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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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/* * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ import { __extends } from "tslib"; import { b2Vec2 } from "../../Common/Math"; import { b2Settings } from "../../Common/b2Settings"; import { b2PolygonShape } from "./b2PolygonShape"; import { b2Shape } from "./b2Shape"; ///A polygon with a circle subtracted from it. ///It works exactly the same as b2PolyShape, except the edge from vertex 0 to vertex 1 is a concave arc, ///with radius given by the radius property. The diameter should be longer than the distance between the ///vertices, and the rest of the polygonal shape should be large enough to enclose the resulting curve (this is not checked). var b2ConcaveArcShape = /** @class */ (function (_super) { __extends(b2ConcaveArcShape, _super); //--------------- Internals Below ------------------- function b2ConcaveArcShape(def) { var _this = _super.call(this, def) || this; var arcDef = def; _this.m_radius = arcDef.radius; _this.m_radius2 = _this.m_radius * _this.m_radius; var p1 = _this.m_vertices[0]; var p2 = _this.m_vertices[1]; //Find the point at m_radius from p1 and p2; var dx = p1.x - p2.x; var dy = p1.y - p2.y; var d2 = dx * dx + dy * dy; var d = Math.sqrt(d2); if (d2 / 4 > _this.m_radius2) { //Increase radius to fit the edge it is replacing _this.m_radius2 = d2 / 4; _this.m_radius = d / 2; } var dot = Math.sqrt(_this.m_radius2 - d2 * .25); //The perp distance from p1p2 to m_arcCenter _this.m_arcCenter = new b2Vec2((p1.x + p2.x) / 2 + dot * _this.m_normals[0].x, (p1.y + p2.y) / 2 + dot * _this.m_normals[0].y); _this.m_dot = dot / _this.m_radius; _this.m_norm = d / 2 / _this.m_radius; //Adjust core vertices so that the core curved edge is of radius m_radius+b2Settings.b2_toiSlop, from core vertex 0 to core vertex 1, and with the same center var coreRadius2 = (_this.m_radius + b2Settings.b2_toiSlop) * (_this.m_radius + b2Settings.b2_toiSlop); var nx, ny; //Vertex 0 nx = _this.m_normals[_this.m_vertexCount - 1].x; ny = _this.m_normals[_this.m_vertexCount - 1].y; dx = _this.m_coreVertices[0].x - _this.m_arcCenter.x; dy = _this.m_coreVertices[0].y - _this.m_arcCenter.y; d = dx * nx + dy * ny; d2 = Math.sqrt(coreRadius2 - d * d); _this.m_coreVertices[0].x = _this.m_arcCenter.x + d * nx + d2 * ny; _this.m_coreVertices[0].y = _this.m_arcCenter.y + d * ny - d2 * nx; //Vertex 1 nx = _this.m_normals[1].x; ny = _this.m_normals[1].y; dx = _this.m_coreVertices[1].x - _this.m_arcCenter.x; dy = _this.m_coreVertices[1].y - _this.m_arcCenter.y; d = dx * nx + dy * ny; d2 = Math.sqrt(coreRadius2 - d * d); _this.m_coreVertices[1].x = _this.m_arcCenter.x + d * nx - d2 * ny; _this.m_coreVertices[1].y = _this.m_arcCenter.y + d * ny + d2 * nx; _this.m_type = b2Shape.e_concaveArcShape; return _this; } /// @see b2Shape::TestPoint b2ConcaveArcShape.prototype.TestPoint = function (xf, p) { //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 /** uint */ = 0; i < this.m_vertexCount; ++i) { //float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]); var tVec = this.m_vertices[i]; tX = pLocalX - tVec.x; tY = pLocalY - tVec.y; var dot = (tVec.x * tX + tVec.y * tY); if (dot > 0.0) { return false; } } tX = pLocalX - this.m_arcCenter.x; tY = pLocalY - this.m_arcCenter.y; return (tX * tX + tY * tY) > this.m_radius2; }; /// @see b2Shape::TestSegment b2ConcaveArcShape.prototype.TestSegment = function (xf, lambda, // float ptr normal, // ptr segment, maxLambda) { b2Settings.b2Assert(false); return false; }; /// @see b2Shape::ComputeMass b2ConcaveArcShape.prototype.ComputeMass = function (massData) { /*var polyMass:b2MassData = new b2MassData(); var triMass:b2MassData = new b2MassData(); var segMass:b2MassData = new b2MassData(); super.ComputeMass(polyMass); if(m_dot > Number.MIN_VALUE) TriangleMass(triMass, m_vertices[0], m_arcCenter, m_vertices[1], m_density); SegmentMass(segMass, m_arcCenter, m_radius, m_normals[0].Negative(), m_norm*m_radius*2, -m_density); //massData=polyMass+triMass+segMass massData.Set(b2MassData.Add(polyMass,triMass,segMass));*/ _super.prototype.ComputeMass.call(this, massData); }; //Calculate the mass of a segment of a circle //arcCenter, radius defines the circle //norm defines the reverse direction of the segment //d is the distance between the two vertices on the perimeter //See the code for the relationship between d and theta, the angle of the segment. b2ConcaveArcShape.SegmentMass = function (massData, arcCenter, radius, norm, d, density) { //var theta:number = Math.acos(dot / radius) * 2; var theta = Math.asin(d / radius / 2) * 2; massData.mass = 0.5 * radius * radius * theta * density; var v = 2 / 3 * d / theta; if (theta < Number.MIN_VALUE) v = 2 / 3 * radius; massData.center = new b2Vec2(arcCenter.x - norm.x * v, arcCenter.y - norm.y * v); massData.I = 0.5 * massData.mass * radius * radius - massData.mass * v * v; }; b2ConcaveArcShape.TriangleMass = function (massData, p1, p2, p3, density) { var k_inv3 = 1.0 / 3.0; //b2Vec2 e1 = p2 - p1; var e1X = p2.x - p1.x; var e1Y = p2.y - p1.y; //b2Vec2 e2 = p3 - p1; var e2X = p3.x - p1.x; var e2Y = p3.y - p1.y; //float32 D = b2Cross(e1, e2); var D = e1X * e2Y - e1Y * e2X; //float32 triangleArea = 0.5f * D; var triangleArea = 0.5 * D; //area += triangleArea; massData.mass = triangleArea * density; // 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); massData.center.x = k_inv3 * (p1.x + p2.x + p3.x); massData.center.y = k_inv3 * (p1.y + p2.y + p3.y); //float32 px = p1.x, py = p1.y; var px = p1.x; var py = p1.y; //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); massData.I = D * (intx2 + inty2) * density; }; return b2ConcaveArcShape; }(b2PolygonShape)); export { b2ConcaveArcShape };