@awayfl/awayfl-player
Version:
Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
590 lines (589 loc) • 24.5 kB
JavaScript
/*
* 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 { b2Vec2 } from '../Common/Math';
import { b2Math } from '../Common/Math';
import { ClipVertex } from './ClipVertex';
import { b2XForm } from '../Common/Math';
import { b2Settings } from '../Common/b2Settings';
var b2Collision = /** @class */ (function () {
function b2Collision() {
}
b2Collision.ClipSegmentToLine = function (vOut, vIn, normal, offset) {
var cv;
// Start with no output points
var numOut /** int */ = 0;
cv = vIn[0];
var vIn0 = cv.v;
cv = vIn[1];
var vIn1 = cv.v;
// Calculate the distance of end points to the line
var distance0 = b2Math.b2Dot(normal, vIn0) - offset;
var distance1 = b2Math.b2Dot(normal, vIn1) - offset;
// If the points are behind the plane
if (distance0 <= 0.0)
vOut[numOut++] = vIn[0];
if (distance1 <= 0.0)
vOut[numOut++] = vIn[1];
// If the points are on different sides of the plane
if (distance0 * distance1 < 0.0) {
// Find intersection point of edge and plane
var interp = distance0 / (distance0 - distance1);
// expanded for performance
// vOut[numOut].v = vIn[0].v + interp * (vIn[1].v - vIn[0].v);
cv = vOut[numOut];
var tVec = cv.v;
tVec.x = vIn0.x + interp * (vIn1.x - vIn0.x);
tVec.y = vIn0.y + interp * (vIn1.y - vIn0.y);
cv = vOut[numOut];
var cv2 = void 0;
if (distance0 > 0.0) {
cv2 = vIn[0];
cv.id = cv2.id;
}
else {
cv2 = vIn[1];
cv.id = cv2.id;
}
++numOut;
}
return numOut;
};
// Find the separation between poly1 and poly2 for a give edge normal on poly1.
b2Collision.EdgeSeparation = function (poly1, xf1, edge1 /** int */, poly2, xf2) {
var count1 /** int */ = poly1.m_vertexCount;
var vertices1 = poly1.m_vertices;
var normals1 = poly1.m_normals;
var count2 /** int */ = poly2.m_vertexCount;
var vertices2 = poly2.m_vertices;
//b2Assert(0 <= edge1 && edge1 < count1);
var tMat;
var tVec;
// Convert normal from poly1's frame into poly2's frame.
//b2Vec2 normal1World = b2Mul(xf1.R, normals1[edge1]);
tMat = xf1.R;
tVec = normals1[edge1];
var normal1WorldX = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
var normal1WorldY = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//b2Vec2 normal1 = b2MulT(xf2.R, normal1World);
tMat = xf2.R;
var normal1X = (tMat.col1.x * normal1WorldX + tMat.col1.y * normal1WorldY);
var normal1Y = (tMat.col2.x * normal1WorldX + tMat.col2.y * normal1WorldY);
// Find support vertex on poly2 for -normal.
var index /** int */ = 0;
var minDot = Number.MAX_VALUE;
for (var i /** int */ = 0; i < count2; ++i) {
//float32 dot = b2Dot(poly2->m_vertices[i], normal1);
tVec = vertices2[i];
var dot = tVec.x * normal1X + tVec.y * normal1Y;
if (dot < minDot) {
minDot = dot;
index = i;
}
}
//b2Vec2 v1 = b2Mul(xf1, vertices1[edge1]);
tVec = vertices1[edge1];
tMat = xf1.R;
var v1X = xf1.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
var v1Y = xf1.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//b2Vec2 v2 = b2Mul(xf2, vertices2[index]);
tVec = vertices2[index];
tMat = xf2.R;
var v2X = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
var v2Y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//var separation:number = b2Math.b2Dot( b2Math.SubtractVV( v2, v1 ) , normal);
v2X -= v1X;
v2Y -= v1Y;
//float32 separation = b2Dot(v2 - v1, normal1World);
var separation = v2X * normal1WorldX + v2Y * normal1WorldY;
return separation;
};
// Find the max separation between poly1 and poly2 using edge normals
// from poly1.
b2Collision.FindMaxSeparation = function (edgeIndex /*int ptr*/, poly1, xf1, poly2, xf2) {
var count1 /** int */ = poly1.m_vertexCount;
var normals1 = poly1.m_normals;
var tVec;
var tMat;
// Vector pointing from the centroid of poly1 to the centroid of poly2.
