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blaze-2d

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A fast and simple WebGL 2 2D game engine written in TypeScript

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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