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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 { b2Vec2, b2Math, b2Mat22, b2Transform } from '../../Common/Math'; import { b2Settings } from '../../Common/b2Settings'; import { b2MassData } from './b2MassData'; var b2PolygonShape = /** @class */ (function (_super) { __extends(b2PolygonShape, _super); //--------------- Internals Below ------------------- /** * @private */ function b2PolygonShape() { var _this = _super.call(this) || this; _this.__fast__ = true; //b2Settings.b2Assert(def.type == e_polygonShape); _this.m_type = b2Shape.e_polygonShape; _this.m_centroid = new b2Vec2(); _this.m_vertices = new Array(); _this.m_normals = new Array(); return _this; } b2PolygonShape.prototype.Copy = function () { var s = new b2PolygonShape(); s.Set(this); return s; }; b2PolygonShape.prototype.Set = function (other) { _super.prototype.Set.call(this, other); if (other instanceof b2PolygonShape) { var other2 = other; this.m_centroid.SetV(other2.m_centroid); this.m_vertexCount = other2.m_vertexCount; this.Reserve(this.m_vertexCount); for (var i /** int */ = 0; i < this.m_vertexCount; i++) { this.m_vertices[i].SetV(other2.m_vertices[i]); this.m_normals[i].SetV(other2.m_normals[i]); } } }; /** * Copy vertices. This assumes the vertices define a convex polygon. * It is assumed that the exterior is the the right of each edge. */ b2PolygonShape.prototype.SetAsArray = function (vertices, vertexCount) { if (vertexCount === void 0) { vertexCount = 0; } var vert = vertices; if (typeof vert.axInitializer === 'function') { vert = vertices.value; } var v = vert.slice(); this.SetAsVector(v, vertexCount); }; b2PolygonShape.AsArray = function (vertices, vertexCount) { var polygonShape = new b2PolygonShape(); polygonShape.SetAsArray(vertices, vertexCount); return polygonShape; }; /** * Copy vertices. This assumes the vertices define a convex polygon. * It is assumed that the exterior is the the right of each edge. */ b2PolygonShape.prototype.SetAsVector = function (vertices, vertexCount) { if (vertexCount === void 0) { vertexCount = 0; } if (vertexCount == 0) vertexCount = vertices.length; b2Settings.b2Assert(2 <= vertexCount); this.m_vertexCount = vertexCount; this.Reserve(vertexCount); var i /** int */; // Copy vertices for (i = 0; i < this.m_vertexCount; i++) { this.m_vertices[i].SetV(vertices[i]); } // Compute normals. Ensure the edges have non-zero length. for (i = 0; i < this.m_vertexCount; ++i) { var i1 /** int */ = i; var i2 /** int */ = i + 1 < this.m_vertexCount ? i + 1 : 0; var edge = b2Math.SubtractVV(this.m_vertices[i2], this.m_vertices[i1]); b2Settings.b2Assert(edge.LengthSquared() > Number.MIN_VALUE /* * Number.MIN_VALUE*/); this.m_normals[i].SetV(b2Math.CrossVF(edge, 1.0)); this.m_normals[i].Normalize(); } //#ifdef _DEBUG // Ensure the polygon is convex and the interior // is to the left of each edge. //for (int32 i = 0; i < m_vertexCount; ++i) //{ //int32 i1 = i; //int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0; //b2Vec2 edge = m_vertices[i2] - m_vertices[i1]; //for (int32 j = 0; j < m_vertexCount; ++j) //{ // Don't check vertices on the current edge. //if (j == i1 || j == i2) //{ //continue; //} // //b2Vec2 r = m_vertices[j] - m_vertices[i1]; // Your polygon is non-convex (it has an indentation) or // has colinear edges. //float32 s = b2Cross(edge, r); //b2Assert(s > 0.0f); //} //} //#endif // Compute the polygon centroid this.m_centroid = b2PolygonShape.ComputeCentroid(this.m_vertices, this.m_vertexCount); }; b2PolygonShape.AsVector = function (vertices, vertexCount) { var polygonShape = new b2PolygonShape(); polygonShape.SetAsVector(vertices, vertexCount); return polygonShape; }; /** * Build vertices to represent an axis-aligned box. * @param hx the half-width. * @param hy the half-height. */ b2PolygonShape.prototype.SetAsBox = function (hx, hy) { this.m_vertexCount = 4; this.Reserve(4); this.m_vertices[0].Set(-hx, -hy); this.m_vertices[1].Set(hx, -hy); this.m_vertices[2].Set(hx, hy); this.m_vertices[3].Set(-hx, hy); this.m_normals[0].Set(0.0, -1.0); this.m_normals[1].Set(1.0, 0.0); this.m_normals[2].Set(0.0, 1.0); this.m_normals[3].Set(-1.0, 0.0); this.m_centroid.SetZero(); }; b2PolygonShape.AsBox = function (hx, hy) { var polygonShape = new b2PolygonShape(); polygonShape.SetAsBox(hx, hy); return polygonShape; }; b2PolygonShape.prototype.SetAsOrientedBox = function (hx, hy, center, angle) { if (center === void 0) { center = null; } if (angle === void 0) { angle = 0.0; } this.m_vertexCount = 4; this.Reserve(4); this.m_vertices[0].Set(-hx, -hy); this.m_vertices[1].Set(hx, -hy); this.m_vertices[2].Set(hx, hy); this.m_vertices[3].Set(-hx, hy); this.m_normals[0].Set(0.0, -1.0); this.m_normals[1].Set(1.0, 0.0); this.m_normals[2].Set(0.0, 1.0); this.m_normals[3].Set(-1.0, 0.0); this.m_centroid = center; var xf = new b2Transform(); xf.position = center; xf.R.Set(angle); // Transform vertices and normals. for (var i /** int */ = 0; i < this.m_vertexCount; ++i) { this.m_vertices[i] = b2Math.MulX(xf, this.m_vertices[i]); this.m_normals[i] = b2Math.MulMV(xf.R, this.m_normals[i]); } }; b2PolygonShape.AsOrientedBox = function (hx, hy, center, angle) { if (center === void 0) { center = null; } if (angle === void 0) { angle = 0.0; } var polygonShape = new b2PolygonShape(); polygonShape.SetAsOrientedBox(hx, hy, center, angle); return polygonShape; }; /** * Set this as a single edge. */ b2PolygonShape.prototype.SetAsEdge = function (v1, v2) { this.m_vertexCount = 2; this.Reserve(2); this.m_vertices[0].SetV(v1); this.m_vertices[1].SetV(v2); this.m_centroid.x = 0.5 * (v1.x + v2.x); this.m_centroid.y = 0.5 * (v1.y + v2.y); this.m_normals[0] = b2Math.CrossVF(b2Math.SubtractVV(v2, v1), 1.0); this.m_normals[0].Normalize(); this.m_normals[1].x = -this.m_normals[0].x; this.m_normals[1].y = -this.m_normals[0].y; }; /** * Set this as a single edge. */ b2PolygonShape.AsEdge = function (v1, v2) { var polygonShape = new b2PolygonShape(); polygonShape.SetAsEdge(v1, v2); return polygonShape; }; /** * @inheritDoc */ b2PolygonShape.prototype.TestPoint = function (xf, p) { var tVec; //b2Vec2 pLocal = b2MulT(xf.R, p - xf.position); var tMat = xf.R; var tX = p.x - xf.position.x; var tY = p.y - xf.position.y; var pLocalX = (tX * tMat.col1.x + tY * tMat.col1.y); var pLocalY = (tX * tMat.col2.x + tY * tMat.col2.y); for (var i /** int */ = 0; i < this.m_vertexCount; ++i) { //float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]); tVec = this.m_vertices[i]; tX = pLocalX - tVec.x; tY = pLocalY - tVec.y; tVec = this.m_normals[i]; var dot = (tVec.x * tX + tVec.y * tY); if (dot > 0.0) { return false; } } return true; }; /** * @inheritDoc */ b2PolygonShape.prototype.RayCast = function (output, input, transform) { var lower = 0.0; var upper = input.maxFraction; var tX; var tY; var tMat; var tVec; // Put the ray into the polygon's frame of reference. (AS3 Port Manual inlining follows) //b2Vec2 p1 = b2MulT(transform.R, segment.p1 - transform.position); tX = input.p1.x - transform.position.x; tY = input.p1.y - transform.position.y; tMat = transform.R; var p1X = (tX * tMat.col1.x + tY * tMat.col1.y); var p1Y = (tX * tMat.col2.x + tY * tMat.col2.y); //b2Vec2 p2 = b2MulT(transform.R, segment.p2 - transform.position); tX = input.p2.x - transform.position.x; tY = input.p2.y - transform.position.y; tMat = transform.R; var p2X = (tX * tMat.col1.x + tY * tMat.col1.y); var p2Y = (tX * tMat.col2.x + tY * tMat.col2.y); //b2Vec2 d = p2 - p1; var dX = p2X - p1X; var dY = p2Y - p1Y; var index /** int */ = -1; for (var i /** int */ = 0; i < this.m_vertexCount; ++i) { // p = p1 + a * d // dot(normal, p - v) = 0 // dot(normal, p1 - v) + a * dot(normal, d) = 0 //float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1); tVec = this.m_vertices[i]; tX = tVec.x - p1X; tY = tVec.y - p1Y; tVec = this.m_normals[i]; var numerator = (tVec.x * tX + tVec.y * tY); //float32 denominator = b2Dot(m_normals[i], d); var denominator = (tVec.x * dX + tVec.y * dY); if (denominator == 0.0) { if (numerator < 0.0) { return false; } } else { // Note: we want this predicate without division: // lower < numerator / denominator, where denominator < 0 // Since denominator < 0, we have to flip the inequality: // lower < numerator / denominator <==> denominator * lower > numerator. if (denominator < 0.0 && numerator < lower * denominator) { // Increase lower. // The segment enters this half-space. lower = numerator / denominator; index = i; } else if (denominator > 0.0 && numerator < upper * denominator) { // Decrease upper. // The segment exits this half-space. upper = numerator / denominator; } } if (upper < lower - Number.MIN_VALUE) { return false; } } //b2Settings.b2Assert(0.0 <= lower && lower <= input.maxLambda); if (index >= 0) { output.fraction = lower; //output.normal = b2Mul(transform.R, m_normals[index]); tMat = transform.R; tVec = this.m_normals[index]; output.normal.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); output.normal.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); return true; } return false; }; /** * @inheritDoc */ b2PolygonShape.prototype.ComputeAABB = function (aabb, xf) { //var lower:b2Vec2 = b2Math.MulX(xf, m_vertices[0]); var tMat = xf.R; var tVec = this.m_vertices[0]; var lowerX = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); var lowerY = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); var upperX = lowerX; var upperY = lowerY; for (var i /** int */ = 1; i < this.m_vertexCount; ++i) { tVec = this.m_vertices[i]; var