//b2Vec2 d = b2Mul(xf2, poly2->m_centroid) - b2Mul(xf1, poly1->m_centroid);
tMat = xf2.R;
tVec = poly2.m_centroid;
var dX = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
var dY = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
tMat = xf1.R;
tVec = poly1.m_centroid;
dX -= xf1.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
dY -= xf1.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//b2Vec2 dLocal1 = b2MulT(xf1.R, d);
var dLocal1X = (dX * xf1.R.col1.x + dY * xf1.R.col1.y);
var dLocal1Y = (dX * xf1.R.col2.x + dY * xf1.R.col2.y);
// Get support vertex as a hint for our search
var edge /** int */ = 0;
var maxDot = -Number.MAX_VALUE;
for (var i /** int */ = 0; i < count1; ++i) {
//var dot:number = b2Math.b2Dot(normals1[i], dLocal1);
tVec = normals1[i];
var dot = (tVec.x * dLocal1X + tVec.y * dLocal1Y);
if (dot > maxDot) {
maxDot = dot;
edge = i;
}
}
// Get the separation for the edge normal.
var s = this.EdgeSeparation(poly1, xf1, edge, poly2, xf2);
if (s > 0.0) {
return s;
}
// Check the separation for the previous edge normal.
var prevEdge /** int */ = edge - 1 >= 0 ? edge - 1 : count1 - 1;
var sPrev = this.EdgeSeparation(poly1, xf1, prevEdge, poly2, xf2);
if (sPrev > 0.0) {
return sPrev;
}
// Check the separation for the next edge normal.
var nextEdge /** int */ = edge + 1 < count1 ? edge + 1 : 0;
var sNext = this.EdgeSeparation(poly1, xf1, nextEdge, poly2, xf2);
if (sNext > 0.0) {
return sNext;
}
// Find the best edge and the search direction.
var bestEdge /** int */;
var bestSeparation;
var increment /** int */;
if (sPrev > s && sPrev > sNext) {
increment = -1;
bestEdge = prevEdge;
bestSeparation = sPrev;
}
else if (sNext > s) {
increment = 1;
bestEdge = nextEdge;
bestSeparation = sNext;
}
else {
// pointer out
edgeIndex[0] = edge;
return s;
}
// Perform a local search for the best edge normal.
while (true) {
if (increment == -1)
edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
else
edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
s = this.EdgeSeparation(poly1, xf1, edge, poly2, xf2);
if (s > 0.0) {
return s;
}
if (s > bestSeparation) {
bestEdge = edge;
bestSeparation = s;
}
else {
break;
}
}
// pointer out
edgeIndex[0] = bestEdge;
return bestSeparation;
};
b2Collision.FindIncidentEdge = function (c, poly1, xf1, edge1 /** int */, poly2, xf2) {
var count1 /** int */ = poly1.m_vertexCount;
var normals1 = poly1.m_normals;
var count2 /** int */ = poly2.m_vertexCount;
var vertices2 = poly2.m_vertices;
var normals2 = poly2.m_normals;
//b2Assert(0 <= edge1 && edge1 < count1);
var tMat;
var tVec;
// Get the normal of the reference edge in poly2's frame.
