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added Query.collides, closes #478
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1 changed files with 36 additions and 18 deletions
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@ -18,6 +18,38 @@ var Vertices = require('../geometry/Vertices');
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(function() {
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(function() {
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/**
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* Returns a list of collisions between `body` and `bodies`.
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* @method collides
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* @param {body} body
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* @param {body[]} bodies
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* @return {object[]} Collisions
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*/
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Query.collides = function(body, bodies) {
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var collisions = [];
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for (var i = 0; i < bodies.length; i++) {
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var bodyA = bodies[i];
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if (Bounds.overlaps(bodyA.bounds, body.bounds)) {
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for (var j = bodyA.parts.length === 1 ? 0 : 1; j < bodyA.parts.length; j++) {
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var part = bodyA.parts[j];
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if (Bounds.overlaps(part.bounds, body.bounds)) {
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var collision = SAT.collides(part, body);
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if (collision.collided) {
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collisions.push(collision);
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break;
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}
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}
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}
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}
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}
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return collisions;
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};
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/**
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/**
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* Casts a ray segment against a set of bodies and returns all collisions, ray width is optional. Intersection points are not provided.
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* Casts a ray segment against a set of bodies and returns all collisions, ray width is optional. Intersection points are not provided.
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* @method ray
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* @method ray
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@ -35,25 +67,11 @@ var Vertices = require('../geometry/Vertices');
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rayX = (endPoint.x + startPoint.x) * 0.5,
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rayX = (endPoint.x + startPoint.x) * 0.5,
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rayY = (endPoint.y + startPoint.y) * 0.5,
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rayY = (endPoint.y + startPoint.y) * 0.5,
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ray = Bodies.rectangle(rayX, rayY, rayLength, rayWidth, { angle: rayAngle }),
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ray = Bodies.rectangle(rayX, rayY, rayLength, rayWidth, { angle: rayAngle }),
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collisions = [];
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collisions = Query.collides(ray, bodies);
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for (var i = 0; i < bodies.length; i++) {
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for (var i = 0; i < collisions.length; i += 1) {
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var bodyA = bodies[i];
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var collision = collisions[i];
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collision.body = collision.bodyB = collision.bodyA;
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if (Bounds.overlaps(bodyA.bounds, ray.bounds)) {
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for (var j = bodyA.parts.length === 1 ? 0 : 1; j < bodyA.parts.length; j++) {
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var part = bodyA.parts[j];
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if (Bounds.overlaps(part.bounds, ray.bounds)) {
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var collision = SAT.collides(part, ray);
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if (collision.collided) {
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collision.body = collision.bodyA = collision.bodyB = bodyA;
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collisions.push(collision);
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break;
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}
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}
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}
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}
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}
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}
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return collisions;
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return collisions;
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