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@awayfl/awayfl-player

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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

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import { __extends } from "tslib"; import { b2Shape } from './b2Shape'; import { b2Settings } from '../../Common/b2Settings'; import { b2Vec2, b2Math } from '../../Common/Math'; /** * An edge shape. * @private * @see b2EdgeChainDef */ var b2EdgeShape = /** @class */ (function (_super) { __extends(b2EdgeShape, _super); //--------------- Internals Below ------------------- /** * @private */ function b2EdgeShape(v1, v2) { var _this = _super.call(this) || this; _this.__fast__ = true; _this.s_supportVec = new b2Vec2(); _this.m_v1 = new b2Vec2(); _this.m_v2 = new b2Vec2(); _this.m_coreV1 = new b2Vec2(); _this.m_coreV2 = new b2Vec2(); _this.m_normal = new b2Vec2(); _this.m_direction = new b2Vec2(); _this.m_cornerDir1 = new b2Vec2(); _this.m_cornerDir2 = new b2Vec2(); _this.m_type = b2Shape.e_edgeShape; _this.m_prevEdge = null; _this.m_nextEdge = null; _this.m_v1 = v1; _this.m_v2 = v2; _this.m_direction.Set(_this.m_v2.x - _this.m_v1.x, _this.m_v2.y - _this.m_v1.y); _this.m_length = _this.m_direction.Normalize(); _this.m_normal.Set(_this.m_direction.y, -_this.m_direction.x); _this.m_coreV1.Set(-b2Settings.b2_toiSlop * (_this.m_normal.x - _this.m_direction.x) + _this.m_v1.x, -b2Settings.b2_toiSlop * (_this.m_normal.y - _this.m_direction.y) + _this.m_v1.y); _this.m_coreV2.Set(-b2Settings.b2_toiSlop * (_this.m_normal.x + _this.m_direction.x) + _this.m_v2.x, -b2Settings.b2_toiSlop * (_this.m_normal.y + _this.m_direction.y) + _this.m_v2.y); _this.m_cornerDir1 = _this.m_normal; _this.m_cornerDir2.Set(-_this.m_normal.x, -_this.m_normal.y); return _this; } /** * Returns false. Edges cannot contain points. */ b2EdgeShape.prototype.TestPoint = function (transform, p) { return false; }; /** * @inheritDoc */ b2EdgeShape.prototype.RayCast = function (output, input, transform) { var tMat; var rX = input.p2.x - input.p1.x; var rY = input.p2.y - input.p1.y; //b2Vec2 v1 = b2Mul(transform, this.m_v1); tMat = transform.R; var v1X = transform.position.x + (tMat.col1.x * this.m_v1.x + tMat.col2.x * this.m_v1.y); var v1Y = transform.position.y + (tMat.col1.y * this.m_v1.x + tMat.col2.y * this.m_v1.y); //b2Vec2 n = b2Cross(d, 1.0); var nX = transform.position.y + (tMat.col1.y * this.m_v2.x + tMat.col2.y * this.m_v2.y) - v1Y; var nY = -(transform.position.x + (tMat.col1.x * this.m_v2.x + tMat.col2.x * this.m_v2.y) - v1X); var k_slop = 100.0 * Number.MIN_VALUE; var denom = -(rX * nX + rY * nY); // Cull back facing collision and ignore parallel segments. if (denom > k_slop) { // Does the segment intersect the infinite line associated with this segment? var bX = input.p1.x - v1X; var bY = input.p1.y - v1Y; var a = (bX * nX + bY * nY); if (0.0 <= a && a <= input.maxFraction * denom) { var mu2 = -rX * bY + rY * bX; // Does the segment intersect this segment? if (-k_slop * denom <= mu2 && mu2 <= denom * (1.0 + k_slop)) { a /= denom; output.fraction = a; var nLen = Math.sqrt(nX * nX + nY * nY); output.normal.x = nX / nLen; output.normal.y = nY / nLen; return true; } } } return false; }; /** * @inheritDoc */ b2EdgeShape.prototype.ComputeAABB = function (aabb, transform) { var tMat = transform.R; //b2Vec2 v1 = b2Mul(transform, this.m_v1); var v1X = transform.position.x + (tMat.col1.x * this.m_v1.x + tMat.col2.x * this.m_v1.y); var v1Y = transform.position.y + (tMat.col1.y * this.m_v1.x + tMat.col2.y * this.m_v1.y); //b2Vec2 v2 = b2Mul(transform, this.m_v2); var v2X = transform.position.x + (tMat.col1.x * this.m_v2.x + tMat.col2.x * this.m_v2.y); var v2Y = transform.position.y + (tMat.col1.y * this.m_v2.x + tMat.col2.y * this.m_v2.y); if (v1X < v2X) { aabb.lowerBound.x = v1X; aabb.upperBound.x = v2X; } else { aabb.lowerBound.x = v2X; aabb.upperBound.x = v1X; } if (v1Y < v2Y) { aabb.lowerBound.y = v1Y; aabb.upperBound.y = v2Y; } else { aabb.lowerBound.y = v2Y; aabb.upperBound.y = v1Y; } }; /** * @inheritDoc */ b2EdgeShape.prototype.ComputeMass = function (massData, density) { massData.mass = 0; massData.center.SetV(this.m_v1); massData.I = 0; }; /** * @inheritDoc */ b2EdgeShape.prototype.ComputeSubmergedArea = function (normal, offset, xf, c) { // Note that v0 is independant of any details of the specific edge // We are relying on v0 being consistent between multiple edges of the same body //b2Vec2 v0 = offset * normal; var v0 = new b2Vec2(normal.x * offset, normal.y * offset); var v1 = b2Math.MulX(xf, this.m_v1); var v2 = b2Math.MulX(xf, this.m_v2); var d1 = b2Math.Dot(normal, v1) - offset; var d2 = b2Math.Dot(normal, v2) - offset; if (d1 > 0) { if (d2 > 0) { return 0; } else { //v1 = -d2 / (d1 - d2) * v1 + d1 / (d1 - d2) * v2; v1.x = -d2 / (d1 - d2) * v1.x + d1 / (d1 - d2) * v2.x; v1.y = -d2 / (d1 - d2) * v1.y + d1 / (d1 - d2) * v2.y; } } else { if (d2 > 0) { //v2 = -d2 / (d1 - d2) * v1 + d1 / (d1 - d2) * v2; v2.x = -d2 / (d1 - d2) * v1.x + d1 / (d1 - d2) * v2.x; v2.y = -d2 / (d1 - d2) * v1.y + d1 / (d1 - d2) * v2.y; } else { // Nothing } } // v0,v1,v2 represents a fully submerged triangle // Area weighted centroid c.x = (v0.x + v1.x + v2.x) / 3; c.y = (v0.y + v1.y + v2.y) / 3; //b2Vec2 e1 = v1 - v0; //b2Vec2 e2 = v2 - v0; //return 0.5f * b2Cross(e1, e2); return 0.5 * ((v1.x - v0.x) * (v2.y - v0.y) - (v1.y - v0.y) * (v2.x - v0.x)); }; /** * Get the distance from vertex1 to vertex2. */ b2EdgeShape.prototype.GetLength = function () { return this.m_length; }; /** * Get the local position of vertex1 in parent body. */ b2EdgeShape.prototype.GetVertex1 = function () { return this.m_v1; }; /** * Get the local position of vertex2 in parent body. */ b2EdgeShape.prototype.GetVertex2 = function () { return this.m_v2; }; /** * Get a core vertex in local coordinates. These vertices * represent a smaller edge that is used for time of impact * computations. */ b2EdgeShape.prototype.GetCoreVertex1 = function () { return this.m_coreV1; }; /** * Get a core vertex in local coordinates. These vertices * represent a smaller edge that is used for time of impact * computations. */ b2EdgeShape.prototype.GetCoreVertex2 = function () { return this.m_coreV2; }; /** * Get a perpendicular unit vector, pointing * from the solid side to the empty side. */ b2EdgeShape.prototype.GetNormalVector = function () { return this.m_normal; }; /** * Get a parallel unit vector, pointing * from vertex1 to vertex2. */ b2EdgeShape.prototype.GetDirectionVector = function () { return this.m_direction; }; /** * Returns a unit vector halfway between * m_direction and m_prevEdge.m_direction. */ b2EdgeShape.prototype.GetCorner1Vector = function () { return this.m_cornerDir1; }; /** * Returns a unit vector halfway between * m_direction and m_nextEdge.m_direction. */ b2EdgeShape.prototype.GetCorner2Vector = function () { return this.m_cornerDir2; }; /** * Returns true if the first corner of this edge * bends towards the solid side. */ b2EdgeShape.prototype.Corner1IsConvex = function () { return this.m_cornerConvex1; }; /** * Returns true if the second corner of this edge * bends towards the solid side. */ b2EdgeShape.prototype.Corner2IsConvex = function () { return this.m_cornerConvex2; }; /** * Get the first vertex and apply the supplied transform. */ b2EdgeShape.prototype.GetFirstVertex = function (xf) { //return b2Mul(xf, m_coreV1); var tMat = xf.R; return new b2Vec2(xf.position.x + (tMat.col1.x * this.m_coreV1.x + tMat.col2.x * this.m_coreV1.y), xf.position.y + (tMat.col1.y * this.m_coreV1.x + tMat.col2.y * this.m_coreV1.y)); }; /** * Get the next edge in the chain. */ b2EdgeShape.prototype.GetNextEdge = function () { return this.m_nextEdge; }; /** * Get the previous edge in the chain. */ b2EdgeShape.prototype.GetPrevEdge = function () { return this.m_prevEdge; }; /** * Get the support point in the given world direction. * Use the supplied transform. */ b2EdgeShape.prototype.Support = function (xf, dX, dY) { var tMat = xf.R; //b2Vec2 v1 = b2Mul(xf, m_coreV1); var v1X = xf.position.x + (tMat.col1.x * this.m_coreV1.x + tMat.col2.x * this.m_coreV1.y); var v1Y = xf.position.y + (tMat.col1.y * this.m_coreV1.x + tMat.col2.y * this.m_coreV1.y); //b2Vec2 v2 = b2Mul(xf, m_coreV2); var v2X = xf.position.x + (tMat.col1.x * this.m_coreV2.x + tMat.col2.x * this.m_coreV2.y); var v2Y = xf.position.y + (tMat.col1.y * this.m_coreV2.x + tMat.col2.y * this.m_coreV2.y); if ((v1X * dX + v1Y * dY) > (v2X * dX + v2Y * dY)) { this.s_supportVec.x = v1X; this.s_supportVec.y = v1Y; } else { this.s_supportVec.x = v2X; this.s_supportVec.y = v2Y; } return this.s_supportVec; }; /** * @private */ b2EdgeShape.prototype.SetPrevEdge = function (edge, core, cornerDir, convex) { this.m_prevEdge = edge; this.m_coreV1 = core; this.m_cornerDir1 = cornerDir; this.m_cornerConvex1 = convex; }; /** * @private */ b2EdgeShape.prototype.SetNextEdge = function (edge, core, cornerDir, convex) { this.m_nextEdge = edge; this.m_coreV2 = core; this.m_cornerDir2 = cornerDir; this.m_cornerConvex2 = convex; }; return b2EdgeShape; }(b2Shape)); export { b2EdgeShape };