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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 } 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 = 0; } //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 };