DelayNoMore/frontend/assets/scripts/modules/Collisions.js

197 lines
53 KiB
JavaScript

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/***/ "./src/Collisions.mjs":
/*!****************************!*\
!*** ./src/Collisions.mjs ***!
\****************************/
/*! no exports provided */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony import */ var _modules_BVH_mjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./modules/BVH.mjs */ \"./src/modules/BVH.mjs\");\n/* harmony import */ var _modules_Circle_mjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./modules/Circle.mjs */ \"./src/modules/Circle.mjs\");\n/* harmony import */ var _modules_Polygon_mjs__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./modules/Polygon.mjs */ \"./src/modules/Polygon.mjs\");\n/* harmony import */ var _modules_Point_mjs__WEBPACK_IMPORTED_MODULE_3__ = __webpack_require__(/*! ./modules/Point.mjs */ \"./src/modules/Point.mjs\");\n/* harmony import */ var _modules_Result_mjs__WEBPACK_IMPORTED_MODULE_4__ = __webpack_require__(/*! ./modules/Result.mjs */ \"./src/modules/Result.mjs\");\n/* harmony import */ var _modules_SAT_mjs__WEBPACK_IMPORTED_MODULE_5__ = __webpack_require__(/*! ./modules/SAT.mjs */ \"./src/modules/SAT.mjs\");\n\n\n\n\n\n\n\n/**\n * A collision system used to track bodies in order to improve collision detection performance\n * @class\n */\nclass Collisions {\n\t/**\n\t * @constructor\n\t */\n\tconstructor() {\n\t\t/** @private */\n\t\tthis._bvh = new _modules_BVH_mjs__WEBPACK_IMPORTED_MODULE_0__[\"default\"]();\n\t}\n\n\t/**\n\t * Creates a {@link Circle} and inserts it into the collision system\n\t * @param {Number} [x = 0] The starting X coordinate\n\t * @param {Number} [y = 0] The starting Y coordinate\n\t * @param {Number} [radius = 0] The radius\n\t * @param {Number} [scale = 1] The scale\n\t * @param {Number} [padding = 0] The amount to pad the bounding volume when testing for potential collisions\n\t * @returns {Circle}\n\t */\n\tcreateCircle(x = 0, y = 0, radius = 0, scale = 1, padding = 0) {\n\t\tconst body = new _modules_Circle_mjs__WEBPACK_IMPORTED_MODULE_1__[\"default\"](x, y, radius, scale, padding);\n\n\t\tthis._bvh.insert(body);\n\n\t\treturn body;\n\t}\n\n\t/**\n\t * Creates a {@link Polygon} and inserts it into the collision system\n\t * @param {Number} [x = 0] The starting X coordinate\n\t * @param {Number} [y = 0] The starting Y coordinate\n\t * @param {Array<Number[]>} [points = []] An array of coordinate pairs making up the polygon - [[x1, y1], [x2, y2], ...]\n\t * @param {Number} [angle = 0] The starting rotation in radians\n\t * @param {Number} [scale_x = 1] The starting scale along the X axis\n\t * @param {Number} [scale_y = 1] The starting scale long the Y axis\n\t * @param {Number} [padding = 0] The amount to pad the bounding volume when testing for potential collisions\n\t * @returns {Polygon}\n\t */\n\tcreatePolygon(x = 0, y = 0, points = [[0, 0]], angle = 0, scale_x = 1, scale_y = 1, padding = 0) {\n\t\tconst body = new _modules_Polygon_mjs__WEBPACK_IMPORTED_MODULE_2__[\"default\"](x, y, points, angle, scale_x, scale_y, padding);\n\n\t\tthis._bvh.insert(body);\n\n\t\treturn body;\n\t}\n\n\t/**\n\t * Creates a {@link Point} and inserts it into the collision system\n\t * @param {Number} [x = 0] The starting X coordinate\n\t * @param {Number} [y = 0] The starting Y coordinate\n\t * @param {Number} [padding = 0] The amount to pad the bounding volume when testing for potential collisions\n\t * @returns {Point}\n\t */\n\tcreatePoint(x = 0, y = 0, padding = 0) {\n\t\tconst body = new _modules_Point_mjs__WEBPACK_IMPORTED_MODULE_3__[\"default\"](x, y, padding);\n\n\t\tthis._bvh.insert(body);\n\n\t\treturn body;\n\t}\n\n\t/**\n\t * Creates a {@link Result} used to collect the detailed results of a collision test\n\t */\n\tcreateResult() {\n\t\treturn new _modules_Result_mjs__WEBPACK_IMPORTED_MODULE_4__[\"default\"]();\n\t}\n\n\t/**\n\t * Creates a Result used to collect the detailed results of a collision test\n\t */\n\tstatic createResult() {\n\t\treturn new _modules_Result_mjs__WEBPACK_IMPORTED_MODULE_4__[\"default\"]();\n\t}\n\n\t/**\n\t * Inserts bodies into the collision system\n\t * @param {...Circle|...Polygon|...Point} bodies\n\t */\n\tinsert(...bodies) {\n\t\tfor(const body of bodies) {\n\t\t\tthis._bvh.insert(body, false);\n\t\t}\n\n\t\treturn this;\n\t}\n\n\t/**\n\t * Removes bodies from the collision system\n\t * @param {...Circle|...Polygon|...Point} bodies\n\t */\n\tremove(...bodies) {\n\t\tfor(const body of bodies) {\n\t\t\tthis._bvh.remove(body, false);\n\t\t}\n\n\t\treturn this;\n\t}\n\n\t/**\n\t * Updates the collision system. This should be called before any collisions are tested.\n\t */\n\tupdate() {\n\t\tthis._bvh.update();\n\n\t\treturn this;\n\t}\n\n\t/**\n\t * Draws the bodies within the system to a CanvasRenderingContext2D's current path\n\t * @param {CanvasRenderingContext2D} context The context to draw to\n\t */\n\tdraw(context) {\n\t\treturn this._bvh.draw(context);\n\t}\n\n\t/**\n\t * Draws the system's BVH to a CanvasRenderingContext2D's current path. This is useful for testing out different padding values for bodies.\n\t * @param {CanvasRenderingContext2D} context The context to draw to\n\t */\n\tdrawBVH(context) {\n\t\treturn this._bvh.drawBVH(context);\n\t}\n\n\t/**\n\t * Returns a list of potential collisions for a body\n\t * @param {Circle|Polygon|Point} body The body to test for potential collisions against\n\t * @returns {Array<Body>}\n\t */\n\tpotentials(body) {\n\t\treturn this._bvh.potentials(body);\n\t}\n\n\t/**\n\t * Determines if two bodies are colliding\n\t * @param {Circle|Polygon|Point} target The target body to test against\n\t * @param {Result} [result = null] A Result object on which to store information about the collision\n\t * @param {Boolean} [aabb = true] Set to false to skip the AABB test (useful if you use your own potential collision heuristic)\n\t * @returns {Boolean}\n\t */\n\tcollides(source, target, result = null, aabb = true) {\n\t\treturn Object(_modules_SAT_mjs__WEBPACK_IMPORTED_MODULE_5__[\"default\"])(source, target, result, aabb);\n\t}\n};\n\nconst toExport = {\n\tCollisions,\n\tResult: _modules_Result_mjs__WEBPACK_IMPORTED_MODULE_4__[\"default\"],\n\tCircle: _modules_Circle_mjs__WEBPACK_IMPORTED_MODULE_1__[\"default\"],\n\tPolygon: _modules_Polygon_mjs__WEBPACK_IMPORTED_MODULE_2__[\"default\"],\n\tPoint: _modules_Point_mjs__WEBPACK_IMPORTED_MODULE_3__[\"default\"],\n};\n\nmodule.exports = toExport; \n\n\n//# sourceURL=webpack:///./src/Collisions.mjs?");
/***/ }),
/***/ "./src/modules/BVH.mjs":
/*!*****************************!*\
!*** ./src/modules/BVH.mjs ***!
