@awayfl/awayfl-player
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Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
110 lines (109 loc) • 6.17 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.
*/
/// Implement and register this class with a b2World to provide debug drawing of physics
/// entities in your game.
var b2DebugDraw = /** @class */ (function () {
function b2DebugDraw() {
this.m_drawScale = 1.0;
this.m_lineThickness = 1.0;
this.m_alpha = 1.0;
this.m_fillAlpha = 1.0;
this.m_xformScale = 1.0;
this.m_drawFlags = 0;
}
//};
/// Set the drawing flags.
b2DebugDraw.prototype.SetFlags = function (flags /** uint */) {
this.m_drawFlags = flags;
};
/// Get the drawing flags.
b2DebugDraw.prototype.GetFlags = function () {
return this.m_drawFlags;
};
/// Append flags to the current flags.
b2DebugDraw.prototype.AppendFlags = function (flags /** uint */) {
this.m_drawFlags |= flags;
};
/// Clear flags from the current flags.
b2DebugDraw.prototype.ClearFlags = function (flags /** uint */) {
this.m_drawFlags &= ~flags;
};
/// Draw a closed polygon provided in CCW order.
b2DebugDraw.prototype.DrawPolygon = function (vertices, vertexCount /** int */, color) {
this.m_sprite.graphics.lineStyle(this.m_lineThickness, color.color, this.m_alpha);
this.m_sprite.graphics.moveTo(vertices[0].x * this.m_drawScale, vertices[0].y * this.m_drawScale);
for (var i /** int */ = 1; i < vertexCount; i++) {
this.m_sprite.graphics.lineTo(vertices[i].x * this.m_drawScale, vertices[i].y * this.m_drawScale);
}
this.m_sprite.graphics.lineTo(vertices[0].x * this.m_drawScale, vertices[0].y * this.m_drawScale);
};
/// Draw a solid closed polygon provided in CCW order.
b2DebugDraw.prototype.DrawSolidPolygon = function (vertices, vertexCount /** int */, color) {
this.m_sprite.graphics.lineStyle(this.m_lineThickness, color.color, this.m_alpha);
this.m_sprite.graphics.moveTo(vertices[0].x * this.m_drawScale, vertices[0].y * this.m_drawScale);
this.m_sprite.graphics.beginFill(color.color, this.m_fillAlpha);
for (var i /** int */ = 1; i < vertexCount; i++) {
this.m_sprite.graphics.lineTo(vertices[i].x * this.m_drawScale, vertices[i].y * this.m_drawScale);
}
this.m_sprite.graphics.lineTo(vertices[0].x * this.m_drawScale, vertices[0].y * this.m_drawScale);
this.m_sprite.graphics.endFill();
};
/// Draw a circle.
b2DebugDraw.prototype.DrawCircle = function (center, radius, color) {
this.m_sprite.graphics.lineStyle(this.m_lineThickness, color.color, this.m_alpha);
this.m_sprite.graphics.drawCircle(center.x * this.m_drawScale, center.y * this.m_drawScale, radius * this.m_drawScale);
};
/// Draw a solid circle.
b2DebugDraw.prototype.DrawSolidCircle = function (center, radius, axis, color) {
this.m_sprite.graphics.lineStyle(this.m_lineThickness, color.color, this.m_alpha);
this.m_sprite.graphics.moveTo(0, 0);
this.m_sprite.graphics.beginFill(color.color, this.m_fillAlpha);
this.m_sprite.graphics.drawCircle(center.x * this.m_drawScale, center.y * this.m_drawScale, radius * this.m_drawScale);
this.m_sprite.graphics.endFill();
this.m_sprite.graphics.moveTo(center.x * this.m_drawScale, center.y * this.m_drawScale);
this.m_sprite.graphics.lineTo((center.x + axis.x * radius) * this.m_drawScale, (center.y + axis.y * radius) * this.m_drawScale);
};
/// Draw a line segment.
b2DebugDraw.prototype.DrawSegment = function (p1, p2, color) {
this.m_sprite.graphics.lineStyle(this.m_lineThickness, color.color, this.m_alpha);
this.m_sprite.graphics.moveTo(p1.x * this.m_drawScale, p1.y * this.m_drawScale);
this.m_sprite.graphics.lineTo(p2.x * this.m_drawScale, p2.y * this.m_drawScale);
};
/// Draw a transform. Choose your own length scale.
/// @param xf a transform.
b2DebugDraw.prototype.DrawXForm = function (xf) {
this.m_sprite.graphics.lineStyle(this.m_lineThickness, 0xff0000, this.m_alpha);
this.m_sprite.graphics.moveTo(xf.position.x * this.m_drawScale, xf.position.y * this.m_drawScale);
this.m_sprite.graphics.lineTo((xf.position.x + this.m_xformScale * xf.R.col1.x) * this.m_drawScale, (xf.position.y + this.m_xformScale * xf.R.col1.y) * this.m_drawScale);
this.m_sprite.graphics.lineStyle(this.m_lineThickness, 0x00ff00, this.m_alpha);
this.m_sprite.graphics.moveTo(xf.position.x * this.m_drawScale, xf.position.y * this.m_drawScale);
this.m_sprite.graphics.lineTo((xf.position.x + this.m_xformScale * xf.R.col2.x) * this.m_drawScale, (xf.position.y + this.m_xformScale * xf.R.col2.y) * this.m_drawScale);
};
//virtual ~b2DebugDraw() {}
//enum
//{
b2DebugDraw.e_shapeBit = 0x0001; ///< draw shapes
b2DebugDraw.e_jointBit = 0x0002; ///< draw joint connections
b2DebugDraw.e_coreShapeBit = 0x0004; ///< draw core (TOI) shapes
b2DebugDraw.e_aabbBit = 0x0008; ///< draw axis aligned bounding boxes
b2DebugDraw.e_obbBit = 0x0010; ///< draw oriented bounding boxes
b2DebugDraw.e_pairBit = 0x0020; ///< draw broad-phase pairs
b2DebugDraw.e_centerOfMassBit = 0x0040; ///< draw center of mass frame
return b2DebugDraw;
}());
export { b2DebugDraw };