arcade-physics
Version:
Use Arcade Physics without Phaser.
45 lines • 2.08 kB
JavaScript
;
/**
* @author Florian Vazelle
* @author Geoffrey Glaive
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
const GetLineToRectangle_1 = __importDefault(require("./GetLineToRectangle"));
const RectangleToRectangle_1 = __importDefault(require("./RectangleToRectangle"));
/**
* Checks if two Rectangles intersect and returns the intersection points as a Point object array.
*
* A Rectangle intersects another Rectangle if any part of its bounds is within the other Rectangle's bounds. As such, the two Rectangles are considered "solid". A Rectangle with no width or no height will never intersect another Rectangle.
*
* @function Phaser.Geom.Intersects.GetRectangleToRectangle
* @since 3.0.0
*
* @param {Phaser.Geom.Rectangle} rectA - The first Rectangle to check for intersection.
* @param {Phaser.Geom.Rectangle} rectB - The second Rectangle to check for intersection.
* @param {array} [out] - An optional array in which to store the points of intersection.
*
* @return {array} An array with the points of intersection if objects intersect, otherwise an empty array.
*/
const GetRectangleToRectangle = (rectA, rectB, out) => {
if (out === undefined) {
out = [];
}
if ((0, RectangleToRectangle_1.default)(rectA, rectB)) {
const lineA = rectA.getLineA();
const lineB = rectA.getLineB();
const lineC = rectA.getLineC();
const lineD = rectA.getLineD();
(0, GetLineToRectangle_1.default)(lineA, rectB, out);
(0, GetLineToRectangle_1.default)(lineB, rectB, out);
(0, GetLineToRectangle_1.default)(lineC, rectB, out);
(0, GetLineToRectangle_1.default)(lineD, rectB, out);
}
return out;
};
exports.default = GetRectangleToRectangle;
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