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<title>Phaser Source: physics/arcade/SAT.js</title>
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<h1 class="page-title">Source: physics/arcade/SAT.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">// Version 0.2 - Copyright 2013 - Jim Riecken <jimr@jimr.ca>
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//
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// Released under the MIT License - https://github.com/jriecken/sat-js
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//
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// A simple library for determining intersections of circles and
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// polygons using the Separating Axis Theorem.
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/** @preserve SAT.js - Version 0.2 - Copyright 2013 - Jim Riecken <jimr@jimr.ca> - released under the MIT License. https://github.com/jriecken/sat-js */
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/*global define: false, module: false*/
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/*jshint shadow:true, sub:true, forin:true, noarg:true, noempty:true,
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eqeqeq:true, bitwise:true, strict:true, undef:true,
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curly:true, browser:true */
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// Create a UMD wrapper for SAT. Works in:
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//
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// - Plain browser via global SAT variable
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// - AMD loader (like require.js)
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// - Node.js
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//
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// The quoted properties all over the place are used so that the Closure Compiler
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// does not mangle the exposed API in advanced mode.
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/**
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* @param {*} root - The global scope
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* @param {Function} factory - Factory that creates SAT module
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*/
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(function (root, factory) {
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"use strict";
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if (typeof define === 'function' && define['amd']) {
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define(factory);
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} else if (typeof exports === 'object') {
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module['exports'] = factory();
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} else {
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root['SAT'] = factory();
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}
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}(this, function () {
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"use strict";
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var SAT = {};
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//
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// ## Vector
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//
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// Represents a vector in two dimensions with `x` and `y` properties.
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// Create a new Vector, optionally passing in the `x` and `y` coordinates. If
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// a coordinate is not specified, it will be set to `0`
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/**
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* @param {?number=} x The x position.
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* @param {?number=} y The y position.
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* @constructor
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*/
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function Vector(x, y) {
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this['x'] = x || 0;
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this['y'] = y || 0;
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}
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SAT['Vector'] = Vector;
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// Alias `Vector` as `V`
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SAT['V'] = Vector;
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// Copy the values of another Vector into this one.
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/**
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* @param {Vector} other The other Vector.
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* @return {Vector} This for chaining.
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*/
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Vector.prototype['copy'] = Vector.prototype.copy = function(other) {
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this['x'] = other['x'];
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this['y'] = other['y'];
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return this;
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};
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// Change this vector to be perpendicular to what it was before. (Effectively
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// roatates it 90 degrees in a clockwise direction)
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/**
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* @return {Vector} This for chaining.
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*/
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Vector.prototype['perp'] = Vector.prototype.perp = function() {
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var x = this['x'];
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this['x'] = this['y'];
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this['y'] = -x;
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return this;
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};
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// Rotate this vector (counter-clockwise) by the specified angle (in radians).
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/**
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* @param {number} angle The angle to rotate (in radians)
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* @return {Vector} This for chaining.
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*/
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Vector.prototype['rotate'] = Vector.prototype.rotate = function (angle) {
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var x = this['x'];
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var y = this['y'];
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this['x'] = x * Math.cos(angle) - y * Math.sin(angle);
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this['y'] = x * Math.sin(angle) + y * Math.cos(angle);
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return this;
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};
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// Rotate this vector (counter-clockwise) by the specified angle (in radians) which has already been calculated into sin and cos.
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/**
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* @param {number} sin - The Math.sin(angle)
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* @param {number} cos - The Math.cos(angle)
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* @return {Vector} This for chaining.
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*/
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Vector.prototype['rotatePrecalc'] = Vector.prototype.rotatePrecalc = function (sin, cos) {
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var x = this['x'];
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var y = this['y'];
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this['x'] = x * cos - y * sin;
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this['y'] = x * sin + y * cos;
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return this;
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};
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// Reverse this vector.
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/**
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* @return {Vector} This for chaining.
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*/
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Vector.prototype['reverse'] = Vector.prototype.reverse = function() {
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this['x'] = -this['x'];
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this['y'] = -this['y'];
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return this;
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};
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// Normalize this vector. (make it have length of `1`)
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/**
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* @return {Vector} This for chaining.
