var Phaser; (function (Phaser) { (function (Physics) { /// /** * Phaser - Physics - Projection */ (function (Projection) { var CircleHalf = (function () { function CircleHalf() { } CircleHalf.Collide = function Collide(x, y, oH, oV, obj, t) { //if obj is in a neighbor pointed at by the halfedge normal, //we'll never collide (i.e if the normal is (0,1) and the obj is in the DL.D, or R neighbors) // //if obj is in a neigbor perpendicular to the halfedge normal, it might //collide with the halfedge-vertex, or with the halfedge side. // //if obj is in a neigb pointing opposite the halfedge normal, obj collides with edge // //if obj is in a diagonal (pointing away from the normal), obj collides vs vertex // //if obj is in the halfedge cell, it collides as with aabb var signx = t.signx; var signy = t.signy; var celldp = (oH * signx + oV * signy);//this tells us about the configuration of cell-offset relative to tile normal if(0 < celldp) { //obj is in "far" (pointed-at-by-normal) neighbor of halffull tile, and will never hit return Phaser.Physics.Circle.COL_NONE; } else if(oH == 0) { if(oV == 0) { //colliding with current tile var r = obj.radius; var ox = (obj.pos.x - (signx * r)) - t.pos.x;//this gives is the coordinates of the innermost var oy = (obj.pos.y - (signy * r)) - t.pos.y;//point on the circle, relative to the tile center //we perform operations analogous to the 45deg tile, except we're using //an axis-aligned slope instead of an angled one.. var sx = signx; var sy = signy; //if the dotprod of (ox,oy) and (sx,sy) is negative, the corner is in the slope //and we need toproject it out by the magnitude of the projection of (ox,oy) onto (sx,sy) var dp = (ox * sx) + (oy * sy); if(dp < 0) { //collision; project delta onto slope and use this to displace the object sx *= -dp//(sx,sy) is now the projection vector ; sy *= -dp; var lenN = Math.sqrt(sx * sx + sy * sy); var lenP = Math.sqrt(x * x + y * y); if(lenP < lenN) { obj.reportCollisionVsWorld(x, y, x / lenP, y / lenP, t); return Phaser.Physics.Circle.COL_AXIS; } else { obj.reportCollisionVsWorld(sx, sy, t.signx, t.signy); return Phaser.Physics.Circle.COL_OTHER; } } } else { //colliding vertically if(celldp == 0) { var r = obj.radius; var dx = obj.pos.x - t.pos.x; //we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex //or halfedge side if((dx * signx) < 0) { //collision with halfedge side obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); return Phaser.Physics.Circle.COL_AXIS; } else { //collision with halfedge vertex var dy = obj.pos.y - (t.pos.y + oV * t.yw);//(dx,dy) is now the vector from the appropriate halfedge vertex to the circle var len = Math.sqrt(dx * dx + dy * dy); var pen = obj.radius - len; if(0 < pen) { //vertex is in the circle; project outward if(len == 0) { //project out by 45deg dx = signx / 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; } } } else { //due to the first conditional (celldp >0), we know we're in the cell "opposite" the normal, and so //we can only collide with the cell edge //collision with vertical neighbor obj.reportCollisionVsWorld(0, y * oV, 0, oV, t); return Phaser.Physics.Circle.COL_AXIS; } } } else if(oV == 0) { //colliding horizontally if(celldp == 0) { var r = obj.radius; var dy = obj.pos.y - t.pos.y; //we're in a cell perpendicular to the normal, and can collide vs. halfedge vertex //or halfedge side if((dy * signy) < 0) { //collision with halfedge side obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); return Phaser.Physics.Circle.COL_AXIS; } else { //collision with halfedge vertex var dx = obj.pos.x - (t.pos.x + oH * t.xw);//(dx,dy) is now the vector from the appropriate halfedge vertex to the circle var len = Math.sqrt(dx * dx + dy * dy); var pen = obj.radius - len; if(0 < pen) { //vertex is in the circle; project outward if(len == 0) { //project out by 45deg dx = signx / 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; } } } else { //due to the first conditional (celldp >0), we know w're in the cell "opposite" the normal, and so //we can only collide with the cell edge obj.reportCollisionVsWorld(x * oH, 0, oH, 0, t); return Phaser.Physics.Circle.COL_AXIS; } } else { //colliding diagonally; we know, due to the initial (celldp >0) test which has failed //if we've reached this point, that we're in a diagonal neighbor on the non-normal side, so //we could only be colliding with the cell vertex, if at all. //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;//calc vert->circle vector var dy = obj.pos.y - vy; var len = Math.sqrt(dx * dx + dy * dy); var pen = obj.radius - len; if(0 < pen) { //vertex is in the circle; project outward 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 CircleHalf; })(); Projection.CircleHalf = CircleHalf; })(Physics.Projection || (Physics.Projection = {})); var Projection = Physics.Projection; })(Phaser.Physics || (Phaser.Physics = {})); var Physics = Phaser.Physics; })(Phaser || (Phaser = {}));