vX = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); var vY = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); lowerX = lowerX < vX ? lowerX : vX; lowerY = lowerY < vY ? lowerY : vY; upperX = upperX > vX ? upperX : vX; upperY = upperY > vY ? upperY : vY; } aabb.lowerBound.x = lowerX - this.m_radius; aabb.lowerBound.y = lowerY - this.m_radius; aabb.upperBound.x = upperX + this.m_radius; aabb.upperBound.y = upperY + this.m_radius; }; /** * @inheritDoc */ b2PolygonShape.prototype.ComputeMass = function (massData, density) { // Polygon mass, centroid, and inertia. // Let rho be the polygon density in mass per unit area. // Then: // mass = rho * int(dA) // centroid.x = (1/mass) * rho * int(x * dA) // centroid.y = (1/mass) * rho * int(y * dA) // I = rho * int((x*x + y*y) * dA) // // We can compute these integrals by summing all the integrals // for each triangle of the polygon. To evaluate the integral // for a single triangle, we make a change of variables to // the (u,v) coordinates of the triangle: // x = x0 + e1x * u + e2x * v // y = y0 + e1y * u + e2y * v // where 0 <= u && 0 <= v && u + v <= 1. // // We integrate u from [0,1-v] and then v from [0,1]. // We also need to use the Jacobian of the transformation: // D = cross(e1, e2) // // Simplification: triangle centroid = (1/3) * (p1 + p2 + p3) // // The rest of the derivation is handled by computer algebra. //b2Settings.b2Assert(m_vertexCount >= 2); // A line segment has zero mass. if (this.m_vertexCount == 2) { massData.center.x = 0.5 * (this.m_vertices[0].x + this.m_vertices[1].x); massData.center.y = 0.5 * (this.m_vertices[0].y + this.m_vertices[1].y); massData.mass = 0.0; massData.I = 0.0; return; } //b2Vec2 center; center.Set(0.0f, 0.0f); var centerX = 0.0; var centerY = 0.0; var area = 0.0; var I = 0.0; // pRef is the reference point for forming triangles. // It's location doesn't change the result (except for rounding error). //b2Vec2 pRef(0.0f, 0.0f); var p1X = 0.0; var p1Y = 0.0; /*#if 0 // This code would put the reference point inside the polygon. for (int32 i = 0; i < m_vertexCount; ++i) { pRef += m_vertices[i]; } pRef *= 1.0f / count; #endif*/ var k_inv3 = 1.0 / 3.0; for (var i /** int */ = 0; i < this.m_vertexCount; ++i) { // Triangle vertices. //b2Vec2 p1 = pRef; // //b2Vec2 p2 = m_vertices[i]; var p2 = this.m_vertices[i]; //b2Vec2 p3 = i + 1 < m_vertexCount ? m_vertices[i+1] : m_vertices[0]; var p3 = i + 1 < this.m_vertexCount ? this.m_vertices[i + 1] : this.m_vertices[0]; //b2Vec2 e1 = p2 - p1; var e1X = p2.x - p1X; var e1Y = p2.y - p1Y; //b2Vec2 e2 = p3 - p1; var e2X = p3.x - p1X; var e2Y = p3.y - p1Y; //float32 D = b2Cross(e1, e2); var D = e1X * e2Y - e1Y * e2X; //float32 triangleArea = 0.5f * D; var triangleArea = 0.5 * D; area += triangleArea; // Area weighted centroid //center += triangleArea * k_inv3 * (p1 + p2 + p3); centerX += triangleArea * k_inv3 * (p1X + p2.x + p3.x); centerY += triangleArea * k_inv3 * (p1Y + p2.y + p3.y); //float32 px = p1.x, py = p1.y; var px = p1X; var py = p1Y; //float32 ex1 = e1.x, ey1 = e1.y; var ex1 = e1X; var ey1 = e1Y; //float32 ex2 = e2.x, ey2 = e2.y; var ex2 = e2X; var ey2 = e2Y; //float32 