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*/
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Vector.prototype['normalize'] = Vector.prototype.normalize = function() {
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var d = this.len();
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if(d > 0) {
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this['x'] = this['x'] / d;
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this['y'] = this['y'] / d;
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}
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return this;
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};
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// Add another vector to this one.
|
|
/**
|
|
* @param {Vector} other The other Vector.
|
|
* @return {Vector} This for chaining.
|
|
*/
|
|
Vector.prototype['add'] = Vector.prototype.add = function(other) {
|
|
this['x'] += other['x'];
|
|
this['y'] += other['y'];
|
|
return this;
|
|
};
|
|
|
|
// Subtract another vector from this one.
|
|
/**
|
|
* @param {Vector} other The other Vector.
|
|
* @return {Vector} This for chaiing.
|
|
*/
|
|
Vector.prototype['sub'] = Vector.prototype.sub = function(other) {
|
|
this['x'] -= other['x'];
|
|
this['y'] -= other['y'];
|
|
return this;
|
|
};
|
|
|
|
// Scale this vector. An independant scaling factor can be provided
|
|
// for each axis, or a single scaling factor that will scale both `x` and `y`.
|
|
/**
|
|
* @param {number} x The scaling factor in the x direction.
|
|
* @param {?number=} y The scaling factor in the y direction. If this
|
|
* is not specified, the x scaling factor will be used.
|
|
* @return {Vector} This for chaining.
|
|
*/
|
|
Vector.prototype['scale'] = Vector.prototype.scale = function(x,y) {
|
|
this['x'] *= x;
|
|
this['y'] *= y || x;
|
|
return this;
|
|
};
|
|
|
|
// Project this vector on to another vector.
|
|
/**
|
|
* @param {Vector} other The vector to project onto.
|
|
* @return {Vector} This for chaining.
|
|
*/
|
|
Vector.prototype['project'] = Vector.prototype.project = function(other) {
|
|
var amt = this.dot(other) / other.len2();
|
|
this['x'] = amt * other['x'];
|
|
this['y'] = amt * other['y'];
|
|
return this;
|
|
};
|
|
|
|
// Project this vector onto a vector of unit length. This is slightly more efficient
|
|
// than `project` when dealing with unit vectors.
|
|
/**
|
|
* @param {Vector} other The unit vector to project onto.
|
|
* @return {Vector} This for chaining.
|
|
*/
|
|
Vector.prototype['projectN'] = Vector.prototype.projectN = function(other) {
|
|
var amt = this.dot(other);
|
|
this['x'] = amt * other['x'];
|
|
this['y'] = amt * other['y'];
|
|
return this;
|
|
};
|
|
|
|
// Reflect this vector on an arbitrary axis.
|
|
/**
|
|
* @param {Vector} axis The vector representing the axis.
|
|
* @return {Vector} This for chaining.
|
|
*/
|
|
Vector.prototype['reflect'] = Vector.prototype.reflect = function(axis) {
|
|
var x = this['x'];
|
|
var y = this['y'];
|
|
this.project(axis).scale(2);
|
|
this['x'] -= x;
|
|
this['y'] -= y;
|
|
return this;
|
|
};
|
|
|
|
// Reflect this vector on an arbitrary axis (represented by a unit vector). This is
|
|
// slightly more efficient than `reflect` when dealing with an axis that is a unit vector.
|
|
/**
|
|
* @param {Vector} axis The unit vector representing the axis.
|
|
* @return {Vector} This for chaining.
|
|
*/
|
|
Vector.prototype['reflectN'] = Vector.prototype.reflectN = function(axis) {
|
|
var x = this['x'];
|
|
var y = this['y'];
|
|
this.projectN(axis).scale(2);
|
|
this['x'] -= x;
|
|
this['y'] -= y;
|
|
return this;
|
|
};
|
|
|
|
// Get the dot product of this vector and another.
|
|
/**
|
|
* @param {Vector} other The vector to dot this one against.
|
|
* @return {number} The dot product.
|
|
*/
|
|
Vector.prototype['dot'] = Vector.prototype.dot = function(other) {
|
|
return this['x'] * other['x'] + this['y'] * other['y'];
|
|
};
|
|
|
|
// Get the squared length of this vector.
|
|
/**
|
|
* @return {number} The length^2 of this vector.
|
|
*/
|
|
Vector.prototype['len2'] = Vector.prototype.len2 = function() {
|
|
return this.dot(this);
|
|
};
|
|
|
|
// Get the length of this vector.
|
|
/**
|
|
* @return {number} The length of this vector.
|
|
*/
|
|
Vector.prototype['len'] = Vector.prototype.len = function() {
|
|
return Math.sqrt(this.len2());
|
|
};
|
|
|
|
// ## Circle
|
|
//
|
|
// Represents a circle with a position and a radius.