//b2Vec2 normal1 = b2MulT(xf2.R, b2Mul(xf1.R, normals1[edge1]));
tMat = xf1.R;
tVec = normals1[edge1];
var normal1X = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
var normal1Y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
tMat = xf2.R;
var tX = (tMat.col1.x * normal1X + tMat.col1.y * normal1Y);
normal1Y = (tMat.col2.x * normal1X + tMat.col2.y * normal1Y);
normal1X = tX;
// Find the incident edge on poly2.
var index /** int */ = 0;
var minDot = Number.MAX_VALUE;
for (var i /** int */ = 0; i < count2; ++i) {
//var dot:number = b2Dot(normal1, normals2[i]);
tVec = normals2[i];
var dot = (normal1X * tVec.x + normal1Y * tVec.y);
if (dot < minDot) {
minDot = dot;
index = i;
}
}
var tClip;
// Build the clip vertices for the incident edge.
var i1 /** int */ = index;
var i2 /** int */ = i1 + 1 < count2 ? i1 + 1 : 0;
tClip = c[0];
//c[0].v = b2Mul(xf2, vertices2[i1]);
tVec = vertices2[i1];
tMat = xf2.R;
tClip.v.x = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
tClip.v.y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
tClip.id.features.referenceEdge = edge1;
tClip.id.features.incidentEdge = i1;
tClip.id.features.incidentVertex = 0;
tClip = c[1];
//c[1].v = b2Mul(xf2, vertices2[i2]);
tVec = vertices2[i2];
tMat = xf2.R;
tClip.v.x = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
tClip.v.y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
tClip.id.features.referenceEdge = edge1;
tClip.id.features.incidentEdge = i2;
tClip.id.features.incidentVertex = 1;
};
// The normal points from 1 to 2
b2Collision.b2CollidePolygons = function (manifold, polyA, xfA, polyB, xfB) {
var cv;
manifold.pointCount = 0;
var edgeA /** int */ = 0;
var edgeAO = [edgeA];
var separationA = this.FindMaxSeparation(edgeAO, polyA, xfA, polyB, xfB);
edgeA = edgeAO[0];
if (separationA > 0.0)
return;
var edgeB /** int */ = 0;
var edgeBO = [edgeB];
var separationB = this.FindMaxSeparation(edgeBO, polyB, xfB, polyA, xfA);
edgeB = edgeBO[0];
if (separationB > 0.0)
return;
var poly1; // reference poly
var poly2; // incident poly
var xf1 = new b2XForm();
var xf2 = new b2XForm();
var edge1 /** int */; // reference edge
var flip /** uint */;
var k_relativeTol = 0.98;
var k_absoluteTol = 0.001;
// TODO_ERIN use "radius" of poly for absolute tolerance.
if (separationB > k_relativeTol * separationA + k_absoluteTol) {
poly1 = polyB;
poly2 = polyA;
xf1.Set(xfB);
xf2.Set(xfA);
edge1 = edgeB;
flip = 1;
}
else {
poly1 = polyA;
poly2 = polyB;
xf1.Set(xfA);
xf2.Set(xfB);
edge1 = edgeA;
flip = 0;
}
var incidentEdge = [new ClipVertex(), new ClipVertex()];
this.FindIncidentEdge(incidentEdge, poly1, xf1, edge1, poly2, xf2);
var count1 /** int */ = poly1.m_vertexCount;
var vertices1 = poly1.m_vertices;
var tVec = vertices1[edge1];
var v11 = tVec.Copy();
if (edge1 + 1 < count1) {
tVec = vertices1[edge1 + 1];
var v12 = tVec.Copy();
}
else {
tVec = vertices1[0];
v12 = tVec.Copy();
}
var dv = b2Math.SubtractVV(v12, v11);
var sideNormal = b2Math.b2MulMV(xf1.R, b2Math.SubtractVV(v12, v11));
sideNormal.Normalize();
var frontNormal = b2Math.b2CrossVF(sideNormal, 1.0);
v11 = b2Math.b2MulX(xf1, v11);
v12 = b2Math.b2MulX(xf1, v12);
var frontOffset = b2Math.b2Dot(frontNormal, v11);
var sideOffset1 = -b2Math.b2Dot(sideNormal, v11);
var sideOffset2 = b2Math.b2Dot(sideNormal, v12);
// Clip incident edge against extruded edge1 side edges.
