This method checks the radius distances between the two Circle objects to see if they intersect. * @method intersects * @param {Circle} a - The first Circle object. * @param {Circle} b - The second Circle object. * @return {Boolean} A value of true if the specified object intersects with this Circle object; otherwise false. **/ static intersects(a:Circle, b: Circle): bool { return (CircleUtils.distanceBetween(a, b) <= (a.radius + b.radius)); } /** * Returns a Point object containing the coordinates of a point on the circumference of the Circle based on the given angle. * @method circumferencePoint * @param {Circle} a - The first Circle object. * @param {Number} angle The angle in radians (unless asDegrees is true) to return the point from. * @param {Boolean} asDegrees Is the given angle in radians (false) or degrees (true)? * @param {Phaser.Point} [optional] output An optional Point object to put the result in to. If none specified a new Point object will be created. * @return {Phaser.Point} The Point object holding the result. **/ static circumferencePoint(a:Circle, angle: number, asDegrees: bool = false, out?: Point = new Point): Point { if (asDegrees === true) { angle = angle * GameMath.DEG_TO_RAD; } return out.setTo(a.x + a.radius * Math.cos(angle), a.y + a.radius * Math.sin(angle)); } /* public static boolean intersect(Rectangle r, Circle c) { float cx = Math.abs(c.x - r.x - r.halfWidth); float xDist = r.halfWidth + c.radius; if (cx > xDist) return false; float cy = Math.abs(c.y - r.y - r.halfHeight); float yDist = r.halfHeight + c.radius; if (cy > yDist) return false; if (cx <= r.halfWidth || cy <= r.halfHeight) return true; float xCornerDist = cx - r.halfWidth; float yCornerDist = cy - r.halfHeight; float xCornerDistSq = xCornerDist * xCornerDist; float yCornerDistSq = yCornerDist * yCornerDist; float maxCornerDistSq = c.radius * c.radius; return xCornerDistSq + yCornerDistSq <= maxCornerDistSq; } */ static intersectsRectangle(c: Circle, r: Rectangle): bool { var cx: number = Math.abs(c.x - r.x - r.halfWidth); var xDist: number = r.halfWidth + c.radius; if (cx > xDist) { return false; } var cy: number = Math.abs(c.y - r.y - r.halfHeight); var yDist: number = r.halfHeight + c.radius; if (cy > yDist) { return false; } if (cx <= r.halfWidth || cy <= r.halfHeight) { return true; } var xCornerDist: number = cx - r.halfWidth; var yCornerDist: number = cy - r.halfHeight; var xCornerDistSq = xCornerDist * xCornerDist; var yCornerDistSq = yCornerDist * yCornerDist; var maxCornerDistSq = c.radius * c.radius; return xCornerDistSq + yCornerDistSq <= maxCornerDistSq; } } }