arcade-physics
Version:
Use Arcade Physics without Phaser.
45 lines • 1.86 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @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 Rectangle_1 = __importDefault(require("./Rectangle"));
const RectangleToRectangle_1 = __importDefault(require("../intersects/RectangleToRectangle"));
/**
* Takes two Rectangles and first checks to see if they intersect.
* If they intersect it will return the area of intersection in the `out` Rectangle.
* If they do not intersect, the `out` Rectangle will have a width and height of zero.
*
* @function Phaser.Geom.Rectangle.Intersection
* @since 3.11.0
*
* @generic {Phaser.Geom.Rectangle} O - [rect,$return]
*
* @param {Phaser.Geom.Rectangle} rectA - The first Rectangle to get the intersection from.
* @param {Phaser.Geom.Rectangle} rectB - The second Rectangle to get the intersection from.
* @param {Phaser.Geom.Rectangle} [out] - A Rectangle to store the intersection results in.
*
* @return {Phaser.Geom.Rectangle} The intersection result. If the width and height are zero, no intersection occurred.
*/
const Intersection = (rectA, rectB, out) => {
if (out === undefined) {
out = new Rectangle_1.default();
}
if ((0, RectangleToRectangle_1.default)(rectA, rectB)) {
out.x = Math.max(rectA.x, rectB.x);
out.y = Math.max(rectA.y, rectB.y);
out.width = Math.min(rectA.right, rectB.right) - out.x;
out.height = Math.min(rectA.bottom, rectB.bottom) - out.y;
}
else {
out.setEmpty();
}
return out;
};
exports.default = Intersection;
//# sourceMappingURL=Intersection.js.map