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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 { b2Vec2, b2Math } from '../Common/Math'; import { b2Settings } from '../Common/b2Settings'; import { b2Shape } from './Shapes/b2Shape'; import { b2Point } from './b2Point'; import { b2DistanceRegister } from './b2DistanceRegister'; var b2Distance = /** @class */ (function () { function b2Distance() { } b2Distance.AddType = function (fcn, type1 /** int */, type2 /** int */) { //b2Settings.b2Assert(b2Shape.e_unknownShape < type1 && type1 < b2Shape.e_shapeTypeCount); //b2Settings.b2Assert(b2Shape.e_unknownShape < type2 && type2 < b2Shape.e_shapeTypeCount); this.s_registers[type1 + type2 * b2Shape.e_shapeTypeCount] = new b2DistanceRegister(fcn, true); if (type1 != type2) { this.s_registers[type2 + type1 * b2Shape.e_shapeTypeCount] = new b2DistanceRegister(fcn, false); } }; b2Distance.InitializeRegisters = function () { if (this.s_initialized == true) { return; } this.s_initialized = true; this.s_registers = new Array(b2Shape.e_shapeTypeCount * b2Shape.e_shapeTypeCount); //Flash only: Function closures this.AddType(this.DistanceCC, b2Shape.e_circleShape, b2Shape.e_circleShape); this.AddType(this.DistancePC, b2Shape.e_polygonShape, b2Shape.e_circleShape); this.AddType(this.DistanceGeneric, b2Shape.e_polygonShape, b2Shape.e_polygonShape); this.AddType(this.DistanceCcaC, b2Shape.e_concaveArcShape, b2Shape.e_circleShape); this.AddType(this.DistancePCca, b2Shape.e_polygonShape, b2Shape.e_concaveArcShape); this.AddType(this.DistanceSeC, b2Shape.e_staticEdgeShape, b2Shape.e_circleShape); this.AddType(this.DistanceGeneric, b2Shape.e_polygonShape, b2Shape.e_staticEdgeShape); }; // GJK using Voronoi regions (Christer Ericson) and region selection // optimizations (Casey Muratori). // The origin is either in the region of points[1] or in the edge region. The origin is // not in region of points[0] because that is the old point. b2Distance.ProcessTwo = function (x1, x2, p1s, p2s, points) { var points_0 = points[0]; var points_1 = points[1]; var p1s_0 = p1s[0]; var p1s_1 = p1s[1]; var p2s_0 = p2s[0]; var p2s_1 = p2s[1]; // If in point[1] region //b2Vec2 r = -points[1]; var rX = -points_1.x; var rY = -points_1.y; //b2Vec2 d = points[1] - points[0]; var dX = points_0.x - points_1.x; var dY = points_0.y - points_1.y; //float32 length = d.Normalize(); var length = Math.sqrt(dX * dX + dY * dY); dX /= length; dY /= length; //float32 lambda = b2Dot(r, d); var lambda = rX * dX + rY * dY; if (lambda <= 0.0 || length < Number.MIN_VALUE) { // The simplex is reduced to a point. //*p1Out = p1s[1]; x1.SetV(p1s_1); //*p2Out = p2s[1]; x2.SetV(p2s_1); //p1s[0] = p1s[1]; p1s_0.SetV(p1s_1); //p2s[0] = p2s[1]; p2s_0.SetV(p2s_1); points_0.SetV(points_1); return 1; } // Else in edge region lambda /= length; //*x1 = p1s[1] + lambda * (p1s[0] - p1s[1]); x1.x = p1s_1.x + lambda * (p1s_0.x - p1s_1.x); x1.y = p1s_1.y + lambda * (p1s_0.y - p1s_1.y); //*x2 = p2s[1] + lambda * (p2s[0] - p2s[1]); x2.x = p2s_1.x + lambda * (p2s_0.x - p2s_1.x); x2.y = p2s_1.y + lambda * (p2s_0.y - p2s_1.y); return 2; }; // Possible regions: // - points[2] // - edge points[0]-points[2] // - edge points[1]-points[2] // - inside the triangle b2Distance.ProcessThree = function (x1, x2, p1s, p2s, points) { var points_0 = points[0]; var points_1 = points[1]; var points_2 = points[2]; var p1s_0 = p1s[0]; var p1s_1 = p1s[1]; var p1s_2 = p1s[2]; var p2s_0 = p2s[0]; var p2s_1 = p2s[1]; var p2s_2 = p2s[2]; //b2Vec2 a = points[0]; var aX = points_0.x; var aY = points_0.y; //b2Vec2 b = points[1]; var bX = points_1.x; var bY = points_1.y; //b2Vec2 c = points[2]; var cX = points_2.x; var cY = points_2.y; //b2Vec2 ab = b - a; var abX = bX - aX; var abY = bY - aY; //b2Vec2 ac = c - a; var acX = cX - aX; var acY = cY - aY; //b2Vec2 bc = c - b; var bcX = cX - bX; var bcY = cY - bY; //float32 sn = -b2Dot(a, ab), sd = b2Dot(b, ab); var sn = -(aX * abX + aY * abY); var sd = (bX * abX + bY * abY); //float32 tn = -b2Dot(a, ac), td = b2Dot(c, ac); var tn = -(aX * acX + aY * acY); var td = (cX * acX + cY * acY); //float32 un = -b2Dot(b, bc), ud = b2Dot(c, bc); var un = -(bX * bcX + bY * bcY); var ud = (cX * bcX + cY * bcY); // In vertex c region? if (td <= 0.0 && ud <= 0.0) { // Single point //*x1 = p1s[2]; x1.SetV(p1s_2); //*x2 = p2s[2]; x2.SetV(p2s_2); //p1s[0] = p1s[2]; p1s_0.SetV(p1s_2); //p2s[0] = p2s[2]; p2s_0.SetV(p2s_2); points_0.SetV(points_2); return 1; } // Should not be in vertex a or b region. //b2Settings.b2Assert(sn > 0.0 || tn > 0.0); //b2Settings.b2Assert(sd > 0.0 || un > 0.0); //float32 n = b2Cross(ab, ac); var n = abX * acY - abY * acX; // Should not be in edge ab region. //float32 vc = n * b2Cross(a, b); var vc = n * (aX * bY - aY * bX); //b2Settings.b2Assert(vc > 0.0 || sn > 0.0 || sd > 0.0); var lambda; // In edge bc region? //float32 va = n * b2Cross(b, c); var va = n * (bX * cY - bY * cX); if (va <= 0.0 && un >= 0.0 && ud >= 0.0 && (un + ud) > 0.0) { //b2Settings.b2Assert(un + ud > 0.0); //float32 lambda = un / (un + ud); lambda = un / (un + ud); //*x1 = p1s[1] + lambda * (p1s[2] - p1s[1]); x1.x = p1s_1.x + lambda * (p1s_2.x - p1s_1.x); x1.y = p1s_1.y + lambda * (p1s_2.y - p1s_1.y); //*x2 = p2s[1] + lambda * (p2s[2] - p2s[1]); x2.x = p2s_1.x + lambda * (p2s_2.x - p2s_1.x); x2.y = p2s_1.y + lambda * (p2s_2.y - p2s_1.y); //p1s[0] = p1s[2]; p1s_0.SetV(p1s_2); //p2s[0] = p2s[2]; p2s_0.SetV(p2s_2); //points[0] = points[2]; points_0.SetV(points_2); return 2; } // In edge ac region? //float32 vb = n * b2Cross(c, a); var vb = n * (cX * aY - cY * aX); if (vb <= 0.0 && tn >= 0.0 && td >= 0.0 && (tn + td) > 0.0) { //b2Settings.b2Assert(tn + td > 0.0); //float32 lambda = tn / (tn + td); lambda = tn / (tn + td); //*x1 = p1s[0] + lambda * (p1s[2] - p1s[0]); x1.x = p1s_0.x + lambda * (p1s_2.x - p1s_0.x); x1.y = p1s_0.y + lambda * (p1s_2.y - p1s_0.y); //*x2 = p2s[0] + lambda * (p2s[2] - p2s[0]); x2.x = p2s_0.x + lambda * (p2s_2.x - p2s_0.x); x2.y = p2s_0.y + lambda * (p2s_2.y - p2s_0.y); //p1s[1] = p1s[2]; p1s_1.SetV(p1s_2); //p2s[1] = p2s[2]; p2s_1.SetV(p2s_2); //points[1] = points[2]; points_1.SetV(points_2); return 2; } // Inside the triangle, compute barycentric coordinates //float32 denom = va + vb + vc; var denom = va + vb + vc; //b2Settings.b2Assert(denom > 0.0); denom = 1.0 / denom; //float32 u = va * denom; var u = va * denom; //float32 v = vb * denom; var v = vb * denom; //float32 w = 1.0f - u - v; var w = 1.0 - u - v; //*x1 = u * p1s[0] + v * p1s[1] + w * p1s[2]; x1.x = u * p1s_0.x + v * p1s_1.x + w * p1s_2.x; x1.y = u * p1s_0.y + v * p1s_1.y + w * p1s_2.y; //*x2 = u * p2s[0] + v * p2s[1] + w * p2s[2]; x2.x = u * p2s_0.x + v * p2s_1.x + w * p2s_2.x; x2.y = u * p2s_0.y + v * p2s_1.y + w * p2s_2.y; return 3; }; b2Distance.InPoints = function (w, points, pointCount /** int */) { var k_tolerance = 100.0 * Number.MIN_VALUE; for (var i /** int */ = 0; i < pointCount; ++i) { var points_i = points[i]; //b2Vec2 d = b2Abs(w - points[i]); var dX = Math.abs(w.x - points_i.x); var dY = Math.abs(w.y - points_i.y); //b2Vec2 m = b2Max(b2Abs(w), b2Abs(points[i])); var mX = Math.max(Math.abs(w.x), Math.abs(points_i.x)); var mY = Math.max(Math.abs(w.y), Math.abs(points_i.y)); if (dX < k_tolerance * (mX + 1.0) && dY < k_tolerance * (mY + 1.0)) { return true; } } return false; }; // b2Distance.DistanceGeneric = function (x1, x2, shape1, xf1, shape2, xf2) { var tVec; //b2Vec2 p1s[3], p2s[3]; var p1s = b2Distance.s_p1s; var p2s = b2Distance.s_p2s; //b2Vec2 points[3]; var points = b2Distance.s_points; //int32 pointCount = 0; var pointCount /** int */ = 0; //*x1 = shape1->GetFirstVertex(xf1); x1.SetV(shape1.GetFirstVertex(xf1)); //*x2 = shape2->GetFirstVertex(xf2); x2.SetV(shape2.GetFirstVertex(xf2)); var vSqr = 0.0; var maxIterations /** int */ = 20; for (var iter /** int */ = 0; iter < maxIterations; ++iter) { //b2Vec2 v = *x2 - *x1; var vX = x2.x - x1.x; var vY = x2.y - x1.y; //b2Vec2 w1 = shape1->Support(xf1, v); var w1 = shape1.Support(xf1, vX, vY); //b2Vec2 w2 = shape2->Support(xf2, -v); var w2 = shape2.Support(xf2, -vX, -vY); //float32 vSqr = b2Dot(v, v); vSqr = (vX * vX + vY * vY); //b2Vec2 w = w2 - w1; var wX = w2.x - w1.x; var wY = w2.y - w1.y; //float32 vw = b2Dot(v, w); var vw = (vX * wX + vY * wY); //if (vSqr - b2Dot(v, w) <= 0.01f * vSqr) // or w in points if (vSqr - (vX * wX + vY * wY) <= 0.01 * vSqr) // or w in points { if (pointCount == 0) { //*x1 = w1; x1.SetV(w1); //*x2 = w2; x2.SetV(w2); } b2Distance.g_GJK_Iterations = iter; return Math.sqrt(vSqr); } switch (pointCount) { case 0: //p1s[0] = w1; tVec = p1s[0]; tVec.SetV(w1); //p2s[0] = w2; tVec = p2s[0]; tVec.SetV(w2); //points[0] = w; tVec = points[0]; tVec.x = wX; tVec.y = wY; //*x1 = p1s[0]; x1.SetV(p1s[0]); //*x2 = p2s[0]; x2.SetV(p2s[0]); ++pointCount; break; case 1: //p1s[1] = w1; tVec = p1s[1]; tVec.SetV(w1); //p2s[1] = w2; tVec = p2s[1]; tVec.SetV(w2); //points[1] = w; tVec = points[1]; tVec.x = wX; tVec.y = wY; pointCount = b2Distance.ProcessTwo(x1, x2, p1s, p2s, points); break; case 2: //p1s[2] = w1; tVec = p1s[2]; tVec.SetV(w1); //p2s[2] = w2; tVec = p2s[2]; tVec.SetV(w2); //points[2] = w; tVec = points[2]; tVec.x = wX; tVec.y = wY; pointCount = b2Distance.ProcessThree(x1, x2, p1s, p2s, points); break; } // If we have three points, then the origin is in the corresponding triangle. if (pointCount == 3) { b2Distance.g_GJK_Iterations = iter; return 0.0; } //float32 maxSqr = -FLT_MAX; var maxSqr = -Number.MAX_VALUE; for (var i /** int */ = 0; i < pointCount; ++i) { //maxSqr = b2Math.b2Max(maxSqr, b2Dot(points[i], points[i])); tVec = points[i]; maxSqr = b2Math.b2Max(maxSqr, (tVec.x * tVec.x + tVec.y * tVec.y)); } if (pointCount == 3 || vSqr <= 100.0 * Number.MIN_VALUE * maxSqr) { b2Distance.g_GJK_Iterations = iter; //v = *x2 - *x1; vX = x2.x - x1.x; vY = x2.y - x1.y; //vSqr = b2Dot(v, v); vSqr = (vX * vX + vY * vY); return Math.sqrt(vSqr); } } b2Distance.g_GJK_Iterations = maxIterations; return Math.sqrt(vSqr); }; b2Distance.DistanceCC = function (x1, x2, circle1, xf1, circle2, xf2) { 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 dSqr = (dX * dX + dY * dY); var r1 = circle1.m_radius - b2Settings.b2_toiSlop; var r2 = circle2.m_radius - b2Settings.b2_toiSlop; var r = r1 + r2; if (dSqr > r * r) { //var dLen:number = d.Normalize(); var dLen = Math.sqrt(dX * dX + dY * dY); dX /= dLen; dY /= dLen; var distance = dLen - r; //*x1 = p1 + r1 * d; x1.x = p1X + r1 * dX; x1.y = p1Y + r1 * dY; //*x2 = p2 - r2 * d; x2.x = p2X - r2 * dX; x2.y = p2Y - r2 * dY; return distance; } else if (dSqr > Number.MIN_VALUE * Number.MIN_VALUE) { //d.Normalize(); dLen = Math.sqrt(dX * dX + dY * dY); dX /= dLen; dY /= dLen; //*x1 = p1 + r1 * d; x1.x = p1X + r1 * dX; x1.y = p1Y + r1 * dY; //*x2 = *x1; x2.x = x1.x; x2.y = x1.y; return 0.0; } //*x1 = p1; x1.x = p1X; x1.y = p1Y; //*x2 = *x1; x2.x = x1.x; x2.y = x1.y; return 0.0; }; b2Distance.DistanceSeC = function (x1, x2, edge, xf1, circle, xf2) { var dX; var dY; var dSqr; var dLen; var r = circle.m_radius - b2Settings.b2_toiSlop; var tPoint; var tMat = xf2.R; var tVec = circle.m_localPosition; var circleX = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); var circleY = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); tVec = edge.m_direction; var dirDist = (circleX - edge.m_coreV1.x) * tVec.x + (circleY - edge.m_coreV1.y) * tVec.y; if (dirDist <= 0) { x1.SetV(edge.m_coreV1); dX = circleX - edge.m_coreV1.x; dY = circleY - edge.m_coreV1.y; dSqr = dX * dX + dY * dY; if (dSqr > r * r) { dLen = Math.sqrt(dSqr); dX /= dLen; dY /= dLen; x2.x = circleX - dX * r; x2.y = circleY - dY * r; return dLen - r; } else { x2.SetV(edge.m_coreV1); return 0.0; } } else if (dirDist >= edge.m_length) { x1.SetV(edge.m_coreV2); dX = circleX - edge.m_coreV2.x; dY = circleY - edge.m_coreV2.y; dSqr = dX * dX + dY * dY; if (dSqr > r * r) { dLen = Math.sqrt(dSqr); dX /= dLen; dY /= dLen; x2.x = circleX - dX * r; x2.y = circleY - dY * r; return dLen - r; } else { x2.SetV(edge.m_coreV2); return 0.0; } } else { x1.x = edge.m_coreV1.x + tVec.x * dirDist; x1.y = edge.m_coreV1.y + tVec.y * dirDist; tVec = edge.m_normal; dLen = (circleX - edge.m_coreV1.x) * tVec.x + (circleY - edge.m_coreV1.y) * tVec.y; if (dLen < 0.0) { if (dLen < -r) { x2.x = circleX + r * tVec.x; x2.y = circleY + r * tVec.y; return -dLen - r; } else { x2.SetV(x1); return 0.0; } } else { if (dLen > r) { x2.x = circleX - r * tVec.x; x2.y = circleY - r * tVec.y; return dLen - r; } else { x2.SetV(x1); return 0.0; } } } }; /// b2Distance.DistancePC = function (x1, x2, polygon, xf1, circle, xf2) { var tMat; var tVec; var point = b2Distance.gPoint; //point.p = b2Mul(xf2, circle->m_localPosition); tVec = circle.m_localPosition; tMat = xf2.R; point.p.x = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); point.p.y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); // Create variation of function to replace template var distance = b2Distance.DistanceGeneric(x1, x2, polygon, xf1, point, b2Math.b2XForm_identity); var r = circle.m_radius - b2Settings.b2_toiSlop; if (distance > r) { distance -= r; //b2Vec2 d = *x2 - *x1; var dX = x2.x - x1.x; var dY = x2.y - x1.y; //d.Normalize(); var dLen = Math.sqrt(dX * dX + dY * dY); dX /= dLen; dY /= dLen; //*x2 -= r * d; x2.x -= r * dX; x2.y -= r * dY; } else { distance = 0.0; //*x2 = *x1; x2.x = x1.x; x2.y = x1.y; } return distance; }; b2Distance.DistanceCcaC = function (x1, x2, polygon, xf1, circle, xf2) { var tMat; var tVec; var point = b2Distance.gPoint; //point.p = b2Mul(xf2, circle->m_localPosition); tVec = circle.m_localPosition; tMat = xf2.R; point.p.x = xf2.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); point.p.y = xf2.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); // Create variation of function to replace template var distance = b2Distance.DistanceGeneric(x1, x2, polygon, xf1, point, b2Math.b2XForm_identity); var r = circle.m_radius - b2Settings.b2_toiSlop; //Check if x1 is along the first edge of the arc, in which case DistanceGeneric will be wrong /* //Alternate calculation of n var x1l:b2Vec2 = b2Math.b2MulXT(xf1,x1); x1l.x -= polygon.m_coreVertices[0].x; x1l.y -= polygon.m_coreVertices[0].y; tVec = polygon.m_normals[0]; var n:number = x1l.x * tVec.x + x1l.y * tVec.y;*/ var vx0 = b2Math.b2MulX(xf1, polygon.m_coreVertices[0]); var normal = b2Math.b2MulMV(xf1.R, polygon.m_normals[0]); var n = (x1.x - vx0.x) * normal.x + (x1.y - vx0.y) * normal.y; if (n >= 0) { //The center is closest to the arc of all the edges, so do appropriate distance calcs var arcCenter = b2Math.b2MulX(xf1, polygon.m_arcCenter); //See similar code in b2ConcaveArcAndCircleContact var c2X = point.p.x - arcCenter.x; var c2Y = point.p.y - arcCenter.y; var norm = -normal.y * c2X + normal.x * c2Y; if (c2X * normal.x + c2Y * normal.y > 0) { if (norm < 0) { //Vertex 0 tVec = vx0; } else { //Vertex 1 tVec = b2Math.b2MulX(xf1, polygon.m_coreVertices[1]); } } else { if (norm <= -polygon.m_norm) { //Vertex 0 tVec = vx0; } else if (norm >= polygon.m_norm) { //Vertex 1 tVec = b2Math.b2MulX(xf1, polygon.m_coreVertices[1]); } else { //Nearest point on arc var c = Math.sqrt(c2X * c2X + c2Y * c2Y); //trace([c2X,c2Y]); //trace([polygon.m_radius+b2Settings.b2_toiSlop,r,c]); distance = (polygon.m_radius + b2Settings.b2_toiSlop * 2) - r - c; c2X /= c; c2Y /= c; if (distance < 0) distance = 0; x1.x = arcCenter.x + c2X * (polygon.m_radius + b2Settings.b2_toiSlop); x1.y = arcCenter.y + c2Y * (polygon.m_radius + b2Settings.b2_toiSlop); x2.x += c2X * r; x2.y += c2Y * r; //trace(distance); return distance; } } x1.SetV(tVec); tVec.x -= point.p.x; tVec.y -= point.p.y; distance = tVec.Normalize() - r; if (distance > 0) { x2.x += r * tVec.x; x2.y += r * tVec.y; return distance; } else { x2.SetV(x1); return 0; } } if (distance > r) { distance -= r; //b2Vec2 d = *x2 - *x1; var dX = x2.x - x1.x; var dY = x2.y - x1.y; //d.Normalize(); var dLen = Math.sqrt(dX * dX + dY * dY); dX /= dLen; dY /= dLen; //*x2 -= r * d x2.x -= r * dX; x2.y -= r * dY; } else { distance = 0.0; //*x2 = *x1; x2.x = x1.x; x2.y = x1.y; } return distance; }; b2Distance.DistancePCca = function (x1, x2, polygon, xf1, arc, xf2) { var t = -1; var gd = b2Distance.DistanceGeneric(x1, x2, polygon, xf1, arc, xf2); var vx0 = b2Math.b2MulX(xf2, arc.m_coreVertices[0]); var normal = b2Math.b2MulMV(xf2.R, arc.m_normals[0]); var n = (x2.x - vx0.x) * normal.x + (x2.y - vx0.y) * normal.y; //n should be compared to zero, but apprently the rounding errors are pretty bad if (n < -b2Settings.b2_linearSlop / 4 && gd > 0) { //The closest point on the bounding poly of the arc shape is not on the first edge //So it is correct t = 0; return gd; } var vx1 = b2Math.b2MulX(xf2, arc.m_coreVertices[1]); //Check if x2==vx0 or x2==vx1. This would be a lot easier if there was some results caching going on var tVec = new b2Vec2(); var tolerance = b2Settings.b2_linearSlop * b2Settings.b2_linearSlop; tVec.x = vx0.x - x2.x; tVec.y = vx0.y - x2.y; if (tVec.x * tVec.x + tVec.y * tVec.y < tolerance) { t = 1; return gd; } tVec.x = vx1.x - x2.x; tVec.y = vx1.y - x2.y; if (tVec.x * tVec.x + tVec.y * tVec.y < tolerance) { t = 2; return gd; } //Otherwise, calculate the nearest point on the arc to the poly //AFAIK, there is little you can do more than brute force //Perhaps start with a sensible vertex, so