var clipPoints1 = [new ClipVertex(), new ClipVertex()];
var clipPoints2 = [new ClipVertex(), new ClipVertex()];
var np /** int */;
// Clip to box side 1
//np = ClipSegmentToLine(clipPoints1, incidentEdge, -sideNormal, sideOffset1);
np = this.ClipSegmentToLine(clipPoints1, incidentEdge, sideNormal.Negative(), sideOffset1);
if (np < 2)
return;
// Clip to negative box side 1
np = this.ClipSegmentToLine(clipPoints2, clipPoints1, sideNormal, sideOffset2);
if (np < 2)
return;
// Now clipPoints2 contains the clipped points.
manifold.normal = flip ? frontNormal.Negative() : frontNormal.Copy();
var pointCount /** int */ = 0;
for (var i /** int */ = 0; i < b2Settings.b2_maxManifoldPoints; ++i) {
cv = clipPoints2[i];
var separation = b2Math.b2Dot(frontNormal, cv.v) - frontOffset;
if (separation <= 0.0) {
var cp = manifold.points[pointCount];
cp.separation = separation;
cp.localPoint1 = b2Math.b2MulXT(xfA, cv.v);
cp.localPoint2 = b2Math.b2MulXT(xfB, cv.v);
cp.id.key = cv.id._key;
cp.id.features.flip = flip;
++pointCount;
}
}
manifold.pointCount = pointCount;
};
b2Collision.b2CollideCircles = function (manifold, circle1, xf1, circle2, xf2) {
manifold.pointCount = 0;
var tMat;
var tVec;
//b2Vec2 p1 = b2Mul(xf1, circle1->m_localPosition);
tMat = xf1.R;
tVec = circle1.m_localPosition;
var p1X = xf1.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
var p1Y = xf1.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//b2Vec2 p2 = b2Mul(xf2, circle2->m_localPosition);
tMat = xf2.R;
tVec = circle2.m_localPosition;
var p2X = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
var p2Y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//b2Vec2 d = p2 - p1;
var dX = p2X - p1X;
var dY = p2Y - p1Y;
//var distSqr:number = b2Math.b2Dot(d, d);
var distSqr = dX * dX + dY * dY;
var r1 = circle1.m_radius;
var r2 = circle2.m_radius;
var radiusSum = r1 + r2;
if (distSqr > radiusSum * radiusSum) {
return;
}
var separation;
if (distSqr < Number.MIN_VALUE) {
separation = -radiusSum;
manifold.normal.Set(0.0, 1.0);
}
else {
var dist = Math.sqrt(distSqr);
separation = dist - radiusSum;
var a = 1.0 / dist;
manifold.normal.x = a * dX;
manifold.normal.y = a * dY;
}
manifold.pointCount = 1;
var tPoint = manifold.points[0];
tPoint.id.key = 0;
tPoint.separation = separation;
p1X += r1 * manifold.normal.x;
p1Y += r1 * manifold.normal.y;
p2X -= r2 * manifold.normal.x;
p2Y -= r2 * manifold.normal.y;
//b2Vec2 p = 0.5f * (p1 + p2);
var pX = 0.5 * (p1X + p2X);
var pY = 0.5 * (p1Y + p2Y);
//tPoint.localPoint1 = b2MulT(xf1, p);
var tX = pX - xf1.position.x;
var tY = pY - xf1.position.y;
tPoint.localPoint1.x = (tX * xf1.R.col1.x + tY * xf1.R.col1.y);
tPoint.localPoint1.y = (tX * xf1.R.col2.x + tY * xf1.R.col2.y);
//tPoint.localPoint2 = b2MulT(xf2, p);
tX = pX - xf2.position.x;
tY = pY - xf2.position.y;
tPoint.localPoint2.x = (tX * xf2.R.col1.x + tY * xf2.R.col1.y);
tPoint.localPoint2.y = (tX * xf2.R.col2.x + tY * xf2.R.col2.y);
};
b2Collision.b2CollidePolygonAndCircle = function (manifold, polygon, xf1, circle, xf2) {
manifold.pointCount = 0;
var tPoint;
var dX;
var dY;
var positionX;
var positionY;
var tVec;
var tMat;
// Compute circle position in the frame of the polygon.