\*****************************/
/*! exports provided: default */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"default\", function() { return BVH; });\n/* harmony import */ var _BVHBranch_mjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./BVHBranch.mjs */ \"./src/modules/BVHBranch.mjs\");\n\n\n/**\n * A Bounding Volume Hierarchy (BVH) used to find potential collisions quickly\n * @class\n * @private\n */\nclass BVH {\n\t/**\n\t * @constructor\n\t */\n\tconstructor() {\n\t\t/** @private */\n\t\tthis._hierarchy = null;\n\n\t\t/** @private */\n\t\tthis._bodies = [];\n\n\t\t/** @private */\n\t\tthis._dirty_branches = [];\n\t}\n\n\t/**\n\t * Inserts a body into the BVH\n\t * @param {Circle|Polygon|Point} body The body to insert\n\t * @param {Boolean} [updating = false] Set to true if the body already exists in the BVH (used internally when updating the body's position)\n\t */\n\tinsert(body, updating = false) {\n\t\tif(!updating) {\n\t\t\tconst bvh = body._bvh;\n\n\t\t\tif(bvh && bvh !== this) {\n\t\t\t\tthrow new Error('Body belongs to another collision system');\n\t\t\t}\n\n\t\t\tbody._bvh = this;\n\t\t\tthis._bodies.push(body);\n\t\t}\n\n\t\tconst polygon = body._polygon;\n\t\tconst body_x = body.x;\n\t\tconst body_y = body.y;\n\n\t\tif(polygon) {\n\t\t\tif(\n\t\t\t\tbody._dirty_coords ||\n\t\t\t\tbody.x !== body._x ||\n\t\t\t\tbody.y !== body._y ||\n\t\t\t\tbody.angle !== body._angle ||\n\t\t\t\tbody.scale_x !== body._scale_x ||\n\t\t\t\tbody.scale_y !== body._scale_y\n\t\t\t) {\n\t\t\t\tbody._calculateCoords();\n\t\t\t}\n\t\t}\n\n\t\tconst padding = body._bvh_padding;\n\t\tconst radius = polygon ? 0 : body.radius * body.scale;\n\t\tconst body_min_x = (polygon ? body._min_x : body_x - radius) - padding;\n\t\tconst body_min_y = (polygon ? body._min_y : body_y - radius) - padding;\n\t\tconst body_max_x = (polygon ? body._max_x : body_x + radius) + padding;\n\t\tconst body_max_y = (polygon ? body._max_y : body_y + radius) + padding;\n\n\t\tbody._bvh_min_x = body_min_x;\n\t\tbody._bvh_min_y = body_min_y;\n\t\tbody._bvh_max_x = body_max_x;\n\t\tbody._bvh_max_y = body_max_y;\n\n\t\tlet current = this._hierarchy;\n\t\tlet sort = 0;\n\n\t\tif(!current) {\n\t\t\tthis._hierarchy = body;\n\t\t}\n\t\telse {\n\t\t\twhile(true) {\n\t\t\t\t// Branch\n\t\t\t\tif(current._bvh_branch) {\n\t\t\t\t\tconst left = current._bvh_left;\n\t\t\t\t\tconst left_min_y = left._bvh_min_y;\n\t\t\t\t\tconst left_max_x = left._bvh_max_x;\n\t\t\t\t\tconst left_max_y = left._bvh_max_y;\n\t\t\t\t\tconst left_new_min_x = body_min_x < left._bvh_min_x ? body_min_x : left._bvh_min_x;\n\t\t\t\t\tconst left_new_min_y = body_min_y < left_min_y ? body_min_y : left_min_y;\n\t\t\t\t\tconst left_new_max_x = body_max_x > left_max_x ? body_max_x : left_max_x;\n\t\t\t\t\tconst left_new_max_y = body_max_y > left_max_y ? body_max_y : left_max_y;\n\t\t\t\t\tconst left_volume = (left_max_x - left._bvh_min_x) * (left_max_y - left_min_y);\n\t\t\t\t\tconst left_new_volume = (left_new_max_x - left_new_min_x) * (left_new_max_y - left_new_min_y);\n\t\t\t\t\tconst left_difference = left_new_volume - left_volume;\n\n\t\t\t\t\tconst right = current._bvh_right;\n\t\t\t\t\tconst right_min_x = right._bvh_min_x;\n\t\t\t\t\tconst right_min_y = right._bvh_min_y;\n\t\t\t\t\tconst right_max_x = right._bvh_max_x;\n\t\t\t\t\tconst right_max_y = right._bvh_max_y;\n\t\t\t\t\tconst right_new_min_x = body_min_x < right_min_x ? body_min_x : right_min_x;\n\t\t\t\t\tconst right_new_min_y = body_min_y < right_min_y ? body_min_y : right_min_y;\n\t\t\t\t\tconst right_new_max_x = body_max_x > right_max_x ? body_max_x : right_max_x;\n\t\t\t\t\tconst right_new_max_y = body_max_y > right_max_y ? body_max_y : right_max_y;\n\t\t\t\t\tconst right_volume = (right_max_x - right_min_x) * (right_max_y - right_min_y);\n\t\t\t\t\tconst right_new_volume = (right_new_max_x - right_new_min_x) * (right_new_max_y - right_new_min_y);\n\t\t\t\t\tconst right_difference = right_new_volume - right_volume;\n\n\t\t\t\t\tcurrent._bvh_sort = sort++;\n\t\t\t\t\tcurrent._bvh_min_x = left_new_min_x < right_new_min_x ? left_new_min_x : right_new_min_x;\n\t\t\t\t\tcurrent._bvh_min_y = left_new_min_y < right_new_min_y ? left_new_min_y : right_new_min_y;\n\t\t\t\t\tcurrent._bvh_max_x = left_new_max_x > right_new_max_x ? left_new_max_x : right_new_max_x;\n\t\t\t\t\tcurrent._bvh_max_y = left_new_max_y > right_new_max_y ? left_new_max_y : right_new_max_y;\n\n\t\t\t\t\tcurrent = left_difference <= right_difference ? left : right;\n\t\t\t\t}\n\t\t\t\t// Leaf\n\t\t\t\telse {\n\t\t\t\t\tconst grandparent = current._bvh_parent;\n\t\t\t\t\tconst parent_min_x = current._bvh_min_x;\n\t\t\t\t\tconst parent_min_y = current._bvh_min_y;\n\t\t\t\t\tconst parent_max_x = current._bvh_max_x;\n\t\t\t\t\tconst parent_max_y = current._bvh_max_y;\n\t\t\t\t\tconst new_parent = current._bvh_parent = body._bvh_parent = _BVHBranch_mjs__WEBPACK_IMPORTED_MODULE_0__[\"default\"].getBranch();\n\n\t\t\t\t\tnew_parent._bvh_parent = grandparent;\n\t\t\t\t\tnew_parent._bvh_left = current;\n\t\t\t\t\tnew_parent._bvh_right = body;\n\t\t\t\t\tnew_parent._bvh_sort = sort++;\n\t\t\t\t\tnew_parent._bvh_min_x = body_min_x < parent_min_x ? body_min_x : parent_min_x;\n\t\t\t\t\tnew_parent._bvh_min_y = body_min_y < parent_min_y ? body_min_y : parent_min_y;\n\t\t\t\t\tnew_parent._bvh_max_x = body_max_x > parent_max_x ? body_max_x : parent_max_x;\n\t\t\t\t\tnew_parent._bvh_max_y = body_max_y > parent_max_y ? body_max_y : parent_max_y;\n\n\t\t\t\t\tif(!grandparent) {\n\t\t\t\t\t\tthis._hierarchy = new_parent;\n\t\t\t\t\t}\n\t\t\t\t\telse if(grandparent._bvh_left === current) {\n\t\t\t\t\t\tgrandparent._bvh_left = new_parent;\n\t\t\t\t\t}\n\t\t\t\t\telse {\n\t\t\t\t\t\tgrandparent._bvh_right = new_parent;\n\t\t\t\t\t}\n\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n\n\t/**\n\t * Removes a body from the BVH\n\t * @param {Circle|Polygon|Point} body The body to remove\n\t * @param {Boolean} [updating = false] Set to true if this is a temporary removal (used internally when updating the body's position)\n\t */\n\tremove(body, updating = false) {\n\t\tif(!updating) {\n\t\t\tconst bvh = body._bvh;\n\n\t\t\tif(bvh && bvh !