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