//b2Vec2 c = b2Mul(xf2, circle->m_localPosition);
tMat = xf2.R;
tVec = circle.m_localPosition;
var cX = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
var cY = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
//b2Vec2 cLocal = b2MulT(xf1, c);
dX = cX - xf1.position.x;
dY = cY - xf1.position.y;
tMat = xf1.R;
var cLocalX = (dX * tMat.col1.x + dY * tMat.col1.y);
var cLocalY = (dX * tMat.col2.x + dY * tMat.col2.y);
var dist;
// Find the min separating edge.
var normalIndex /** int */ = 0;
var separation = -Number.MAX_VALUE;
var radius = circle.m_radius;
var vertexCount /** int */ = polygon.m_vertexCount;
var vertices = polygon.m_vertices;
var normals = polygon.m_normals;
for (var i /** int */ = 0; i < vertexCount; ++i) {
//float32 s = b2Dot(normals[i], cLocal - vertices[i]);
tVec = vertices[i];
dX = cLocalX - tVec.x;
dY = cLocalY - tVec.y;
tVec = normals[i];
var s = tVec.x * dX + tVec.y * dY;
if (s > radius) {
// Early out.
return;
}
if (s > separation) {
separation = s;
normalIndex = i;
}
}
// If the center is inside the polygon ...
if (separation < Number.MIN_VALUE) {
manifold.pointCount = 1;
//manifold->normal = b2Mul(xf1.R, normals[normalIndex]);
tVec = normals[normalIndex];
tMat = xf1.R;
manifold.normal.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
manifold.normal.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
tPoint = manifold.points[0];
tPoint.id.features.incidentEdge = normalIndex;
tPoint.id.features.incidentVertex = b2Collision.b2_nullFeature;
tPoint.id.features.referenceEdge = 0;
tPoint.id.features.flip = 0;
//b2Vec2 position = c - radius * manifold->normal;
positionX = cX - radius * manifold.normal.x;
positionY = cY - radius * manifold.normal.y;
//manifold->points[0].localPoint1 = b2MulT(xf1, position);
dX = positionX - xf1.position.x;
dY = positionY - xf1.position.y;
tMat = xf1.R;
tPoint.localPoint1.x = (dX * tMat.col1.x + dY * tMat.col1.y);
tPoint.localPoint1.y = (dX * tMat.col2.x + dY * tMat.col2.y);
//manifold->points[0].localPoint2 = b2MulT(xf2, position);
dX = positionX - xf2.position.x;
dY = positionY - xf2.position.y;
tMat = xf2.R;
tPoint.localPoint2.x = (dX * tMat.col1.x + dY * tMat.col1.y);
tPoint.localPoint2.y = (dX * tMat.col2.x + dY * tMat.col2.y);
tPoint.separation = separation - radius;
return;
}
// Project the circle center onto the edge segment.
var vertIndex1 /** int */ = normalIndex;
var vertIndex2 /** int */ = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
tVec = vertices[vertIndex1];
var tVec2 = vertices[vertIndex2];
//var e:b2Vec2 = b2Math.SubtractVV(vertices[vertIndex2] , polygon.vertices[vertIndex1]);
var eX = tVec2.x - tVec.x;
var eY = tVec2.y - tVec.y;
//var length:number = e.Normalize();
var length = Math.sqrt(eX * eX + eY * eY);
eX /= length;
eY /= length;
//b2Assert(length > B2_FLT_EPSILON);
// Project the center onto the edge.