== this) {\n\t\t\t\tthrow new Error('Body belongs to another collision system');\n\t\t\t}\n\n\t\t\tbody._bvh = null;\n\t\t\tthis._bodies.splice(this._bodies.indexOf(body), 1);\n\t\t}\n\n\t\tif(this._hierarchy === body) {\n\t\t\tthis._hierarchy = null;\n\n\t\t\treturn;\n\t\t}\n\n\t\tconst parent = body._bvh_parent;\n\t\tconst grandparent = parent._bvh_parent;\n\t\tconst parent_left = parent._bvh_left;\n\t\tconst sibling = parent_left === body ? parent._bvh_right : parent_left;\n\n\t\tsibling._bvh_parent = grandparent;\n\n\t\tif(sibling._bvh_branch) {\n\t\t\tsibling._bvh_sort = parent._bvh_sort;\n\t\t}\n\n\t\tif(grandparent) {\n\t\t\tif(grandparent._bvh_left === parent) {\n\t\t\t\tgrandparent._bvh_left = sibling;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tgrandparent._bvh_right = sibling;\n\t\t\t}\n\n\t\t\tlet branch = grandparent;\n\n\t\t\twhile(branch) {\n\t\t\t\tconst left = branch._bvh_left;\n\t\t\t\tconst left_min_x = left._bvh_min_x;\n\t\t\t\tconst left_min_y = left._bvh_min_y;\n\t\t\t\tconst left_max_x = left._bvh_max_x;\n\t\t\t\tconst left_max_y = left._bvh_max_y;\n\n\t\t\t\tconst right = branch._bvh_right;\n\t\t\t\tconst right_min_x = right._bvh_min_x;\n\t\t\t\tconst right_min_y = right._bvh_min_y;\n\t\t\t\tconst right_max_x = right._bvh_max_x;\n\t\t\t\tconst right_max_y = right._bvh_max_y;\n\n\t\t\t\tbranch._bvh_min_x = left_min_x < right_min_x ? left_min_x : right_min_x;\n\t\t\t\tbranch._bvh_min_y = left_min_y < right_min_y ? left_min_y : right_min_y;\n\t\t\t\tbranch._bvh_max_x = left_max_x > right_max_x ? left_max_x : right_max_x;\n\t\t\t\tbranch._bvh_max_y = left_max_y > right_max_y ? left_max_y : right_max_y;\n\n\t\t\t\tbranch = branch._bvh_parent;\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tthis._hierarchy = sibling;\n\t\t}\n\n\t\t_BVHBranch_mjs__WEBPACK_IMPORTED_MODULE_0__[\"default\"].releaseBranch(parent);\n\t}\n\n\t/**\n\t * Updates the BVH. Moved bodies are removed/inserted.\n\t */\n\tupdate() {\n\t\tconst bodies = this._bodies;\n\t\tconst count = bodies.length;\n\n\t\tfor(let i = 0; i < count; ++i) {\n\t\t\tconst body = bodies[i];\n\n\t\t\tlet update = false;\n\n\t\t\tif(!update && body.padding !== body._bvh_padding) {\n\t\t\t\tbody._bvh_padding = body.padding;\n\t\t\t\tupdate = true;\n\t\t\t}\n\n\t\t\tif(!update) {\n\t\t\t\tconst polygon = body._polygon;\n\n\t\t\t\tif(polygon) {\n\t\t\t\t\tif(\n\t\t\t\t\t\tbody._dirty_coords ||\n\t\t\t\t\t\tbody.x !== body._x ||\n\t\t\t\t\t\tbody.y !== body._y ||\n\t\t\t\t\t\tbody.angle !== body._angle ||\n\t\t\t\t\t\tbody.scale_x !== body._scale_x ||\n\t\t\t\t\t\tbody.scale_y !== body._scale_y\n\t\t\t\t\t) {\n\t\t\t\t\t\tbody._calculateCoords();\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tconst x = body.x;\n\t\t\t\tconst y = body.y;\n\t\t\t\tconst radius = polygon ? 0 : body.radius * body.scale;\n\t\t\t\tconst min_x = polygon ? body._min_x : x - radius;\n\t\t\t\tconst min_y = polygon ? body._min_y : y - radius;\n\t\t\t\tconst max_x = polygon ? body._max_x : x + radius;\n\t\t\t\tconst max_y = polygon ? body._max_y : y + radius;\n\n\t\t\t\tupdate = min_x < body._bvh_min_x || min_y < body._bvh_min_y || max_x > body._bvh_max_x || max_y > body._bvh_max_y;\n\t\t\t}\n\n\t\t\tif(update) {\n\t\t\t\tthis.remove(body, true);\n\t\t\t\tthis.insert(body, true);\n\t\t\t}\n\t\t}\n\t}\n\n\t/**\n\t * Returns a list of potential collisions for a body\n\t * @param {Circle|Polygon|Point} body The body to test\n\t * @returns {Array<Body>}\n\t */\n\tpotentials(body) {\n\t\tconst results = [];\n\t\tconst min_x = body._bvh_min_x;\n\t\tconst min_y = body._bvh_min_y;\n\t\tconst max_x = body._bvh_max_x;\n\t\tconst max_y = body._bvh_max_y;\n\n\t\tlet current = this._hierarchy;\n\t\tlet traverse_left = true;\n\n\t\tif(!current || !current._bvh_branch) {\n\t\t\treturn results;\n\t\t}\n\n\t\twhile(current) {\n\t\t\tif(traverse_left) {\n\t\t\t\ttraverse_left = false;\n\n\t\t\t\tlet left = current._bvh_branch ? current._bvh_left : null;\n\n\t\t\t\twhile(\n\t\t\t\t\tleft &&\n\t\t\t\t\tleft._bvh_max_x >= min_x &&\n\t\t\t\t\tleft._bvh_max_y >= min_y &&\n\t\t\t\t\tleft._bvh_min_x <= max_x &&\n\t\t\t\t\tleft._bvh_min_y <= max_y\n\t\t\t\t) {\n\t\t\t\t\tcurrent = left;\n\t\t\t\t\tleft = current._bvh_branch ? current._bvh_left : null;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tconst branch = current._bvh_branch;\n\t\t\tconst right = branch ? current._bvh_right : null;\n\n\t\t\tif(\n\t\t\t\tright &&\n\t\t\t\tright._bvh_max_x > min_x &&\n\t\t\t\tright._bvh_max_y > min_y &&\n\t\t\t\tright._bvh_min_x < max_x &&\n\t\t\t\tright._bvh_min_y < max_y\n\t\t\t) {\n\t\t\t\tcurrent = right;\n\t\t\t\ttraverse_left = true;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tif(!branch && current !== body) {\n\t\t\t\t\tresults.push(current);\n\t\t\t\t}\n\n\t\t\t\tlet parent = current._bvh_parent;\n\n\t\t\t\tif(parent) {\n\t\t\t\t\twhile(parent && parent._bvh_right === current) {\n\t\t\t\t\t\tcurrent = parent;\n\t\t\t\t\t\tparent = current._bvh_parent;\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrent = parent;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\treturn results;\n\t}\n\n\t/**\n\t * Draws the bodies within the BVH to a CanvasRenderingContext2D's current path\n\t * @param {CanvasRenderingContext2D} context The context to draw to\n\t */\n\tdraw(context) {\n\t\tconst bodies = this._bodies;\n\t\tconst count = bodies.length;\n\n\t\tfor(let i = 0; i < count; ++i) {\n\t\t\tbodies[i].draw(context);\n\t\t}\n\t}\n\n\t/**\n\t * Draws the BVH to a CanvasRenderingContext2D's current path. This is useful for testing out different padding values for bodies.