phaser/todo/physics/shapes/Circle.ts
2013-08-02 12:38:56 +01:00

105 lines
No EOL
2.9 KiB
TypeScript

/// <reference path="../../math/Vec2.ts" />
/// <reference path="../../math/Vec2Utils.ts" />
/// <reference path="../AdvancedPhysics.ts" />
/// <reference path="../Body.ts" />
/// <reference path="Shape.ts" />
/**
* Phaser - Advanced Physics - Shape - Circle
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
*/
module Phaser.Physics.Shapes {
export class Circle extends Phaser.Physics.Shape implements IShape {
constructor(radius: number, x?: number = 0, y?: number = 0) {
super(AdvancedPhysics.SHAPE_TYPE_CIRCLE);
x = AdvancedPhysics.pixelsToMeters(x);
y = AdvancedPhysics.pixelsToMeters(y);
radius = AdvancedPhysics.pixelsToMeters(radius);
this.center = new Phaser.Vec2(x, y);
this.radius = radius;
this.tc = new Phaser.Vec2;
this.finishVerts();
}
public radius: number;
public center: Phaser.Vec2;
public tc: Phaser.Vec2;
public finishVerts() {
this.radius = Math.abs(this.radius);
}
public duplicate(): Circle {
return new Circle(this.center.x, this.center.y, this.radius);
}
public recenter(c:Phaser.Vec2) {
this.center.subtract(c);
}
public transform(xf: Transform) {
Phaser.TransformUtils.transform(xf, this.center, this.center);
//this.center = xf.transform(this.center);
}
public untransform(xf: Transform) {
Phaser.TransformUtils.untransform(xf, this.center, this.center);
//this.center = xf.untransform(this.center);
}
public area(): number {
return AdvancedPhysics.areaForCircle(this.radius, 0);
}
public centroid(): Phaser.Vec2 {
return Phaser.Vec2Utils.clone(this.center);
}
public inertia(mass: number): number {
return AdvancedPhysics.inertiaForCircle(mass, this.center, this.radius, 0);
}
public cacheData(xf: Transform) {
Phaser.TransformUtils.transform(xf, this.center, this.tc);
//this.tc = xf.transform(this.center);
this.bounds.mins.setTo(this.tc.x - this.radius, this.tc.y - this.radius);
this.bounds.maxs.setTo(this.tc.x + this.radius, this.tc.y + this.radius);
}
public pointQuery(p:Phaser.Vec2): bool {
//return vec2.distsq(this.tc, p) < (this.r * this.r);
return Phaser.Vec2Utils.distanceSq(this.tc, p) < (this.radius * this.radius);
}
public findVertexByPoint(p:Phaser.Vec2, minDist: number): number {
var dsq = minDist * minDist;
if (Phaser.Vec2Utils.distanceSq(this.tc, p) < dsq)
{
return 0;
}
return -1;
}
public distanceOnPlane(n, d) {
Phaser.Vec2Utils.dot(n, this.tc) - this.radius - d;
}
}
}