//float32 u = b2Dot(cLocal - polygon->m_vertices[vertIndex1], e);
dX = cLocalX - tVec.x;
dY = cLocalY - tVec.y;
var u = dX * eX + dY * eY;
tPoint = manifold.points[0];
var pX, pY;
if (u <= 0.0) {
pX = tVec.x;
pY = tVec.y;
tPoint.id.features.incidentEdge = b2Collision.b2_nullFeature;
tPoint.id.features.incidentVertex = vertIndex1;
}
else if (u >= length) {
pX = tVec2.x;
pY = tVec2.y;
tPoint.id.features.incidentEdge = b2Collision.b2_nullFeature;
tPoint.id.features.incidentVertex = vertIndex2;
}
else {
//p = vertices[vertIndex1] + u * e;
pX = eX * u + tVec.x;
pY = eY * u + tVec.y;
tPoint.id.features.incidentEdge = normalIndex;
tPoint.id.features.incidentVertex = b2Collision.b2_nullFeature;
}
//d = b2Math.SubtractVV(xLocal , p);
dX = cLocalX - pX;
dY = cLocalY - pY;
//dist = d.Normalize();
dist = Math.sqrt(dX * dX + dY * dY);
dX /= dist;
dY /= dist;
if (dist > radius) {
return;
}
manifold.pointCount = 1;
//manifold->normal = b2Mul(xf1.R, d);
tMat = xf1.R;
manifold.normal.x = tMat.col1.x * dX + tMat.col2.x * dY;
manifold.normal.y = tMat.col1.y * dX + tMat.col2.y * dY;
//b2Vec2 position = c - radius * manifold->normal;
positionX = cX - radius * manifold.normal.x;
positionY = cY - radius * manifold.normal.y;
//manifold->points[0].localPoint1 = b2MulT(xf1, position);
dX = positionX - xf1.position.x;
dY = positionY - xf1.position.y;
tMat = xf1.R;
tPoint.localPoint1.x = (dX * tMat.col1.x + dY * tMat.col1.y);
tPoint.localPoint1.y = (dX * tMat.col2.x + dY * tMat.col2.y);
//manifold->points[0].localPoint2 = b2MulT(xf2, position);
dX = positionX - xf2.position.x;
dY = positionY - xf2.position.y;
tMat = xf2.R;
tPoint.localPoint2.x = (dX * tMat.col1.x + dY * tMat.col1.y);
tPoint.localPoint2.y = (dX * tMat.col2.x + dY * tMat.col2.y);
tPoint.separation = dist - radius;
tPoint.id.features.referenceEdge = 0;
tPoint.id.features.flip = 0;
};
b2Collision.b2TestOverlap = function (a, b) {
var t1 = b.lowerBound;
var t2 = a.upperBound;
//d1 = b2Math.SubtractVV(b.lowerBound, a.upperBound);
var d1X = t1.x - t2.x;
var d1Y = t1.y - t2.y;
//d2 = b2Math.SubtractVV(a.lowerBound, b.upperBound);
t1 = a.lowerBound;
t2 = b.upperBound;
var d2X = t1.x - t2.x;
var d2Y = t1.y - t2.y;
if (d1X > 0.0 || d1Y > 0.0)
return false;
if (d2X > 0.0 || d2Y > 0.0)
return false;
return true;
};
// Null feature
b2Collision.b2_nullFeature = 0x000000ff; //UCHAR_MAX;
// Find edge normal of max separation on A - return if separating axis is found
// Find edge normal of max separation on B - return if separation axis is found
// Choose reference edge as min(minA, minB)
// Find incident edge
// Clip
b2Collision.b2CollidePolyTempVec = new b2Vec2();
return b2Collision;
}());
export { b2Collision };