intx2 = k_inv3 * (0.25f * (ex1*ex1 + ex2*ex1 + ex2*ex2) + (px*ex1 + px*ex2)) + 0.5f*px*px; var intx2 = k_inv3 * (0.25 * (ex1 * ex1 + ex2 * ex1 + ex2 * ex2) + (px * ex1 + px * ex2)) + 0.5 * px * px; //float32 inty2 = k_inv3 * (0.25f * (ey1*ey1 + ey2*ey1 + ey2*ey2) + (py*ey1 + py*ey2)) + 0.5f*py*py; var inty2 = k_inv3 * (0.25 * (ey1 * ey1 + ey2 * ey1 + ey2 * ey2) + (py * ey1 + py * ey2)) + 0.5 * py * py; I += D * (intx2 + inty2); } // Total mass massData.mass = density * area; // Center of mass //b2Settings.b2Assert(area > Number.MIN_VALUE); //center *= 1.0f / area; centerX *= 1.0 / area; centerY *= 1.0 / area; //massData->center = center; massData.center.Set(centerX, centerY); // Inertia tensor relative to the local origin. massData.I = density * I; }; /** * @inheritDoc */ b2PolygonShape.prototype.ComputeSubmergedArea = function (normal, offset, xf, c) { // Transform plane into shape co-ordinates var normalL = b2Math.MulTMV(xf.R, normal); var offsetL = offset - b2Math.Dot(normal, xf.position); var depths = new Array(); var diveCount /** int */ = 0; var intoIndex /** int */ = -1; var outoIndex /** int */ = -1; var lastSubmerged = false; var i /** int */; for (i = 0; i < this.m_vertexCount; ++i) { depths[i] = b2Math.Dot(normalL, this.m_vertices[i]) - offsetL; var isSubmerged = depths[i] < -Number.MIN_VALUE; if (i > 0) { if (isSubmerged) { if (!lastSubmerged) { intoIndex = i - 1; diveCount++; } } else { if (lastSubmerged) { outoIndex = i - 1; diveCount++; } } } lastSubmerged = isSubmerged; } switch (diveCount) { case 0: if (lastSubmerged) { // Completely submerged var md = new b2MassData(); this.ComputeMass(md, 1); c.SetV(b2Math.MulX(xf, md.center)); return md.mass; } else { //Completely dry return 0; } break; case 1: if (intoIndex == -1) { intoIndex = this.m_vertexCount - 1; } else { outoIndex = this.m_vertexCount - 1; } break; } var intoIndex2 /** int */ = (intoIndex + 1) % this.m_vertexCount; var outoIndex2 /** int */ = (outoIndex + 1) % this.m_vertexCount; var intoLamdda = (0 - depths[intoIndex]) / (depths[intoIndex2] - depths[intoIndex]); var outoLamdda = (0 - depths[outoIndex]) / (depths[outoIndex2] - depths[outoIndex]); var intoVec = new b2Vec2(this.m_vertices[intoIndex].x * (1 - intoLamdda) + this.m_vertices[intoIndex2].x * intoLamdda, this.m_vertices[intoIndex].y * (1 - intoLamdda) + this.m_vertices[intoIndex2].y * intoLamdda); var outoVec = new b2Vec2(this.m_vertices[outoIndex].x * (1 - outoLamdda) + this.m_vertices[outoIndex2].x * outoLamdda, this.m_vertices[outoIndex].y * (1 - outoLamdda) + this.m_vertices[outoIndex2].y * outoLamdda); // Initialize accumulator var area = 0; var center = new b2Vec2(); var p2 = this.m_vertices[intoIndex2]; var p3; // An awkward loop from intoIndex2+1 to outIndex2 i = intoIndex2; while (i != outoIndex2) { i = (i + 1) % this.m_vertexCount; if (i == outoIndex2) p3 = outoVec; else p3 = this.m_vertices[i]; var triangleArea = 0.5 * ((p2.x - intoVec.x) * (p3.y - intoVec.y) - (p2.y - intoVec.y) * (p3.x - intoVec.x)); area += triangleArea; // Area weighted centroid center.x += triangleArea * (intoVec.x + p2.x + p3.x) / 3; center.y += triangleArea * (intoVec.y + p2.y + p3.y) / 3; p2 = p3; } //Normalize and transform centroid center.Multiply(1 / area); c.SetV(b2Math.MulX(xf, center)); return area; }; /** * Get the vertex count. */ b2PolygonShape.prototype.GetVertexCount = function () { return this.m_vertexCount; }; /** * Get the vertices in local coordinates. */ b2PolygonShape.prototype.GetVertices = function () { return this.m_vertices; }; /** * Get the edge normal vectors. There is one for each vertex. */ b2PolygonShape.prototype.GetNormals = function () { return this.m_normals; }; /** * Get the supporting vertex index in the given direction. */ b2PolygonShape.prototype.GetSupport = function (d) { var bestIndex /** int */ = 0; var bestValue = this.m_vertices[0].x * d.x + this.m_vertices[0].y * d.y; for (var i /** int */ = 1; i < this.m_vertexCount; ++i) { var value = this.m_vertices[i].x * d.x + this.m_vertices[i].y * d.y; if (value > bestValue) { bestIndex = i; bestValue = value; } } return bestIndex; }; b2PolygonShape.prototype.GetSupportVertex = function (d) { var bestIndex /** int */ = 0; var bestValue = this.m_vertices[0].x * d.x + this.m_vertices[0].y * d.y; for (var i /** int */ = 1; i < this.m_vertexCount; ++i) { var value = this.m_vertices[i].x * d.x + this.m_vertices[i].y * d.y; if (value > bestValue) { bestIndex = i; bestValue = value; } } return this.m_vertices[bestIndex]; }; // TODO: Expose this b2PolygonShape.prototype.Validate = function () { /* // Ensure the polygon is convex. for (int32 i = 0; i < m_vertexCount; ++i) { for (int32 j = 0; j < m_vertexCount; ++j) { // Don't check vertices on the current edge. if (j == i || j == (i + 1) % m_vertexCount) { continue; } // Your polygon is non-convex (it has an indentation). // Or your polygon is too skinny. float32 s = b2Dot(m_normals[i], this.m_vertices[j] - this.m_vertices[i]); b2Assert(s < -b2_linearSlop); } } // Ensure the polygon is counter-clockwise. for (i = 1; i < m_vertexCount; ++i) { var cross:number = b2Math.b2CrossVV(m_normals[int(i-1)], m_normals[i]); // Keep asinf happy. cross = b2Math.b2Clamp(cross, -1.0, 1.0); // You have consecutive edges that are almost parallel on your polygon. var angle:number = Math.asin(cross); //b2Assert(angle > b2_angularSlop); trace(angle > b2Settings.b2_angularSlop); } */ return false; }; b2PolygonShape.prototype.Reserve = function (count /** int */) { for (var i /** int */ = this.m_vertices.length; i < count; i++) { this.m_vertices[i] = new b2Vec2(); this.m_normals[i] = new b2Vec2(); } }; /** * Computes the centroid of the given polygon * @param vs vector of b2Vec specifying a polygon * @param count length of vs * @return the polygon centroid */ b2PolygonShape.ComputeCentroid = function (vs, count /** uint */) { //b2Settings.b2Assert(count >= 3); //b2Vec2 c; c.Set(0.0f, 0.0f); var c = new b2Vec2(); var area = 0.0; // pRef is the reference point for forming triangles. // It's location doesn't change the result (except for rounding error). //b2Vec2 pRef(0.0f, 0.0f); var p1X = 0.0; var p1Y = 0.0; /*#if 0 // This code would put the reference point inside the polygon. for (int32 i = 0; i < count; ++i) { pRef += vs[i]; } pRef *= 1.0f / count; #endif*/ var inv3 = 1.0 / 3.0; for (var i /** int */ = 0; i < count; ++i) { // Triangle vertices. //b2Vec2 p1 = pRef; // 0.0, 0.0 //b2Vec2 p2 = vs[i]; var p2 = vs[i]; //b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0]; var p3 = i + 1 < count ? vs[i + 1] : vs[0]; //b2Vec2 e1 = p2 - p1; var e1X = p2.x - p1X; var e1Y = p2.y - p1Y; //b2Vec2 e2 = p3 - p1; var e2X = p3.x - p1X; var e2Y = p3.y - p1Y; //float32 D = b2Cross(e1, e2); var D = (e1X * e2Y - e1Y * e2X); //float32 triangleArea = 0.5f * D; var triangleArea = 0.5 * D; area += triangleArea; // Area weighted centroid //c += triangleArea * inv3 * (p1 + p2 + p3); c.x += triangleArea * inv3 * (p1X + p2.x + p3.x); c.y += triangleArea * inv3 * (p1Y + p2.y + p3.y); } // Centroid //beSettings.b2Assert(area > Number.MIN_VALUE); //c *= 1.0 / area; c.x *= 1.0 / area; c.y *= 1.0 / area; return c; }; /** * Computes a polygon's OBB * @see http://www.geometrictools.com/Documentation/MinimumAreaRectangle.pdf */ b2PolygonShape.ComputeOBB = function (obb, vs, count /** int */) { var i /** int */; var p = new Array(count + 1); for (i = 0; i < count; ++i) { p[i] = vs[i]; } p[count] = p[0]; var minArea = Number.MAX_VALUE; for (i = 1; i <= count; ++i) { var root = p[i - 1]; //b2Vec2 ux = p[i] - root; var uxX = p[i].x - root.x; var uxY = p[i].y - root.y; //var length:number = ux.Normalize(); var length_1 = Math.sqrt(uxX * uxX + uxY * uxY); uxX /= length_1; uxY /= length_1; //b2Settings.b2Assert(length > Number.MIN_VALUE); //b2Vec2 uy(-ux.y, ux.x); var uyX = -uxY; var uyY = uxX; //b2Vec2 lower(FLT_MAX, FLT_MAX); var lowerX = Number.MAX_VALUE; var lowerY = Number.MAX_VALUE; //b2Vec2 upper(-FLT_MAX, -FLT_MAX); var upperX = -Number.MAX_VALUE; var upperY = -Number.MAX_VALUE; for (var j /** int */ = 0; j < count; ++j) { //b2Vec2 d = p[j] - root; var dX = p[j].x - root.x; var dY = p[j].y - root.y; //b2Vec2 r; //var rX:number = b2Dot(ux, d); var rX = (uxX * dX + uxY * dY); //var rY:number = b2Dot(uy, d); var rY = (uyX * dX + uyY * dY); //lower = b2Min(lower, r); if (rX < lowerX) lowerX = rX; if (rY < lowerY) lowerY = rY; //upper = b2Max(upper, r); if (rX > upperX) upperX = rX; if (rY > upperY) upperY = rY; } var area = (upperX - lowerX) * (upperY - lowerY); if (area < 0.95 * minArea) { minArea = area; //obb->R.col1 = ux; obb.R.col1.x = uxX; obb.R.col1.y = uxY; //obb->R.col2 = uy; obb.R.col2.x = uyX; obb.R.col2.y = uyY; //b2Vec2 center = 0.5f * (lower + upper); var centerX = 0.5 * (lowerX + upperX); var centerY = 0.5 * (lowerY + upperY); //obb->center = root + b2Mul(obb->R, center); var tMat = obb.R; obb.center.x = root.x + (tMat.col1.x * centerX + tMat.col2.x * centerY); obb.center.y = root.y + (tMat.col1.y * centerX + tMat.col2.y * centerY); //obb->extents = 0.5f * (upper - lower); obb.extents.x = 0.5 * (upperX - lowerX); obb.extents.y = 0.5 * (upperY - lowerY); } } //b2Settings.b2Assert(minArea < Number.MAX_VALUE); }; /** * Build vertices to represent an oriented box. * @param hx the half-width. * @param hy the half-height. * @param center the center of the box in local coordinates. * @param angle the rotation of the box in local coordinates. */ b2PolygonShape.s_mat = new b2Mat22(); return b2PolygonShape; }(b2Shape)); export { b2PolygonShape };