|
|
|
|
// Create a new circle, optionally passing in a position and/or radius. If no position
|
|
// is given, the circle will be at `(0,0)`. If no radius is provided, the circle will
|
|
// have a radius of `0`.
|
|
/**
|
|
* @param {Vector=} pos A vector representing the position of the center of the circle
|
|
* @param {?number=} r The radius of the circle
|
|
* @constructor
|
|
*/
|
|
function Circle(pos, r) {
|
|
this['pos'] = pos || new Vector();
|
|
this['r'] = r || 0;
|
|
}
|
|
SAT['Circle'] = Circle;
|
|
|
|
// ## Polygon
|
|
//
|
|
// Represents a *convex* polygon with any number of points (specified in counter-clockwise order)
|
|
//
|
|
// The edges/normals of the polygon will be calculated on creation and stored in the
|
|
// `edges` and `normals` properties. If you change the polygon's points, you will need
|
|
// to call `recalc` to recalculate the edges/normals.
|
|
|
|
// Create a new polygon, passing in a position vector, and an array of points (represented
|
|
// by vectors relative to the position vector). If no position is passed in, the position
|
|
// of the polygon will be `(0,0)`.
|
|
/**
|
|
* @param {Vector=} pos A vector representing the origin of the polygon. (all other
|
|
* points are relative to this one)
|
|
* @param {Array.<Vector>=} points An array of vectors representing the points in the polygon,
|
|
* in counter-clockwise order.
|
|
* @constructor
|
|
*/
|
|
function Polygon(pos, points) {
|
|
this['pos'] = pos || new Vector();
|
|
this['points'] = points || [];
|
|
this.recalc();
|
|
}
|
|
SAT['Polygon'] = Polygon;
|
|
|
|
// Recalculates the edges and normals of the polygon. This **must** be called
|
|
// if the `points` array is modified at all and the edges or normals are to be
|
|
// accessed.
|
|
/**
|
|
* @return {Polygon} This for chaining.
|
|
*/
|
|
Polygon.prototype['recalc'] = Polygon.prototype.recalc = function() {
|
|
// The edges here are the direction of the `n`th edge of the polygon, relative to
|
|
// the `n`th point. If you want to draw a given edge from the edge value, you must
|
|
// first translate to the position of the starting point.
|
|
this['edges'] = [];
|
|
// The normals here are the direction of the normal for the `n`th edge of the polygon, relative
|
|
// to the position of the `n`th point. If you want to draw an edge normal, you must first
|
|
// translate to the position of the starting point.
|
|
this['normals'] = [];
|
|
var points = this['points'];
|
|
var len = points.length;
|
|
for (var i = 0; i < len; i++) {
|
|
var p1 = points[i];
|
|
var p2 = i < len - 1 ? points[i + 1] : points[0];
|
|
var e = new Vector().copy(p2).sub(p1);
|
|
var n = new Vector().copy(e).perp().normalize();
|
|
this['edges'].push(e);
|
|
this['normals'].push(n);
|
|
}
|
|
return this;
|
|
};
|
|
|
|
// Rotates this polygon counter-clockwise around the origin of *its local coordinate system* (i.e. `pos`).
|
|
//
|
|
// Note: You do **not** need to call `recalc` after rotation.
|
|
/**
|
|
* @param {number} angle The angle to rotate (in radians)
|
|
* @return {Polygon} This for chaining.
|
|
*/
|
|
Polygon.prototype['rotate'] = Polygon.prototype.rotate = function(angle) {
|
|
var i;
|
|
var points = this['points'];
|
|
var edges = this['edges'];
|
|
var normals = this['normals'];
|
|
var len = points.length;
|
|
|
|
// Calc it just the once, rather than 4 times per array element
|
|
var cos = Math.cos(angle);
|
|
var sin = Math.sin(angle);
|
|
|
|
for (i = 0; i < len; i++) {
|
|
points[i].rotatePrecalc(sin, cos);
|
|
edges[i].rotatePrecalc(sin, cos);
|
|
normals[i].rotatePrecalc(sin, cos);
|
|
}
|
|
return this;
|
|
};
|
|
|
|
// Rotates this polygon counter-clockwise around the origin of *its local coordinate system* (i.e. `pos`).
|
|
//
|
|
// Note: You do **not** need to call `recalc` after rotation.