\n\t * @param {CanvasRenderingContext2D} context The context to draw to\n\t */\n\tdrawBVH(context) {\n\t\tlet current = this._hierarchy;\n\t\tlet traverse_left = true;\n\n\t\twhile(current) {\n\t\t\tif(traverse_left) {\n\t\t\t\ttraverse_left = false;\n\n\t\t\t\tlet left = current._bvh_branch ? current._bvh_left : null;\n\n\t\t\t\twhile(left) {\n\t\t\t\t\tcurrent = left;\n\t\t\t\t\tleft = current._bvh_branch ? current._bvh_left : null;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tconst branch = current._bvh_branch;\n\t\t\tconst min_x = current._bvh_min_x;\n\t\t\tconst min_y = current._bvh_min_y;\n\t\t\tconst max_x = current._bvh_max_x;\n\t\t\tconst max_y = current._bvh_max_y;\n\t\t\tconst right = branch ? current._bvh_right : null;\n\n\t\t\tcontext.moveTo(min_x, min_y);\n\t\t\tcontext.lineTo(max_x, min_y);\n\t\t\tcontext.lineTo(max_x, max_y);\n\t\t\tcontext.lineTo(min_x, max_y);\n\t\t\tcontext.lineTo(min_x, min_y);\n\n\t\t\tif(right) {\n\t\t\t\tcurrent = right;\n\t\t\t\ttraverse_left = true;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tlet parent = current._bvh_parent;\n\n\t\t\t\tif(parent) {\n\t\t\t\t\twhile(parent && parent._bvh_right === current) {\n\t\t\t\t\t\tcurrent = parent;\n\t\t\t\t\t\tparent = current._bvh_parent;\n\t\t\t\t\t}\n\n\t\t\t\t\tcurrent = parent;\n\t\t\t\t}\n\t\t\t\telse {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\n};\n\n\n//# sourceURL=webpack:///./src/modules/BVH.mjs?");
/***/ }),
/***/ "./src/modules/BVHBranch.mjs":
/*!***********************************!*\
!*** ./src/modules/BVHBranch.mjs ***!
\***********************************/
/*! exports provided: default */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"default\", function() { return BVHBranch; });\n/**\n * @private\n */\nconst branch_pool = [];\n\n/**\n * A branch within a BVH\n * @class\n * @private\n */\nclass BVHBranch {\n\t/**\n\t * @constructor\n\t */\n\tconstructor() {\n\t\t/** @private */\n\t\tthis._bvh_parent = null;\n\n\t\t/** @private */\n\t\tthis._bvh_branch = true;\n\n\t\t/** @private */\n\t\tthis._bvh_left = null;\n\n\t\t/** @private */\n\t\tthis._bvh_right = null;\n\n\t\t/** @private */\n\t\tthis._bvh_sort = 0;\n\n\t\t/** @private */\n\t\tthis._bvh_min_x = 0;\n\n\t\t/** @private */\n\t\tthis._bvh_min_y = 0;\n\n\t\t/** @private */\n\t\tthis._bvh_max_x = 0;\n\n\t\t/** @private */\n\t\tthis._bvh_max_y = 0;\n\t}\n\n\t/**\n\t * Returns a branch from the branch pool or creates a new branch\n\t * @returns {BVHBranch}\n\t */\n\tstatic getBranch() {\n\t\tif(branch_pool.length) {\n\t\t\treturn branch_pool.pop();\n\t\t}\n\n\t\treturn new BVHBranch();\n\t}\n\n\t/**\n\t * Releases a branch back into the branch pool\n\t * @param {BVHBranch} branch The branch to release\n\t */\n\tstatic releaseBranch(branch) {\n\t\tbranch_pool.push(branch);\n\t}\n\n\t/**\n\t * Sorting callback used to sort branches by deepest first\n\t * @param {BVHBranch} a The first branch\n\t * @param {BVHBranch} b The second branch\n\t * @returns {Number}\n\t */\n\tstatic sortBranches(a, b) {\n\t\treturn a.sort > b.sort ? -1 : 1;\n\t}\n};\n\n\n//# sourceURL=webpack:///./src/modules/BVHBranch.mjs?");
/***/ }),
/***/ "./src/modules/Body.mjs":
/*!******************************!*\
!*** ./src/modules/Body.mjs ***!
\******************************/
/*! exports provided: default */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"default\", function() { return Body; });\n/* harmony import */ var _Result_mjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./Result.mjs */ \"./src/modules/Result.mjs\");\n/* harmony import */ var _SAT_mjs__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! ./SAT.mjs */ \"./src/modules/SAT.mjs\");\n\n\n\n/**\n * The base class for bodies used to detect collisions\n * @class\n * @protected\n */\nclass Body {\n\t/**\n\t * @constructor\n\t * @param {Number} [x = 0] The starting X coordinate\n\t * @param {Number} [y = 0] The starting Y coordinate\n\t * @param {Number} [padding = 0] The amount to pad the bounding volume when testing for potential collisions\n\t */\n\tconstructor(x = 0, y = 0, padding = 0) {\n\t\t/**\n\t\t * @desc The X coordinate of the body\n\t\t * @type {Number}\n\t\t */\n\t\tthis.x = x;\n\n\t\t/**\n\t\t * @desc The Y coordinate of the body\n\t\t * @type {Number}\n\t\t */\n\t\tthis.y = y;\n\n\t\t/**\n\t\t * @desc The amount to pad the bounding volume when testing for potential collisions\n\t\t * @type {Number}\n\t\t */\n\t\tthis.padding = padding;\n\n\t\t/** @private */\n\t\tthis._circle = false;\n\n\t\t/** @private */\n\t\tthis._polygon = false;\n\n\t\t/** @private */\n\t\tthis._point = false;\n\n\t\t/** @private */\n\t\tthis._bvh = null;\n\n\t\t/** @private */\n\t\tthis._bvh_parent = null;\n\n\t\t/** @private */\n\t\tthis._bvh_branch = false;\n\n\t\t/** @private */\n\t\tthis._bvh_padding = padding;\n\n\t\t/** @private */\n\t\tthis._bvh_min_x = 0;\n\n\t\t/** @private */\n\t\tthis._bvh_min_y = 0;\n\n\t\t/** @private */\n\t\tthis._bvh_max_x = 0;\n\n\t\t/** @private */\n\t\tthis._bvh_max_y = 0;\n\t}\n\n\t/**\n\t * Determines if the body is colliding with another body\n\t * @param {Circle|Polygon|Point} target The target body to test against\n\t * @param {Result} [result = null] A Result object on which to store information about the collision\n\t * @param {Boolean} [aabb = true] Set to false to skip the AABB test (useful if you use your own potential collision heuristic)\n\t * @returns {Boolean}\n\t */\n\tcollides(target, result = null, aabb = true) {\n\t\treturn Object(_SAT_mjs__WEBPACK_IMPORTED_MODULE_1__[\"default\"])(this, target, result, aabb);\n\t}\n\n\t/**\n\t * Returns a list of potential collisions\n\t * @returns {Array<Body>}\n\t */\n\tpotentials() {\n\t\tconst bvh = this._bvh;\n\n\t\tif(bvh === null) {\n\t\t\tthrow new Error('Body does not belong to a collision system');\n\t\t}\n\n\t\treturn bvh.potentials(this);\n\t}\n\n\t/**\n\t * Removes the body from its current collision system\n\t */\n\tremove() {\n\t\tconst bvh = this._bvh;\n\n\t\tif(bvh) {\n\t\t\tbvh.remove(this, false);\n\t\t}\n\t}\n\n\t/**\n\t * Creates a {@link Result} used to collect the detailed results of a collision test\n\t */\n\tcreateResult() {\n\t\treturn new _Result_mjs__WEBPACK_IMPORTED_MODULE_0__[\"default\"]();\n\t}\n\n\t/**\n\t * Creates a Result used to collect the detailed results of a collision test\n\t */\n\tstatic createResult() {\n\t\treturn new _Result_mjs__WEBPACK_IMPORTED_MODULE_0__[\"default\"]();\n\t}\n};\n\n\n//# sourceURL=webpack:///./src/modules/Body.mjs?");
/***/ }),
/***/ "./src/modules/Circle.mjs":
/*!********************************!*\
!*** ./src/modules/Circle.mjs ***!
