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After a mammoth debugging session we now have advanced physics colliding and responding accurately :)
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/// <reference path="../Game.ts" />
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/// <reference path="Vec2.ts" />
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/// <reference path="Transform.ts" />
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/**
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* Phaser - TransformUtils
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*
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* A collection of methods useful for manipulating and performing operations on 2D Transforms.
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*
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*/
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module Phaser {
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export class TransformUtils {
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public static rotate(t: Transform, v:Phaser.Vec2, out?: Vec2 = new Vec2):Phaser.Vec2 {
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return out.setTo(v.x * t.c - v.y * t.s, v.x * t.s + v.y * t.c);
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}
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public static unrotate(t: Transform, v:Phaser.Vec2, out?: Vec2 = new Vec2):Phaser.Vec2 {
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return out.setTo(v.x * t.c + v.y * t.s, -v.x * t.s + v.y * t.c);
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}
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public static transform(t: Transform, v:Phaser.Vec2, out?: Vec2 = new Vec2):Phaser.Vec2 {
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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);
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}
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public static untransform(t: Transform, v:Phaser.Vec2, out?: Vec2 = new Vec2):Phaser.Vec2 {
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var px = v.x - t.t.x;
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var py = v.y - t.t.y;
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return out.setTo(px * t.c + py * t.s, -px * t.s + py * t.c);
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}
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}
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}
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