|
|
/**
|
|
* @param {number} angle The angle to rotate (in radians)
|
|
* @return {Polygon} This for chaining.
|
|
*/
|
|
Polygon.prototype['scale'] = Polygon.prototype.scale = function(x, y) {
|
|
var i;
|
|
var points = this['points'];
|
|
var edges = this['edges'];
|
|
var normals = this['normals'];
|
|
var len = points.length;
|
|
for (i = 0; i < len; i++) {
|
|
points[i].scale(x,y);
|
|
edges[i].scale(x,y);
|
|
normals[i].scale(x,y);
|
|
}
|
|
return this;
|
|
};
|
|
|
|
// Translates the points of this polygon by a specified amount relative to the origin of *its own coordinate
|
|
// system* (i.e. `pos`).
|
|
//
|
|
// This is most useful to change the "center point" of a polygon.
|
|
//
|
|
// Note: You do **not** need to call `recalc` after translation.
|
|
/**
|
|
* @param {number} x The horizontal amount to translate.
|
|
* @param {number} y The vertical amount to translate.
|
|
* @return {Polygon} This for chaining.
|
|
*/
|
|
Polygon.prototype['translate'] = Polygon.prototype.translate = function (x, y) {
|
|
var i;
|
|
var points = this['points'];
|
|
var len = points.length;
|
|
for (i = 0; i < len; i++) {
|
|
points[i].x += x;
|
|
points[i].y += y;
|
|
}
|
|
return this;
|
|
};
|
|
|
|
// ## Box
|
|
//
|
|
// Represents an axis-aligned box, with a width and height.
|
|
|
|
|
|
// Create a new box, with the specified position, width, and height. If no position
|
|
// is given, the position will be `(0,0)`. If no width or height are given, they will
|
|
// be set to `0`.
|
|
/**
|
|
* @param {Vector=} pos A vector representing the top-left of the box.
|
|
* @param {?number=} w The width of the box.
|
|
* @param {?number=} h The height of the box.
|
|
* @constructor
|
|
*/
|
|
function Box(pos, w, h) {
|
|
this['pos'] = pos || new Vector();
|
|
this['w'] = w || 0;
|
|
this['h'] = h || 0;
|
|
}
|
|
SAT['Box'] = Box;
|
|
|
|
// Returns a polygon whose edges are the same as this box.
|
|
/**
|
|
* @return {Polygon} A new Polygon that represents this box.
|
|
*/
|
|
Box.prototype['toPolygon'] = Box.prototype.toPolygon = function() {
|
|
var pos = this['pos'];
|
|
var w = this['w'];
|
|
var h = this['h'];
|
|
return new Polygon(new Vector(pos['x'], pos['y']), [
|
|
new Vector(), new Vector(w, 0),
|
|
new Vector(w,h), new Vector(0,h)
|
|
]);
|
|
};
|
|
|
|
// ## Response
|
|
//
|
|
// An object representing the result of an intersection. Contains:
|
|
// - The two objects participating in the intersection
|
|
// - The vector representing the minimum change necessary to extract the first object
|
|
// from the second one (as well as a unit vector in that direction and the magnitude
|
|
// of the overlap)
|
|
// - Whether the first object is entirely inside the second, and vice versa.
|
|
/**
|
|
* @constructor
|
|
*/
|
|
function Response() {
|
|
this['a'] = null;
|
|
this['b'] = null;
|
|
this['overlapN'] = new Vector();
|
|
this['overlapV'] = new Vector();
|
|
this.clear();
|
|
}
|
|
SAT['Response'] = Response;
|
|
|
|
// Set some values of the response back to their defaults. Call this between tests if
|
|
// you are going to reuse a single Response object for multiple intersection tests (recommented
|
|
// as it will avoid allcating extra memory)
|
|
/**
|
|
* @return {Response} This for chaining
|
|
*/
|
|
Response.prototype['clear'] = Response.prototype.clear = function() {
|
|
this['aInB'] = true;
|
|
this['bInA'] = true;
|
|
this['overlap'] = Number.MAX_VALUE;
|
|
return this;
|
|
};
|
|
|
|
// ## Object Pools
|
|
|
|
// A pool of `Vector` objects that are used in calculations to avoid
|
|
// allocating memory.
|
|
/**
|
|
* @type {Array.<Vector>}
|
|
*/
|
|
var T_VECTORS = [];
|
|
for (var i = 0; i < 10; i++) { T_VECTORS.push(new Vector()); }
|
|
|
|
// A pool of arrays of numbers used in calculations to avoid allocating
|
|
// memory.