\********************************/
/*! exports provided: default */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"default\", function() { return Circle; });\n/* harmony import */ var _Body_mjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./Body.mjs */ \"./src/modules/Body.mjs\");\n\n\n/**\n * A circle used to detect collisions\n * @class\n */\nclass Circle extends _Body_mjs__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\n\t/**\n\t * @constructor\n\t * @param {Number} [x = 0] The starting X coordinate\n\t * @param {Number} [y = 0] The starting Y coordinate\n\t * @param {Number} [radius = 0] The radius\n\t * @param {Number} [scale = 1] The scale\n\t * @param {Number} [padding = 0] The amount to pad the bounding volume when testing for potential collisions\n\t */\n\tconstructor(x = 0, y = 0, radius = 0, scale = 1, padding = 0) {\n\t\tsuper(x, y, padding);\n\n\t\t/**\n\t\t * @desc\n\t\t * @type {Number}\n\t\t */\n\t\tthis.radius = radius;\n\n\t\t/**\n\t\t * @desc\n\t\t * @type {Number}\n\t\t */\n\t\tthis.scale = scale;\n\t}\n\n\t/**\n\t * Draws the circle to a CanvasRenderingContext2D's current path\n\t * @param {CanvasRenderingContext2D} context The context to add the arc to\n\t */\n\tdraw(context) {\n\t\tconst x = this.x;\n\t\tconst y = this.y;\n\t\tconst radius = this.radius * this.scale;\n\n\t\tcontext.moveTo(x + radius, y);\n\t\tcontext.arc(x, y, radius, 0, Math.PI * 2);\n\t}\n};\n\n\n//# sourceURL=webpack:///./src/modules/Circle.mjs?");
/***/ }),
/***/ "./src/modules/Point.mjs":
/*!*******************************!*\
!*** ./src/modules/Point.mjs ***!
\*******************************/
/*! exports provided: default */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"default\", function() { return Point; });\n/* harmony import */ var _Polygon_mjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./Polygon.mjs */ \"./src/modules/Polygon.mjs\");\n\n\n/**\n * A point used to detect collisions\n * @class\n */\nclass Point extends _Polygon_mjs__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\n\t/**\n\t * @constructor\n\t * @param {Number} [x = 0] The starting X coordinate\n\t * @param {Number} [y = 0] The starting Y coordinate\n\t * @param {Number} [padding = 0] The amount to pad the bounding volume when testing for potential collisions\n\t */\n\tconstructor(x = 0, y = 0, padding = 0) {\n\t\tsuper(x, y, [[0, 0]], 0, 1, 1, padding);\n\n\t\t/** @private */\n\t\tthis._point = true;\n\t}\n};\n\nPoint.prototype.setPoints = undefined;\n\n\n//# sourceURL=webpack:///./src/modules/Point.mjs?");
/***/ }),
/***/ "./src/modules/Polygon.mjs":
/*!*********************************!*\
!*** ./src/modules/Polygon.mjs ***!
\*********************************/
/*! exports provided: default */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"default\", function() { return Polygon; });\n/* harmony import */ var _Body_mjs__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./Body.mjs */ \"./src/modules/Body.mjs\");\n\n\n/**\n * A polygon used to detect collisions\n * @class\n */\nclass Polygon extends _Body_mjs__WEBPACK_IMPORTED_MODULE_0__[\"default\"] {\n\t/**\n\t * @constructor\n\t * @param {Number} [x = 0] The starting X coordinate\n\t * @param {Number} [y = 0] The starting Y coordinate\n\t * @param {Array<Number[]>} [points = []] An array of coordinate pairs making up the polygon - [[x1, y1], [x2, y2], ...]\n\t * @param {Number} [angle = 0] The starting rotation in radians\n\t * @param {Number} [scale_x = 1] The starting scale along the X axis\n\t * @param {Number} [scale_y = 1] The starting scale long the Y axis\n\t * @param {Number} [padding = 0] The amount to pad the bounding volume when testing for potential collisions\n\t */\n\tconstructor(x = 0, y = 0, points = [], angle = 0, scale_x = 1, scale_y = 1, padding = 0) {\n\t\tsuper(x, y, padding);\n\n\t\t/**\n\t\t * @desc The angle of the body in radians\n\t\t * @type {Number}\n\t\t */\n\t\tthis.angle = angle;\n\n\t\t/**\n\t\t * @desc The scale of the body along the X axis\n\t\t * @type {Number}\n\t\t */\n\t\tthis.scale_x = scale_x;\n\n\t\t/**\n\t\t * @desc The scale of the body along the Y axis\n\t\t * @type {Number}\n\t\t */\n\t\tthis.scale_y = scale_y;\n\n\n\t\t/** @private */\n\t\tthis._polygon = true;\n\n\t\t/** @private */\n\t\tthis._x = x;\n\n\t\t/** @private */\n\t\tthis._y = y;\n\n\t\t/** @private */\n\t\tthis._angle = angle;\n\n\t\t/** @private */\n\t\tthis._scale_x = scale_x;\n\n\t\t/** @private */\n\t\tthis._scale_y = scale_y;\n\n\t\t/** @private */\n\t\tthis._min_x = 0;\n\n\t\t/** @private */\n\t\tthis._min_y = 0;\n\n\t\t/** @private */\n\t\tthis._max_x = 0;\n\n\t\t/** @private */\n\t\tthis._max_y = 0;\n\n\t\t/** @private */\n\t\tthis._points = null;\n\n\t\t/** @private */\n\t\tthis._coords = null;\n\n\t\t/** @private */\n\t\tthis._edges = null;\n\n\t\t/** @private */\n\t\tthis._normals = null;\n\n\t\t/** @private */\n\t\tthis._dirty_coords = true;\n\n\t\t/** @private */\n\t\tthis._dirty_normals = true;\n\n\t\tPolygon.prototype.setPoints.call(this, points);\n\t}\n\n\t/**\n\t * Draws the polygon to a CanvasRenderingContext2D's current path\n\t * @param {CanvasRenderingContext2D} context The context to add the shape to\n\t */\n\tdraw(context) {\n\t\tif(\n\t\t\tthis._dirty_coords ||\n\t\t\tthis.x !== this._x ||\n\t\t\tthis.y !== this._y ||\n\t\t\tthis.angle !== this._angle ||\n\t\t\tthis.scale_x !== this._scale_x ||\n\t\t\tthis.scale_y !