After a mammoth debugging session we now have advanced physics colliding and responding accurately :)

This commit is contained in:
Richard Davey
2013-06-14 15:18:41 +01:00
parent 114d1d2fbf
commit dd8962d4b5
22 changed files with 753 additions and 305 deletions
-26
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@@ -23,12 +23,8 @@ module Phaser {
this.c = Math.cos(angle);
this.s = Math.sin(angle);
this._tempVec = new Phaser.Vec2;
}
private _tempVec: Phaser.Vec2;
public t: Phaser.Vec2;
public c: number;
public s: number;
@@ -68,28 +64,6 @@ module Phaser {
}
public rotate(v:Phaser.Vec2):Phaser.Vec2 {
return this._tempVec.setTo(v.x * this.c - v.y * this.s, v.x * this.s + v.y * this.c);
}
public unrotate(v:Phaser.Vec2):Phaser.Vec2 {
return this._tempVec.setTo(v.x * this.c + v.y * this.s, -v.x * this.s + v.y * this.c);
}
public transform(v:Phaser.Vec2):Phaser.Vec2 {
return this._tempVec.setTo(v.x * this.c - v.y * this.s + this.t.x, v.x * this.s + v.y * this.c + this.t.y);
}
public untransform(v:Phaser.Vec2):Phaser.Vec2 {
var px = v.x - this.t.x;
var py = v.y - this.t.y;
// expensive - check for alternatives
return this._tempVec.setTo(px * this.c + py * this.s, -px * this.s + py * this.c);
}
}
}
+39
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@@ -0,0 +1,39 @@
/// <reference path="../Game.ts" />
/// <reference path="Vec2.ts" />
/// <reference path="Transform.ts" />
/**
* Phaser - TransformUtils
*
* A collection of methods useful for manipulating and performing operations on 2D Transforms.
*
*/
module Phaser {
export class TransformUtils {
public static rotate(t: Transform, v:Phaser.Vec2, out?: Vec2 = new Vec2):Phaser.Vec2 {
return out.setTo(v.x * t.c - v.y * t.s, v.x * t.s + v.y * t.c);
}
public static unrotate(t: Transform, v:Phaser.Vec2, out?: Vec2 = new Vec2):Phaser.Vec2 {
return out.setTo(v.x * t.c + v.y * t.s, -v.x * t.s + v.y * t.c);
}
public static transform(t: Transform, v:Phaser.Vec2, out?: Vec2 = new Vec2):Phaser.Vec2 {
return out.setTo(v.x * t.c - v.y * t.s + t.t.x, v.x * t.s + v.y * t.c + t.t.y);
}
public static untransform(t: Transform, v:Phaser.Vec2, out?: Vec2 = new Vec2):Phaser.Vec2 {
var px = v.x - t.t.x;
var py = v.y - t.t.y;
return out.setTo(px * t.c + py * t.s, -px * t.s + py * t.c);
}
}
}
+1 -1
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@@ -1,5 +1,5 @@
/// <reference path="../Game.ts" />
/// <reference path="../math/Vec2.ts" />
/// <reference path="Vec2.ts" />
/**
* Phaser - Vec2Utils