|
|
/**
|
|
* @type {Array.<Array.<number>>}
|
|
*/
|
|
var T_ARRAYS = [];
|
|
for (var i = 0; i < 5; i++) { T_ARRAYS.push([]); }
|
|
|
|
// ## Helper Functions
|
|
|
|
// Flattens the specified array of points onto a unit vector axis,
|
|
// resulting in a one dimensional range of the minimum and
|
|
// maximum value on that axis.
|
|
/**
|
|
* @param {Array.<Vector>} points The points to flatten.
|
|
* @param {Vector} normal The unit vector axis to flatten on.
|
|
* @param {Array.<number>} result An array. After calling this function,
|
|
* result[0] will be the minimum value,
|
|
* result[1] will be the maximum value.
|
|
*/
|
|
function flattenPointsOn(points, normal, result) {
|
|
var min = Number.MAX_VALUE;
|
|
var max = -Number.MAX_VALUE;
|
|
var len = points.length;
|
|
for (var i = 0; i < len; i++ ) {
|
|
// The magnitude of the projection of the point onto the normal
|
|
var dot = points[i].dot(normal);
|
|
if (dot < min) { min = dot; }
|
|
if (dot > max) { max = dot; }
|
|
}
|
|
result[0] = min; result[1] = max;
|
|
}
|
|
|
|
// Check whether two convex polygons are separated by the specified
|
|
// axis (must be a unit vector).
|
|
/**
|
|
* @param {Vector} aPos The position of the first polygon.
|
|
* @param {Vector} bPos The position of the second polygon.
|
|
* @param {Array.<Vector>} aPoints The points in the first polygon.
|
|
* @param {Array.<Vector>} bPoints The points in the second polygon.
|
|
* @param {Vector} axis The axis (unit sized) to test against. The points of both polygons
|
|
* will be projected onto this axis.
|
|
* @param {Response=} response A Response object (optional) which will be populated
|
|
* if the axis is not a separating axis.
|
|
* @return {boolean} true if it is a separating axis, false otherwise. If false,
|
|
* and a response is passed in, information about how much overlap and
|
|
* the direction of the overlap will be populated.
|
|
*/
|
|
function isSeparatingAxis(aPos, bPos, aPoints, bPoints, axis, response) {
|
|
var rangeA = T_ARRAYS.pop();
|
|
var rangeB = T_ARRAYS.pop();
|
|
// The magnitude of the offset between the two polygons
|
|
var offsetV = T_VECTORS.pop().copy(bPos).sub(aPos);
|
|
var projectedOffset = offsetV.dot(axis);
|
|
// Project the polygons onto the axis.
|
|
flattenPointsOn(aPoints, axis, rangeA);
|
|
flattenPointsOn(bPoints, axis, rangeB);
|
|
// Move B's range to its position relative to A.
|
|
rangeB[0] += projectedOffset;
|
|
rangeB[1] += projectedOffset;
|
|
// Check if there is a gap. If there is, this is a separating axis and we can stop
|
|
if (rangeA[0] > rangeB[1] || rangeB[0] > rangeA[1]) {
|
|
T_VECTORS.push(offsetV);
|
|
T_ARRAYS.push(rangeA);
|
|
T_ARRAYS.push(rangeB);
|
|
return true;
|
|
}
|
|
// This is not a separating axis. If we're calculating a response, calculate the overlap.
|
|
if (response) {
|
|
var overlap = 0;
|
|
// A starts further left than B
|
|
if (rangeA[0] < rangeB[0]) {
|
|
response['aInB'] = false;
|
|
// A ends before B does. We have to pull A out of B
|
|
if (rangeA[1] < rangeB[1]) {
|
|
overlap = rangeA[1] - rangeB[0];
|
|
response['bInA'] = false;
|
|
// B is fully inside A. Pick the shortest way out.
|
|
} else {
|
|
var option1 = rangeA[1] - rangeB[0];
|
|
var option2 = rangeB[1] - rangeA[0];
|
|
overlap = option1 < option2 ? option1 : -option2;
|
|
}
|
|
// B starts further left than A
|
|
} else {
|
|
response['bInA'] = false;
|
|
// B ends before A ends. We have to push A out of B
|
|
if (rangeA[1] > rangeB[1]) {
|
|
overlap = rangeA[0] - rangeB[1];
|
|
response['aInB'] = false;
|
|
// A is fully inside B. Pick the shortest way out.