== this._scale_y\n\t\t) {\n\t\t\tthis._calculateCoords();\n\t\t}\n\n\t\tconst coords = this._coords;\n\n\t\tif(coords.length === 2) {\n\t\t\tcontext.moveTo(coords[0], coords[1]);\n\t\t\tcontext.arc(coords[0], coords[1], 1, 0, Math.PI * 2);\n\t\t}\n\t\telse {\n\t\t\tcontext.moveTo(coords[0], coords[1]);\n\n\t\t\tfor(let i = 2; i < coords.length; i += 2) {\n\t\t\t\tcontext.lineTo(coords[i], coords[i + 1]);\n\t\t\t}\n\n\t\t\tif(coords.length > 4) {\n\t\t\t\tcontext.lineTo(coords[0], coords[1]);\n\t\t\t}\n\t\t}\n\t}\n\n\t/**\n\t * Sets the points making up the polygon. It's important to use this function when changing the polygon's shape to ensure internal data is also updated.\n\t * @param {Array<Number[]>} new_points An array of coordinate pairs making up the polygon - [[x1, y1], [x2, y2], ...]\n\t */\n\tsetPoints(new_points) {\n\t\tconst count = new_points.length;\n\n\t\tthis._points = new Float64Array(count * 2);\n\t\tthis._coords = new Float64Array(count * 2);\n\t\tthis._edges = new Float64Array(count * 2);\n\t\tthis._normals = new Float64Array(count * 2);\n\n\t\tconst points = this._points;\n\n\t\tfor(let i = 0, ix = 0, iy = 1; i < count; ++i, ix += 2, iy += 2) {\n\t\t\tconst new_point = new_points[i];\n\n\t\t\tpoints[ix] = new_point[0];\n\t\t\tpoints[iy] = new_point[1];\n\t\t}\n\n\t\tthis._dirty_coords = true;\n\t}\n\n\t/**\n\t * Calculates and caches the polygon's world coordinates based on its points, angle, and scale\n\t */\n\t_calculateCoords() {\n\t\tconst x = this.x;\n\t\tconst y = this.y;\n\t\tconst angle = this.angle;\n\t\tconst scale_x = this.scale_x;\n\t\tconst scale_y = this.scale_y;\n\t\tconst points = this._points;\n\t\tconst coords = this._coords;\n\t\tconst count = points.length;\n\n\t\tlet min_x;\n\t\tlet max_x;\n\t\tlet min_y;\n\t\tlet max_y;\n\n\t\tfor(let ix = 0, iy = 1; ix < count; ix += 2, iy += 2) {\n\t\t\tlet coord_x = points[ix] * scale_x;\n\t\t\tlet coord_y = points[iy] * scale_y;\n\n\t\t\tif(angle) {\n\t\t\t\tconst cos = Math.cos(angle);\n\t\t\t\tconst sin = Math.sin(angle);\n\t\t\t\tconst tmp_x = coord_x;\n\t\t\t\tconst tmp_y = coord_y;\n\n\t\t\t\tcoord_x = tmp_x * cos - tmp_y * sin;\n\t\t\t\tcoord_y = tmp_x * sin + tmp_y * cos;\n\t\t\t}\n\n\t\t\tcoord_x += x;\n\t\t\tcoord_y += y;\n\n\t\t\tcoords[ix] = coord_x;\n\t\t\tcoords[iy] = coord_y;\n\n\t\t\tif(ix === 0) {\n\t\t\t\tmin_x = max_x = coord_x;\n\t\t\t\tmin_y = max_y = coord_y;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tif(coord_x < min_x) {\n\t\t\t\t\tmin_x = coord_x;\n\t\t\t\t}\n\t\t\t\telse if(coord_x > max_x) {\n\t\t\t\t\tmax_x = coord_x;\n\t\t\t\t}\n\n\t\t\t\tif(coord_y < min_y) {\n\t\t\t\t\tmin_y = coord_y;\n\t\t\t\t}\n\t\t\t\telse if(coord_y > max_y) {\n\t\t\t\t\tmax_y = coord_y;\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\n\t\tthis._x = x;\n\t\tthis._y = y;\n\t\tthis._angle = angle;\n\t\tthis._scale_x = scale_x;\n\t\tthis._scale_y = scale_y;\n\t\tthis._min_x = min_x;\n\t\tthis._min_y = min_y;\n\t\tthis._max_x = max_x;\n\t\tthis._max_y = max_y;\n\t\tthis._dirty_coords = false;\n\t\tthis._dirty_normals = true;\n\t}\n\n\t/**\n\t * Calculates the normals and edges of the polygon's sides\n\t */\n\t_calculateNormals() {\n\t\tconst coords = this._coords;\n\t\tconst edges = this._edges;\n\t\tconst normals = this._normals;\n\t\tconst count = coords.length;\n\n\t\tfor(let ix = 0, iy = 1; ix < count; ix += 2, iy += 2) {\n\t\t\tconst next = ix + 2 < count ? ix + 2 : 0;\n\t\t\tconst x = coords[next] - coords[ix];\n\t\t\tconst y = coords[next + 1] - coords[iy];\n\t\t\tconst length = x || y ? Math.sqrt(x * x + y * y) : 0;\n\n\t\t\tedges[ix] = x;\n\t\t\tedges[iy] = y;\n\t\t\tnormals[ix] = length ? y / length : 0;\n\t\t\tnormals[iy] = length ? -x / length : 0;\n\t\t}\n\n\t\tthis._dirty_normals = false;\n\t}\n};\n\n\n//# sourceURL=webpack:///./src/modules/Polygon.mjs?");
/***/ }),
/***/ "./src/modules/Result.mjs":
/*!********************************!*\
!*** ./src/modules/Result.mjs ***!
\********************************/
/*! exports provided: default */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"default\", function() { return Result; });\n/**\n * An object used to collect the detailed results of a collision test\n *\n * > **Note:** It is highly recommended you recycle the same Result object if possible in order to avoid wasting memory\n * @class\n */\nclass Result {\n\t/**\n\t * @constructor\n\t */\n\tconstructor() {\n\t\t/**\n\t\t * @desc True if a collision was detected\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.collision = false;\n\n\t\t/**\n\t\t * @desc The source body tested\n\t\t * @type {Circle|Polygon|Point}\n\t\t */\n\t\tthis.a = null;\n\n\t\t/**\n\t\t * @desc The target body tested against\n\t\t * @type {Circle|Polygon|Point}\n\t\t */\n\t\tthis.b = null;\n\n\t\t/**\n\t\t * @desc True if A is completely contained within B\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.a_in_b = false;\n\n\t\t/**\n\t\t * @desc True if B is completely contained within A\n\t\t * @type {Boolean}\n\t\t */\n\t\tthis.b_in_a = false;\n\n\t\t/**\n\t\t * @desc The magnitude of the shortest axis of overlap\n\t\t * @type {Number}\n\t\t */\n\t\tthis.overlap = 0;\n\n\t\t/**\n\t\t * @desc The X direction of the shortest axis of overlap\n\t\t * @type {Number}\n\t\t */\n\t\tthis.overlap_x = 0;\n\n\t\t/**\n\t\t * @desc The Y direction of the shortest axis of overlap\n\t\t * @type {Number}\n\t\t */\n\t\tthis.overlap_y = 0;\n\t}\n};\n\n\n//# sourceURL=webpack:///./src/modules/Result.mjs?");
/***/ }),
/***/ "./src/modules/SAT.mjs":
/*!*****************************!*\
!*** ./src/modules/SAT.mjs ***!
