/*Math from "Making Thing Move!" by Keith Peters*/ public static function lineCircleIntersection(lineStart:Point, lineEnd:Point, entity:Entity):Boolean { var angle:Number = Math.atan2((lineEnd.y-lineStart.y), (lineEnd.x-lineStart.x)); var dx:Number = entity.centerX-((lineStart.x+lineEnd.x) * 0.5); var dy:Number = entity.centerY-((lineStart.y+lineEnd.y) * 0.5); return (Math.abs(Math.cos(angle)*dy - Math.sin(angle)*dx) < entity.radius); } public static function distanceSq(lhs:Entity, rhs:Entity):Number{ var dx:Number = lhs.centerX - rhs.centerX; var dy:Number = lhs.centerY - rhs.centerY; return (dx * dx + dy * dy); } public static function distance(lhs:Entity, rhs:Entity):Number{ var dx:Number = lhs.centerX - rhs.centerX; var dy:Number = lhs.centerY - rhs.centerY; return Math.sqrt(dx * dx + dy * dy); } public static function intersectsAABB(lhs:core.Entity, rhs:core.Entity):Boolean { return !(lhs.right < rhs.left || rhs.right < lhs.left || lhs.bottom < rhs.top || rhs.bottom < lhs.top); } //SAT intersection test. http://www.metanetsoftware.com/technique/tutorialA.html //returns true on intersection, and sets the least intersecting axis in overlap public static function getOverlap(lhs:Entity, rhs:Entity, overlap:Point):Boolean { overlap.setTo(0, 0); var centerDeltaX:Number = lhs.centerX - rhs.centerX; var halfWidths:Number = (lhs.width + rhs.width) * 0.5; if (Math.abs(centerDeltaX) > halfWidths) return false; //no overlap on x == no collision var centerDeltaY:Number = lhs.centerY - rhs.centerY; var halfHeights:Number = (lhs.height + rhs.height) * 0.5; if (Math.abs(centerDeltaY) > halfHeights) return false; //no overlap on y == no collision var dx:Number = halfWidths - Math.abs(centerDeltaX); //overlap on x var dy:Number = halfHeights - Math.abs(centerDeltaY); //overlap on y if (dy < dx) { overlap.y = (centerDeltaY < 0) ? -dy : dy; } else if (dy > dx) { overlap.x = (centerDeltaX < 0) ? -dx : dx; } else { overlap.x = (centerDeltaX < 0) ? -dx : dx; overlap.y = (centerDeltaY < 0) ? -dy : dy; } return true; }