|
|
} else {
|
|
var option1 = rangeA[1] - rangeB[0];
|
|
var option2 = rangeB[1] - rangeA[0];
|
|
overlap = option1 < option2 ? option1 : -option2;
|
|
}
|
|
}
|
|
// If this is the smallest amount of overlap we've seen so far, set it as the minimum overlap.
|
|
var absOverlap = Math.abs(overlap);
|
|
if (absOverlap < response['overlap']) {
|
|
response['overlap'] = absOverlap;
|
|
response['overlapN'].copy(axis);
|
|
if (overlap < 0) {
|
|
response['overlapN'].reverse();
|
|
}
|
|
}
|
|
}
|
|
T_VECTORS.push(offsetV);
|
|
T_ARRAYS.push(rangeA);
|
|
T_ARRAYS.push(rangeB);
|
|
return false;
|
|
}
|
|
|
|
// Calculates which Vornoi region a point is on a line segment.
|
|
// It is assumed that both the line and the point are relative to `(0,0)`
|
|
//
|
|
// | (0) |
|
|
// (-1) [S]--------------[E] (1)
|
|
// | (0) |
|
|
/**
|
|
* @param {Vector} line The line segment.
|
|
* @param {Vector} point The point.
|
|
* @return {number} LEFT_VORNOI_REGION (-1) if it is the left region,
|
|
* MIDDLE_VORNOI_REGION (0) if it is the middle region,
|
|
* RIGHT_VORNOI_REGION (1) if it is the right region.
|
|
*/
|
|
function vornoiRegion(line, point) {
|
|
var len2 = line.len2();
|
|
var dp = point.dot(line);
|
|
// If the point is beyond the start of the line, it is in the
|
|
// left vornoi region.
|
|
if (dp < 0) { return LEFT_VORNOI_REGION; }
|
|
// If the point is beyond the end of the line, it is in the
|
|
// right vornoi region.
|
|
else if (dp > len2) { return RIGHT_VORNOI_REGION; }
|
|
// Otherwise, it's in the middle one.
|
|
else { return MIDDLE_VORNOI_REGION; }
|
|
}
|
|
// Constants for Vornoi regions
|
|
/**
|
|
* @const
|
|
*/
|
|
var LEFT_VORNOI_REGION = -1;
|
|
/**
|
|
* @const
|
|
*/
|
|
var MIDDLE_VORNOI_REGION = 0;
|
|
/**
|
|
* @const
|
|
*/
|
|
var RIGHT_VORNOI_REGION = 1;
|
|
|
|
// ## Collision Tests
|
|
|
|
// Check if two circles collide.
|
|
/**
|
|
* @param {Circle} a The first circle.
|
|
* @param {Circle} b The second circle.
|
|
* @param {Response=} response Response object (optional) that will be populated if
|
|
* the circles intersect.
|
|
* @return {boolean} true if the circles intersect, false if they don't.
|
|
*/
|
|
function testCircleCircle(a, b, response) {
|
|
// Check if the distance between the centers of the two
|
|
// circles is greater than their combined radius.
|
|
var differenceV = T_VECTORS.pop().copy(b['pos']).sub(a['pos']);
|
|
var totalRadius = a['r'] + b['r'];
|
|
var totalRadiusSq = totalRadius * totalRadius;
|
|
var distanceSq = differenceV.len2();
|
|
// If the distance is bigger than the combined radius, they don't intersect.
|
|
if (distanceSq > totalRadiusSq) {
|
|
T_VECTORS.push(differenceV);
|
|
return false;
|
|
}
|
|
// They intersect. If we're calculating a response, calculate the overlap.
|
|
if (response) {
|
|
var dist = Math.sqrt(distanceSq);
|
|
response['a'] = a;
|
|
response['b'] = b;
|
|
response['overlap'] = totalRadius - dist;
|
|
response['overlapN'].copy(differenceV.normalize());
|
|
response['overlapV'].copy(differenceV).scale(response['overlap']);
|
|
response['aInB']= a['r'] <= b['r'] && dist <= b['r'] - a['r'];
|
|
response['bInA'] = b['r'] <= a['r'] && dist <= a['r'] - b['r'];
|
|
}
|
|
T_VECTORS.push(differenceV);
|
|
return true;
|
|
}
|
|
SAT['testCircleCircle'] = testCircleCircle;
|
|
|
|
// Check if a polygon and a circle collide.