\*****************************/
/*! exports provided: default */
/***/ (function(__webpack_module__, __webpack_exports__, __webpack_require__) {
"use strict";
eval("__webpack_require__.r(__webpack_exports__);\n/* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, \"default\", function() { return SAT; });\n/**\n * Determines if two bodies are colliding using the Separating Axis Theorem\n * @private\n * @param {Circle|Polygon|Point} a The source body to test\n * @param {Circle|Polygon|Point} b The target body to test against\n * @param {Result} [result = null] A Result object on which to store information about the collision\n * @param {Boolean} [aabb = true] Set to false to skip the AABB test (useful if you use your own collision heuristic)\n * @returns {Boolean}\n */\nfunction SAT(a, b, result = null, aabb = true) {\n\tconst a_polygon = a._polygon;\n\tconst b_polygon = b._polygon;\n\n\tlet collision = false;\n\n\tif(result) {\n\t\tresult.a = a;\n\t\tresult.b = b;\n\t\tresult.a_in_b = true;\n\t\tresult.b_in_a = true;\n\t\tresult.overlap = null;\n\t\tresult.overlap_x = 0;\n\t\tresult.overlap_y = 0;\n\t}\n\n\tif(a_polygon) {\n\t\tif(\n\t\t\ta._dirty_coords ||\n\t\t\ta.x !== a._x ||\n\t\t\ta.y !== a._y ||\n\t\t\ta.angle !== a._angle ||\n\t\t\ta.scale_x !== a._scale_x ||\n\t\t\ta.scale_y !== a._scale_y\n\t\t) {\n\t\t\ta._calculateCoords();\n\t\t}\n\t}\n\n\tif(b_polygon) {\n\t\tif(\n\t\t\tb._dirty_coords ||\n\t\t\tb.x !== b._x ||\n\t\t\tb.y !== b._y ||\n\t\t\tb.angle !== b._angle ||\n\t\t\tb.scale_x !== b._scale_x ||\n\t\t\tb.scale_y !== b._scale_y\n\t\t) {\n\t\t\tb._calculateCoords();\n\t\t}\n\t}\n\n\tif(!aabb || aabbAABB(a, b)) {\n\t\tif(a_polygon && a._dirty_normals) {\n\t\t\ta._calculateNormals();\n\t\t}\n\n\t\tif(b_polygon && b._dirty_normals) {\n\t\t\tb._calculateNormals();\n\t\t}\n\n\t\tcollision = (\n\t\t\ta_polygon && b_polygon ? polygonPolygon(a, b, result) :\n\t\t\ta_polygon ? polygonCircle(a, b, result, false) :\n\t\t\tb_polygon ? polygonCircle(b, a, result, true) :\n\t\t\tcircleCircle(a, b, result)\n\t\t);\n\t}\n\n\tif(result) {\n\t\tresult.collision = collision;\n\t}\n\n\treturn collision;\n};\n\n/**\n * Determines if two bodies' axis aligned bounding boxes are colliding\n * @param {Circle|Polygon|Point} a The source body to test\n * @param {Circle|Polygon|Point} b The target body to test against\n */\nfunction aabbAABB(a, b) {\n\tconst a_polygon = a._polygon;\n\tconst a_x = a_polygon ? 0 : a.x;\n\tconst a_y = a_polygon ? 0 : a.y;\n\tconst a_radius = a_polygon ? 0 : a.radius * a.scale;\n\tconst a_min_x = a_polygon ? a._min_x : a_x - a_radius;\n\tconst a_min_y = a_polygon ? a._min_y : a_y - a_radius;\n\tconst a_max_x = a_polygon ? a._max_x : a_x + a_radius;\n\tconst a_max_y = a_polygon ? a._max_y : a_y + a_radius;\n\n\tconst b_polygon = b._polygon;\n\tconst b_x = b_polygon ? 0 : b.x;\n\tconst b_y = b_polygon ? 0 : b.y;\n\tconst b_radius = b_polygon ? 0 : b.radius * b.scale;\n\tconst b_min_x = b_polygon ? b._min_x : b_x - b_radius;\n\tconst b_min_y = b_polygon ? b._min_y : b_y - b_radius;\n\tconst b_max_x = b_polygon ? b._max_x : b_x + b_radius;\n\tconst b_max_y = b_polygon ? b._max_y : b_y + b_radius;\n\n\treturn a_min_x < b_max_x && a_min_y < b_max_y && a_max_x > b_min_x && a_max_y > b_min_y;\n}\n\n/**\n * Determines if two polygons are colliding\n * @param {Polygon} a The source polygon to test\n * @param {Polygon} b The target polygon to test against\n * @param {Result} [result = null] A Result object on which to store information about the collision\n * @returns {Boolean}\n */\nfunction polygonPolygon(a, b, result = null) {\n\tconst a_count = a._coords.length;\n\tconst b_count = b._coords.length;\n\n\t// Handle points specially\n\tif(a_count === 2 && b_count === 2) {\n\t\tconst a_coords = a._coords;\n\t\tconst b_coords = b._coords;\n\n\t\tif(result) {\n\t\t\tresult.overlap = 0;\n\t\t}\n\n\t\treturn a_coords[0] === b_coords[0] && a_coords[1] === b_coords[1];\n\t}\n\n\tconst a_coords = a._coords;\n\tconst b_coords = b._coords;\n\tconst a_normals = a._normals;\n\tconst b_normals = b._normals;\n\n\tif(a_count > 2) {\n\t\tfor(let ix = 0, iy = 1; ix < a_count; ix += 2, iy += 2) {\n\t\t\tif(separatingAxis(a_coords, b_coords, a_normals[ix], a_normals[iy], result)) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\t}\n\n\tif(b_count > 2) {\n\t\tfor(let ix = 0, iy = 1; ix < b_count; ix += 2, iy += 2) {\n\t\t\tif(separatingAxis(a_coords, b_coords, b_normals[ix], b_normals[iy], result)) {\n\t\t\t\treturn false;\n\t\t\t}\n\t\t}\n\t}\n\n\treturn true;\n}\n\n/**\n * Determines if a polygon and a circle are colliding\n * @param {Polygon} a The source polygon to test\n * @param {Circle} b The target circle to test against\n * @param {Result} [result = null] A Result object on which to store information about the collision\n * @param {Boolean} [reverse = false] Set to true to reverse a and b in the result parameter when testing circle->polygon instead of polygon->circle\n * @returns {Boolean}\n */\nfunction polygonCircle(a, b, result = null, reverse = false) {\n\tconst a_coords = a._coords;\n\tconst a_edges = a._edges;\n\tconst a_normals = a._normals;\n\tconst b_x = b.x;\n\tconst b_y = b.y;\n\tconst b_radius = b.radius * b.scale;\n\tconst b_radius2 = b_radius * 2;\n\tconst radius_squared = b_radius * b_radius;\n\tconst count = a_coords.length;\n\n\tlet a_in_b = true;\n\tlet b_in_a = true;\n\tlet overlap = null;\n\tlet overlap_x = 0;\n\tlet overlap_y = 0;\n\n\t// Handle points specially\n\tif(count === 2) {\n\t\tconst coord_x = b_x - a_coords[0];\n\t\tconst coord_y = b_y - a_coords[1];\n\t\tconst length_squared = coord_x * coord_x + coord_y * coord_y;\n\n\t\tif(length_squared > radius_squared) {\n\t\t\treturn false;\n\t\t}\n\n\t\tif(result) {\n\t\t\tconst length = Math.sqrt(length_squared);\n\n\t\t\toverlap = b_radius - length;\n\t\t\toverlap_x = coord_x / length;\n\t\t\toverlap_y = coord_y / length;\n\t\t\tb_in_a = false;\n\t\t}\n\t}\n\telse {\n\t\tfor(let ix = 0, iy = 1; ix < count; ix += 2, iy += 2) {\n\t\t\tconst coord_x = b_x - a_coords[ix];\n\t\t\tconst coord_y = b_y - a_coords[iy];\n\t\t\tconst edge_x = a_edges[ix];\n\t\t\tconst edge_y = a_edges[iy];\n\t\t\tconst dot = coord_x * edge_x + coord_y * edge_y;\n\t\t\tconst region = dot < 0 ? -1 : dot > edge_x * edge_x + edge_y * edge_y ? 