that others are more likely to get discarded earlier var localCenter = b2Math.b2MulXT(xf1, b2Math.b2MulX(xf2, arc.m_arcCenter)); var localNorm = b2Math.b2MulTMV(xf1.R, normal); var maxDist2 = -1; //Square of the distance of the furthest (valid) vertex (so far) from localCenter; or equivalent var bestVx = -1; var separation = Number.MAX_VALUE; var dist2; var dist; for (var i = 0; i < polygon.m_vertexCount; i++) { tVec.x = polygon.m_coreVertices[i].x - localCenter.x; tVec.y = polygon.m_coreVertices[i].y - localCenter.y; var norm = tVec.x * localNorm.y - tVec.y * localNorm.x; dist2 = tVec.x * tVec.x + tVec.y * tVec.y; if (norm * norm < arc.m_norm * arc.m_norm * dist2 && tVec.x * localNorm.x + tVec.y * localNorm.y < 0) { //Near the curve of the arc if (dist2 > maxDist2) { maxDist2 = dist2; bestVx = i; dist = Math.sqrt(dist2); separation = arc.m_radius + b2Settings.b2_toiSlop - dist; if (separation < 0) separation = 0; x1.SetV(b2Math.b2MulX(xf1, polygon.m_coreVertices[i])); tVec.x *= (arc.m_radius + b2Settings.b2_toiSlop) / dist; tVec.y *= (arc.m_radius + b2Settings.b2_toiSlop) / dist; tVec.x += localCenter.x; tVec.y += localCenter.y; x2.SetV(b2Math.b2MulX(xf1, tVec)); t = 3; } } } var sx1 = new b2Vec2(); var sx2 = new b2Vec2(); var point = b2Distance.gPoint; point.p.SetV(vx0); var anotherDistance = b2Distance.DistanceGeneric(sx1, sx2, polygon, xf1, point, b2Math.b2XForm_identity); if (anotherDistance < separation) { t = 4; separation = anotherDistance; x1.SetV(sx1); x2.SetV(sx2); } point.p.SetV(vx1); anotherDistance = b2Distance.DistanceGeneric(sx1, sx2, polygon, xf1, point, b2Math.b2XForm_identity); if (anotherDistance < separation) { t = 5; separation = anotherDistance; x1.SetV(sx1); x2.SetV(sx2); } //As we have shrank the arc from it's bounding poly, //It should never be closer to the polygon than it's bounding poly //b2Settings.b2Assert(separation>gd); return separation; }; b2Distance.Distance = function (x1, x2, shape1, xf1, shape2, xf2) { //b2ShapeType type1 = shape1->GetType(); var type1 /** int */ = shape1.m_type; //b2ShapeType type2 = shape2->GetType(); var type2 /** int */ = shape2.m_type; var register = b2Distance.s_registers[type1 + type2 * b2Shape.e_shapeTypeCount]; if (register != null) { if (register.primary) { return register.fcn(x1, x2, shape1, xf1, shape2, xf2); } else { return register.fcn(x2, x1, shape2, xf2, shape1, xf1); } } return 0.0; }; // b2Distance.s_p1s = [new b2Vec2(), new b2Vec2(), new b2Vec2()]; b2Distance.s_p2s = [new b2Vec2(), new b2Vec2(), new b2Vec2()]; b2Distance.s_points = [new b2Vec2(), new b2Vec2(), new b2Vec2()]; // GJK is more robust with polygon-vs-point than polygon-vs-circle. // So we convert polygon-vs-circle to polygon-vs-point. b2Distance.gPoint = new b2Point(); b2Distance.t = -1; b2Distance.g_GJK_Iterations = 0; b2Distance.s_initialized = false; return b2Distance; }()); export { b2Distance };