|
|
/**
|
|
* @param {Polygon} polygon The polygon.
|
|
* @param {Circle} circle The circle.
|
|
* @param {Response=} response Response object (optional) that will be populated if
|
|
* they interset.
|
|
* @return {boolean} true if they intersect, false if they don't.
|
|
*/
|
|
function testPolygonCircle(polygon, circle, response) {
|
|
// Get the position of the circle relative to the polygon.
|
|
var circlePos = T_VECTORS.pop().copy(circle['pos']).sub(polygon['pos']);
|
|
var radius = circle['r'];
|
|
var radius2 = radius * radius;
|
|
var points = polygon['points'];
|
|
var len = points.length;
|
|
var edge = T_VECTORS.pop();
|
|
var point = T_VECTORS.pop();
|
|
|
|
// For each edge in the polygon:
|
|
for (var i = 0; i < len; i++) {
|
|
var next = i === len - 1 ? 0 : i + 1;
|
|
var prev = i === 0 ? len - 1 : i - 1;
|
|
var overlap = 0;
|
|
var overlapN = null;
|
|
|
|
// Get the edge.
|
|
edge.copy(polygon['edges'][i]);
|
|
// Calculate the center of the circle relative to the starting point of the edge.
|
|
point.copy(circlePos).sub(points[i]);
|
|
|
|
// If the distance between the center of the circle and the point
|
|
// is bigger than the radius, the polygon is definitely not fully in
|
|
// the circle.
|
|
if (response && point.len2() > radius2) {
|
|
response['aInB'] = false;
|
|
}
|
|
|
|
// Calculate which Vornoi region the center of the circle is in.
|
|
var region = vornoiRegion(edge, point);
|
|
// If it's the left region:
|
|
if (region === LEFT_VORNOI_REGION) {
|
|
// We need to make sure we're in the RIGHT_VORNOI_REGION of the previous edge.
|
|
edge.copy(polygon['edges'][prev]);
|
|
// Calculate the center of the circle relative the starting point of the previous edge
|
|
var point2 = T_VECTORS.pop().copy(circlePos).sub(points[prev]);
|
|
region = vornoiRegion(edge, point2);
|
|
if (region === RIGHT_VORNOI_REGION) {
|
|
// It's in the region we want. Check if the circle intersects the point.
|
|
var dist = point.len();
|
|
if (dist > radius) {
|
|
// No intersection
|
|
T_VECTORS.push(circlePos);
|
|
T_VECTORS.push(edge);
|
|
T_VECTORS.push(point);
|
|
T_VECTORS.push(point2);
|
|
return false;
|
|
} else if (response) {
|
|
// It intersects, calculate the overlap.
|
|
response['bInA'] = false;
|
|
overlapN = point.normalize();
|
|
overlap = radius - dist;
|
|
}
|
|
}
|
|
T_VECTORS.push(point2);
|
|
// If it's the right region:
|
|
} else if (region === RIGHT_VORNOI_REGION) {
|
|
// We need to make sure we're in the left region on the next edge
|
|
edge.copy(polygon['edges'][next]);
|
|
// Calculate the center of the circle relative to the starting point of the next edge.
|
|
point.copy(circlePos).sub(points[next]);
|
|
region = vornoiRegion(edge, point);
|
|
if (region === LEFT_VORNOI_REGION) {
|
|
// It's in the region we want. Check if the circle intersects the point.
|
|
var dist = point.len();
|
|
if (dist > radius) {
|
|
// No intersection
|
|
T_VECTORS.push(circlePos);
|
|
T_VECTORS.push(edge);
|
|
T_VECTORS.push(point);
|
|
return false;
|
|
} else if (response) {
|
|
// It intersects, calculate the overlap.
|
|
response['bInA'] = false;
|
|
overlapN = point.normalize();
|
|
overlap = radius - dist;
|
|
}
|
|
}
|
|
// Otherwise, it's the middle region:
|
|
} else {
|
|
// Need to check if the circle is intersecting the edge,
|
|
// Change the edge into its "edge normal".
|
|
var normal = edge.perp().normalize();
|
|
// Find the perpendicular distance between the center of the
|
|
// circle and the edge.
|
|
var dist = point.dot(normal);
|
|
var distAbs = Math.abs(dist);
|
|
// If the circle is on the outside of the edge, there is no intersection.