1 : 0;\n\n\t\t\tlet tmp_overlapping = false;\n\t\t\tlet tmp_overlap = 0;\n\t\t\tlet tmp_overlap_x = 0;\n\t\t\tlet tmp_overlap_y = 0;\n\n\t\t\tif(result && a_in_b && coord_x * coord_x + coord_y * coord_y > radius_squared) {\n\t\t\t\ta_in_b = false;\n\t\t\t}\n\n\t\t\tif(region) {\n\t\t\t\tconst left = region === -1;\n\t\t\t\tconst other_x = left ? (ix === 0 ? count - 2 : ix - 2) : (ix === count - 2 ? 0 : ix + 2);\n\t\t\t\tconst other_y = other_x + 1;\n\t\t\t\tconst coord2_x = b_x - a_coords[other_x];\n\t\t\t\tconst coord2_y = b_y - a_coords[other_y];\n\t\t\t\tconst edge2_x = a_edges[other_x];\n\t\t\t\tconst edge2_y = a_edges[other_y];\n\t\t\t\tconst dot2 = coord2_x * edge2_x + coord2_y * edge2_y;\n\t\t\t\tconst region2 = dot2 < 0 ? -1 : dot2 > edge2_x * edge2_x + edge2_y * edge2_y ? 1 : 0;\n\n\t\t\t\tif(region2 === -region) {\n\t\t\t\t\tconst target_x = left ? coord_x : coord2_x;\n\t\t\t\t\tconst target_y = left ? coord_y : coord2_y;\n\t\t\t\t\tconst length_squared = target_x * target_x + target_y * target_y;\n\n\t\t\t\t\tif(length_squared > radius_squared) {\n\t\t\t\t\t\treturn false;\n\t\t\t\t\t}\n\n\t\t\t\t\tif(result) {\n\t\t\t\t\t\tconst length = Math.sqrt(length_squared);\n\n\t\t\t\t\t\ttmp_overlapping = true;\n\t\t\t\t\t\ttmp_overlap = b_radius - length;\n\t\t\t\t\t\ttmp_overlap_x = target_x / length;\n\t\t\t\t\t\ttmp_overlap_y = target_y / length;\n\t\t\t\t\t\tb_in_a = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t\telse {\n\t\t\t\tconst normal_x = a_normals[ix];\n\t\t\t\tconst normal_y = a_normals[iy];\n\t\t\t\tconst length = coord_x * normal_x + coord_y * normal_y;\n\t\t\t\tconst absolute_length = length < 0 ? -length : length;\n\n\t\t\t\tif(length > 0 && absolute_length > b_radius) {\n\t\t\t\t\treturn false;\n\t\t\t\t}\n\n\t\t\t\tif(result) {\n\t\t\t\t\ttmp_overlapping = true;\n\t\t\t\t\ttmp_overlap = b_radius - length;\n\t\t\t\t\ttmp_overlap_x = normal_x;\n\t\t\t\t\ttmp_overlap_y = normal_y;\n\n\t\t\t\t\tif(b_in_a && length >= 0 || tmp_overlap < b_radius2) {\n\t\t\t\t\t\tb_in_a = false;\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\n\t\t\tif(tmp_overlapping && (overlap === null || overlap > tmp_overlap)) {\n\t\t\t\toverlap = tmp_overlap;\n\t\t\t\toverlap_x = tmp_overlap_x;\n\t\t\t\toverlap_y = tmp_overlap_y;\n\t\t\t}\n\t\t}\n\t}\n\n\tif(result) {\n\t\tresult.a_in_b = reverse ? b_in_a : a_in_b;\n\t\tresult.b_in_a = reverse ? a_in_b : b_in_a;\n\t\tresult.overlap = overlap;\n\t\tresult.overlap_x = reverse ? -overlap_x : overlap_x;\n\t\tresult.overlap_y = reverse ? -overlap_y : overlap_y;\n\t}\n\n\treturn true;\n}\n\n/**\n * Determines if two circles are colliding\n * @param {Circle} a The source circle to test\n * @param {Circle} b The target circle to test against\n * @param {Result} [result = null] A Result object on which to store information about the collision\n * @returns {Boolean}\n */\nfunction circleCircle(a, b, result = null) {\n\tconst a_radius = a.radius * a.scale;\n\tconst b_radius = b.radius * b.scale;\n\tconst difference_x = b.x - a.x;\n\tconst difference_y = b.y - a.y;\n\tconst radius_sum = a_radius + b_radius;\n\tconst length_squared = difference_x * difference_x + difference_y * difference_y;\n\n\tif(length_squared > radius_sum * radius_sum) {\n\t\treturn false;\n\t}\n\n\tif(result) {\n\t\tconst length = Math.sqrt(length_squared);\n\n\t\tresult.a_in_b = a_radius <= b_radius && length <= b_radius - a_radius;\n\t\tresult.b_in_a = b_radius <= a_radius && length <= a_radius - b_radius;\n\t\tresult.overlap = radius_sum - length;\n\t\tresult.overlap_x = difference_x / length;\n\t\tresult.overlap_y = difference_y / length;\n\t}\n\n\treturn true;\n}\n\n/**\n * Determines if two polygons are separated by an axis\n * @param {Array<Number[]>} a_coords The coordinates of the polygon to test\n * @param {Array<Number[]>} b_coords The coordinates of the polygon to test against\n * @param {Number} x The X direction of the axis\n * @param {Number} y The Y direction of the axis\n * @param {Result} [result = null] A Result object on which to store information about the collision\n * @returns {Boolean}\n */\nfunction separatingAxis(a_coords, b_coords, x, y, result = null) {\n\tconst a_count = a_coords.length;\n\tconst b_count = b_coords.length;\n\n\tif(!a_count || !b_count) {\n\t\treturn true;\n\t}\n\n\tlet a_start = null;\n\tlet a_end = null;\n\tlet b_start = null;\n\tlet b_end = null;\n\n\tfor(let ix = 0, iy = 1; ix < a_count; ix += 2, iy += 2) {\n\t\tconst dot = a_coords[ix] * x + a_coords[iy] * y;\n\n\t\tif(a_start === null || a_start > dot) {\n\t\t\ta_start = dot;\n\t\t}\n\n\t\tif(a_end === null || a_end < dot) {\n\t\t\ta_end = dot;\n\t\t}\n\t}\n\n\tfor(let ix = 0, iy = 1; ix < b_count; ix += 2, iy += 2) {\n\t\tconst dot = b_coords[ix] * x + b_coords[iy] * y;\n\n\t\tif(b_start === null || b_start > dot) {\n\t\t\tb_start = dot;\n\t\t}\n\n\t\tif(b_end === null || b_end < dot) {\n\t\t\tb_end = dot;\n\t\t}\n\t}\n\n\tif(a_start > b_end || a_end < b_start) {\n\t\treturn true;\n\t}\n\n\tif(result) {\n\t\tlet overlap = 0;\n\n\t\tif(a_start < b_start) {\n\t\t\tresult.a_in_b = false;\n\n\t\t\tif(a_end < b_end) {\n\t\t\t\toverlap = a_end - b_start;\n\t\t\t\tresult.b_in_a = false;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tconst option1 = a_end - b_start;\n\t\t\t\tconst option2 = b_end - a_start;\n\n\t\t\t\toverlap = option1 < option2 ? option1 : -option2;\n\t\t\t}\n\t\t}\n\t\telse {\n\t\t\tresult.b_in_a = false;\n\n\t\t\tif(a_end > b_end) {\n\t\t\t\toverlap = a_start - b_end;\n\t\t\t\tresult.a_in_b = false;\n\t\t\t}\n\t\t\telse {\n\t\t\t\tconst option1 = a_end - b_start;\n\t\t\t\tconst option2 = b_end - a_start;\n\n\t\t\t\toverlap = option1 < option2 ? option1 : -option2;\n\t\t\t}\n\t\t}\n\n\t\tconst current_overlap = result.overlap;\n\t\tconst absolute_overlap = overlap < 0 ? -overlap : overlap;\n\n\t\tif(current_overlap === null || current_overlap > absolute_overlap) {\n\t\t\tconst sign = overlap < 0 ? -1 : 1;\n\n\t\t\tresult.overlap = absolute_overlap;\n\t\t\tresult.overlap_x = x * sign;\n\t\t\tresult.overlap_y = y * sign;\n\t\t}\n\t}\n\n\treturn false;\n}\n\n\n//# sourceURL=webpack:///./src/modules/SAT.mjs?");
/***/ })
/******/ });