Class: RigidRectangle

RigidRectangle(xf, width, height) → {RigidRectangle}

new RigidRectangle(xf, width, height) → {RigidRectangle}

Default constructor for the RigidRectangle
Parameters:
Name Type Description
xf Transform The transform to base the Rigid Rectangle on
width float The width of the rectangle
height float The height of the rectangle
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Returns:
Type
RigidRectangle

Members

collisionInfoR1

Check for collision between RigidRectangle and RigidRectangle
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Methods

adjustPositionBy(v, delta)

Adjust the position of the Rigid Rectangle Based on the parameters
Parameters:
Name Type Description
v float
delta float
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checkCircRecVertex(v, circPt, r, info) → {Boolean}

Determines if there is collision between the shapes
Parameters:
Name Type Description
v Array.<float> The rectangle vertex that is closest to the center of the circle
circPt Array.<float> The center of the circle
r float The radius of the circle
info CollisionInfo Used to store the collision info
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Returns:
If there is collision between the 2 shapes
Type
Boolean

collideRectCirc(otherCir, collisionInfo) → {Boolean}

Check for collision between RigidRectangle and Circle
Parameters:
Name Type Description
otherCir Circle circle to check for collision status against
collisionInfo CollisionInfo Where the Collision Info is stored
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Returns:
true if collision occurs
Type
Boolean

collisionTest(otherShape, collisionInfo) → {Boolean}

Decides on which collision function to call based on the type of shape passed
Parameters:
Name Type Description
otherShape RigidShape The other shape that's involved
collisionInfo CollisionInfo Where the collision information is stored
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Returns:
The results of the collision
Type
Boolean

computeFaceNormals()

Updates the normals of the faces for the Rigid Rectangle
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draw(aCamera)

Draws the rectangle
Parameters:
Name Type Description
aCamera Camera The camera to draw it upon
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drawAnEdge(i1, i2, aCamera)

Draws a line
Parameters:
Name Type Description
i1 float The start point
i2 float The end point
aCamera Camera The camera to draw it on
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findAxisLeastPenetration(otherRect, collisionInfo) → {Boolean}

Find the shortest axis that overlapping
Parameters:
Name Type Description
otherRect RigidRectangle Another rectangle that being tested
collisionInfo CollisionInfo Record the collision information
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Returns:
True if has overlap part in all four directions. the code is convert from http://gamedevelopment.tutsplus.com/tutorials/how-to-create-a-custom-2d-physics-engine-oriented-rigid-bodies--gamedev-8032
Type
Boolean

findSupportPoint(dir, ptOnEdge)

Finds the support point.
Parameters:
Name Type Description
dir type
ptOnEdge type
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incShapeSizeBy(dt)

Increases the Rigid Rectangle by the number that's passed
Parameters:
Name Type Description
dt float The number to increase it by
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rotateVertices()

Handles verticies for rotated Rigid Rectangles
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setVertices()

Updates the verticies of the Rigid Rectangle
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update()

Updates the Rigid Rectangle
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updateInertia()

Updates the Inertia value
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