|
|
if (dist > 0 && distAbs > radius) {
|
|
// No intersection
|
|
T_VECTORS.push(circlePos);
|
|
T_VECTORS.push(normal);
|
|
T_VECTORS.push(point);
|
|
return false;
|
|
} else if (response) {
|
|
// It intersects, calculate the overlap.
|
|
overlapN = normal;
|
|
overlap = radius - dist;
|
|
// If the center of the circle is on the outside of the edge, or part of the
|
|
// circle is on the outside, the circle is not fully inside the polygon.
|
|
if (dist >= 0 || overlap < 2 * radius) {
|
|
response['bInA'] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If this is the smallest overlap we've seen, keep it.
|
|
// (overlapN may be null if the circle was in the wrong Vornoi region).
|
|
if (overlapN && response && Math.abs(overlap) < Math.abs(response['overlap'])) {
|
|
response['overlap'] = overlap;
|
|
response['overlapN'].copy(overlapN);
|
|
}
|
|
}
|
|
|
|
// Calculate the final overlap vector - based on the smallest overlap.
|
|
if (response) {
|
|
response['a'] = polygon;
|
|
response['b'] = circle;
|
|
response['overlapV'].copy(response['overlapN']).scale(response['overlap']);
|
|
}
|
|
T_VECTORS.push(circlePos);
|
|
T_VECTORS.push(edge);
|
|
T_VECTORS.push(point);
|
|
return true;
|
|
}
|
|
SAT['testPolygonCircle'] = testPolygonCircle;
|
|
|
|
// Check if a circle and a polygon collide.
|
|
//
|
|
// **NOTE:** This is slightly less efficient than polygonCircle as it just
|
|
// runs polygonCircle and reverses everything at the end.
|
|
/**
|
|
* @param {Circle} circle The circle.
|
|
* @param {Polygon} polygon The polygon.
|
|
* @param {Response=} response Response object (optional) that will be populated if
|
|
* they interset.
|
|
* @return {boolean} true if they intersect, false if they don't.
|
|
*/
|
|
function testCirclePolygon(circle, polygon, response) {
|
|
// Test the polygon against the circle.
|
|
var result = testPolygonCircle(polygon, circle, response);
|
|
if (result && response) {
|
|
// Swap A and B in the response.
|
|
var a = response['a'];
|
|
var aInB = response['aInB'];
|
|
response['overlapN'].reverse();
|
|
response['overlapV'].reverse();
|
|
response['a'] = response['b'];
|
|
response['b'] = a;
|
|
response['aInB'] = response['bInA'];
|
|
response['bInA'] = aInB;
|
|
}
|
|
return result;
|
|
}
|
|
SAT['testCirclePolygon'] = testCirclePolygon;
|
|
|
|
// Checks whether polygons collide.
|
|
/**
|
|
* @param {Polygon} a The first polygon.
|
|
* @param {Polygon} b The second polygon.
|
|
* @param {Response=} response Response object (optional) that will be populated if
|
|
* they interset.
|
|
* @return {boolean} true if they intersect, false if they don't.
|
|
*/
|
|
function testPolygonPolygon(a, b, response) {
|
|
var aPoints = a['points'];
|
|
var aLen = aPoints.length;
|
|
var bPoints = b['points'];
|
|
var bLen = bPoints.length;
|
|
// If any of the edge normals of A is a separating axis, no intersection.
|
|
for (var i = 0; i < aLen; i++) {
|
|
if (isSeparatingAxis(a['pos'], b['pos'], aPoints, bPoints, a['normals'][i], response)) {
|
|
return false;
|
|
}
|
|
}
|
|
// If any of the edge normals of B is a separating axis, no intersection.
|
|
for (var i = 0;i < bLen; i++) {
|
|
if (isSeparatingAxis(a['pos'], b['pos'], aPoints, bPoints, b['normals'][i], response)) {
|
|
return false;
|
|
}
|
|
}
|
|
// Since none of the edge normals of A or B are a separating axis, there is an intersection
|
|
// and we've already calculated the smallest overlap (in isSeparatingAxis). Calculate the
|
|
// final overlap vector.
|
|
if (response) {
|
|
response['a'] = a;
|
|
response['b'] = b;
|
|
response['overlapV'].copy(response['overlapN']).scale(response['overlap']);
|
|
}
|
|
return true;
|
|
}
|
|
SAT['testPolygonPolygon'] = testPolygonPolygon;
|
|
|
|
return SAT;
|
|
}));</pre>
|
|
</article>
|
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</section>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Sat Feb 08 2014 07:19:40 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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