UNPKG

@awayfl/awayfl-player

Version:

Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript

450 lines (449 loc) 17.6 kB
/* * 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'; var b2Distance = /** @class */ (function () { function b2Distance() { } // 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 = this.s_p1s; var p2s = this.s_p2s; //b2Vec2 points[3]; var points = this.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); } this.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 = this.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 = this.ProcessThree(x1, x2, p1s, p2s, points); break; } // If we have three points, then the origin is in the corresponding triangle. if (pointCount == 3) { this.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) { this.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); } } this.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.DistancePC = function (x1, x2, polygon, xf1, circle, xf2) { var tMat; var tVec; var point = this.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 = this.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.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; if (type1 == b2Shape.e_circleShape && type2 == b2Shape.e_circleShape) { //return DistanceCC(x1, x2, (b2CircleShape*)shape1, xf1, (b2CircleShape*)shape2, xf2); return this.DistanceCC(x1, x2, shape1, xf1, shape2, xf2); } if (type1 == b2Shape.e_polygonShape && type2 == b2Shape.e_circleShape) { //return DistancePC(x1, x2, (b2PolygonShape*)shape1, xf1, (b2CircleShape*)shape2, xf2); return this.DistancePC(x1, x2, shape1, xf1, shape2, xf2); } if (type1 == b2Shape.e_circleShape && type2 == b2Shape.e_polygonShape) { return this.DistancePC(x2, x1, shape2, xf2, shape1, xf1); } if (type1 == b2Shape.e_polygonShape && type2 == b2Shape.e_polygonShape) { return this.DistanceGeneric(x1, x2, shape1, xf1, shape2, xf2); } 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.g_GJK_Iterations = 0; return b2Distance; }()); export { b2Distance };