blaze-2d
Version:
A fast and simple WebGL 2 2D game engine written in TypeScript
83 lines • 3.13 kB
JavaScript
import { vec2 } from "gl-matrix";
import GJK from "../gjk";
import Circle from "../../shapes/circle";
import EPA from "../epa";
/**
* Represents a circle collider in 2D world space with a position and dimensions.
*/
export default class CircleCollider extends Circle {
/**
* Creates a new {@link CircleCollider} instance with a centre and radius.
*
* @param radius The radius of the circle
* @param centre The circle's position in world space
*/
constructor(radius, centre) {
super(radius, centre);
}
/**
* Checks if this box is colliding with another collider.
*
* @param c {@link Collider} to test collisions against
* @returns {@link CollisionResult} with the results of the test
*/
testCollision(c) {
const res = {
normal: undefined,
depth: undefined,
hasCollision: false,
};
const gjkRes = GJK(this, c);
if (!gjkRes.collision)
return res;
res.hasCollision = true;
const epaRes = EPA(gjkRes.simplex, this, c);
res.normal = epaRes.normal;
res.depth = epaRes.depth;
return res;
}
/**
* Calculates a support point on the minkowski difference in a given direction.
*
* @param c The collider to test against
* @param direction The direction to use when calculating furthest points
* @returns The support point in the given direction for the [Minkowski difference](https://en.wikipedia.org/wiki/Minkowski_addition)
*/
supportPoint(c, direction) {
const p = vec2.create();
const reverse = vec2.create();
vec2.scale(reverse, direction, -1);
vec2.sub(p, this.findFurthestPoint(direction), c.findFurthestPoint(reverse));
return p;
}
/**
* Calculates the furthest point on the collider in a direction.
*
* @param direction The direction in which to calculate the furthest point
* @returns The furthest point on the collider in the given direction
*/
findFurthestPoint(direction) {
// get point on circumference of unit circle at origin in the given direction
const p = vec2.clone(direction);
vec2.normalize(p, p);
// scale unit circle to size of this circle and move to circle's position
vec2.scale(p, p, this.getRadius());
vec2.add(p, p, this.getPosition());
return p;
}
/**
* Calculates the furthest point on the collider in a direction and it's neighbouring vertices on the collider.
*
* @param direction The direction in which to calculate the furthest point
* @returns The furthest point on the collider in the given direction and its left and right neighbours
*/
findFurthestNeighbours(direction) {
const p = this.findFurthestPoint(direction);
return {
furthest: p,
left: vec2.rotate(vec2.create(), p, this.getPosition(), -Math.PI / 45),
right: vec2.rotate(vec2.create(), p, this.getPosition(), Math.PI / 45),
};
}
}
//# sourceMappingURL=circle.js.map