📄 collisiondetector.as
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/*
APE (Actionscript Physics Engine) is an AS3 open source 2D physics engine
Copyright 2006, Alec Cove
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Contact: ape@cove.org
*/
package org.cove.ape {
internal final class CollisionDetector {
/**
* Tests the collision between two objects. If there is a collision it is passed off
* to the CollisionResolver class to resolve the collision.
*/
internal static function test(objA:AbstractParticle, objB:AbstractParticle):void {
if (objA.fixed && objB.fixed) return;
// rectangle to rectangle
if (objA is RectangleParticle && objB is RectangleParticle) {
testOBBvsOBB(RectangleParticle(objA), RectangleParticle(objB));
// circle to circle
} else if (objA is CircleParticle && objB is CircleParticle) {
testCirclevsCircle(CircleParticle(objA), CircleParticle(objB));
// rectangle to circle - two ways
} else if (objA is RectangleParticle && objB is CircleParticle) {
testOBBvsCircle(RectangleParticle(objA), CircleParticle(objB));
} else if (objA is CircleParticle && objB is RectangleParticle) {
testOBBvsCircle(RectangleParticle(objB), CircleParticle(objA));
}
}
/**
* Tests the collision between two RectangleParticles (aka OBBs). If there is a collision it
* determines its axis and depth, and then passes it off to the CollisionResolver for handling.
*/
private static function testOBBvsOBB(ra:RectangleParticle, rb:RectangleParticle):void {
var collisionNormal:Vector;
var collisionDepth:Number = Number.POSITIVE_INFINITY;
for (var i:int = 0; i < 2; i++) {
var axisA:Vector = ra.axes[i];
var depthA:Number = testIntervals(ra.getProjection(axisA), rb.getProjection(axisA));
if (depthA == 0) return;
var axisB:Vector = rb.axes[i];
var depthB:Number = testIntervals(ra.getProjection(axisB), rb.getProjection(axisB));
if (depthB == 0) return;
var absA:Number = Math.abs(depthA);
var absB:Number = Math.abs(depthB);
if (absA < Math.abs(collisionDepth) || absB < Math.abs(collisionDepth)) {
var altb:Boolean = absA < absB;
collisionNormal = altb ? axisA : axisB;
collisionDepth = altb ? depthA : depthB;
}
}
CollisionResolver.resolveParticleParticle(ra, rb, collisionNormal, collisionDepth);
}
/**
* Tests the collision between a RectangleParticle (aka an OBB) and a CircleParticle.
* If there is a collision it determines its axis and depth, and then passes it off
* to the CollisionResolver for handling.
*/
private static function testOBBvsCircle(ra:RectangleParticle, ca:CircleParticle):void {
var collisionNormal:Vector;
var collisionDepth:Number = Number.POSITIVE_INFINITY;
var depths:Array = new Array(2);
// first go through the axes of the rectangle
for (var i:int = 0; i < 2; i++) {
var boxAxis:Vector = ra.axes[i];
var depth:Number = testIntervals(ra.getProjection(boxAxis), ca.getProjection(boxAxis));
if (depth == 0) return;
if (Math.abs(depth) < Math.abs(collisionDepth)) {
collisionNormal = boxAxis;
collisionDepth = depth;
}
depths[i] = depth;
}
// determine if the circle's center is in a vertex region
var r:Number = ca.radius;
if (Math.abs(depths[0]) < r && Math.abs(depths[1]) < r) {
var vertex:Vector = closestVertexOnOBB(ca.curr, ra);
// get the distance from the closest vertex on rect to circle center
collisionNormal = vertex.minus(ca.curr);
var mag:Number = collisionNormal.magnitude();
collisionDepth = r - mag;
if (collisionDepth > 0) {
// there is a collision in one of the vertex regions
collisionNormal.divEquals(mag);
} else {
// ra is in vertex region, but is not colliding
return;
}
}
CollisionResolver.resolveParticleParticle(ra, ca, collisionNormal, collisionDepth);
}
/**
* Tests the collision between two CircleParticles. If there is a collision it
* determines its axis and depth, and then passes it off to the CollisionResolver
* for handling.
*/
private static function testCirclevsCircle(ca:CircleParticle, cb:CircleParticle):void {
var depthX:Number = testIntervals(ca.getIntervalX(), cb.getIntervalX());
if (depthX == 0) return;
var depthY:Number = testIntervals(ca.getIntervalY(), cb.getIntervalY());
if (depthY == 0) return;
var collisionNormal:Vector = ca.curr.minus(cb.curr);
var mag:Number = collisionNormal.magnitude();
var collisionDepth:Number = (ca.radius + cb.radius) - mag;
if (collisionDepth > 0) {
collisionNormal.divEquals(mag);
CollisionResolver.resolveParticleParticle(ca, cb, collisionNormal, collisionDepth);
}
}
/**
* Returns 0 if intervals do not overlap. Returns smallest depth if they do.
*/
private static function testIntervals(intervalA:Interval, intervalB:Interval):Number {
if (intervalA.max < intervalB.min) return 0;
if (intervalB.max < intervalA.min) return 0;
var lenA:Number = intervalB.max - intervalA.min;
var lenB:Number = intervalB.min - intervalA.max;
return (Math.abs(lenA) < Math.abs(lenB)) ? lenA : lenB;
}
/**
* Returns the location of the closest vertex on r to point p
*/
private static function closestVertexOnOBB(p:Vector, r:RectangleParticle):Vector {
var d:Vector = p.minus(r.curr);
var q:Vector = new Vector(r.curr.x, r.curr.y);
for (var i:int = 0; i < 2; i++) {
var dist:Number = d.dot(r.axes[i]);
if (dist >= 0) dist = r.extents[i];
else if (dist < 0) dist = -r.extents[i];
q.plusEquals(r.axes[i].mult(dist));
}
return q;
}
}
}
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