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- /************************************************************************
- * Collisions.js
- ************************************************************************
- * Copyright (c) 2021 Pedro Tonini Rosenberg Schneider.
- *
- * This file is part of Pandora.
- *
- * Pandora is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Pandora is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Pandora. If not, see <https://www.gnu.org/licenses/>.
- *************************************************************************/
- /**
- * This {@code Collisions} singleton provides an interface for the engine to calculate collisions
- * with various differente shapes. They are used in the calculations of the Area2D GameObject,
- * to check collisions with the mouse. They can be utilized by the user if it fits the need.
- *
- * @author Pedro Schneider
- *
- * @namespace
- */
- const Collisions = {
- /**
- * Rotates the (x, y) vector by a degrees clockwise, around the origin.
- *
- * @param {number} x X coordinate of the vector to rotate.
- * @param {number} y Y coordinate of the vector to rotate.
- * @param {number} a angle in degrees to rotate the vector.
- *
- * @returns {Array} static array containing the tow coordinates of the rotated vector.
- * Can be deconstructed.
- */
- rotate(x, y, a)
- {
- var rotx = x,
- roty = y;
- var ra = radians(a)
- if (a % 360 != 0)
- {
- rotx = x * cos(-ra) - y * sin(-ra);
- roty = x * sin(-ra) + y * cos(-ra);
- }
- return Object.freeze([rotx, roty]);
- },
- /**
- * Namespace to separate rectangle collision detection.
- *
- * @namespace
- */
- Rect:
- {
- /**
- * Calculates if a point is inside a rect.
- *
- * @param {number} posx global X-axis position of the rect.
- * @param {number} posy global Y-axis position of the rect.
- * @param {number} rot global rotation in degrees of the rect.
- * @param {number} sx global X-axis scale of the rect.
- * @param {number} sy global Y-axis scale of the rect.
- * @param {Rect} rect Shape component with the rect data.
- * @param {number} x X-axis position of the point.
- * @param {number} y Y-axis position of the point.
- *
- * @returns {boolean} true if the point is inside the rect, false otherwise.
- */
- point(posx, posy, rot, sx, sy, rect, x, y)
- {
- x -= posx;
- y -= posy;
- var [rotx, roty] = Collisions.rotate(x, y, rot);
- return abs(rotx) <= rect.w / 2 * sx && abs(roty) <= rect.h / 2 * sy;
- },
- },
- /**
- * Namespace to separate ellipse collision detection.
- *
- * @namespace
- */
- Ellipse:
- {
- /**
- * Calculates if a point is inside a ellipse.
- *
- * @param {number} posx global X-axis position of the ellipse.
- * @param {number} posy global Y-axis position of the ellipse.
- * @param {number} rot global rotation in degrees of the ellipse.
- * @param {number} sx global X-axis scale of the ellipse.
- * @param {number} sy global Y-axis scale of the ellipse.
- * @param {Ellipse} e Shape component with the ellipse data.
- * @param {number} x X-axis position of the point.
- * @param {number} y Y-axis position of the point.
- *
- * @returns {boolean} true if the point is inside the ellipse, false otherwise.
- */
- point(posx, posy, rot, sx, sy, e, x, y)
- {
- x -= posx;
- y -= posy;
- var [rotx, roty] = Collisions.rotate(x, y, rot);
- var srx = e.rx * sx, sry = e.ry * sy;
- return (rotx * rotx) * (sry * sry) + (roty * roty) * (srx * srx) <= (srx * srx) * (sry * sry);
- }
- }
- }
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