@awayfl/awayfl-player
Version:
Flash Player emulator for executing SWF files (published for FP versions 6 and up) in javascript
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text/typescript
import { b2Shape } from './b2Shape';
import { b2Transform, b2Vec2, b2Mat22, b2Math } from '../../Common/Math';
import { b2RayCastOutput } from '../b2RayCastOutput';
import { b2RayCastInput } from '../b2RayCastInput';
import { b2AABB } from '../b2AABB';
import { b2MassData } from './b2MassData';
import { b2Settings } from '../../Common/b2Settings';
/**
* A circle shape.
* @see b2CircleDef
*/
export class b2CircleShape extends b2Shape {
__fast__: boolean = true;
public Copy(): b2Shape {
const s: b2Shape = new b2CircleShape();
s.Set(this);
return s;
}
public Set(other: b2Shape): void {
super.Set(other);
if (other instanceof b2CircleShape) {
const other2: b2CircleShape = other as b2CircleShape;
this.m_p.SetV(other2.m_p);
}
}
/**
* @inheritDoc
*/
public TestPoint(transform: b2Transform, p: b2Vec2): boolean {
//b2Vec2 center = transform.position + b2Mul(transform.R, m_p);
const tMat: b2Mat22 = transform.R;
let dX: number = transform.position.x + (tMat.col1.x * this.m_p.x + tMat.col2.x * this.m_p.y);
let dY: number = transform.position.y + (tMat.col1.y * this.m_p.x + tMat.col2.y * this.m_p.y);
//b2Vec2 d = p - center;
dX = p.x - dX;
dY = p.y - dY;
//return b2Dot(d, d) <= m_radius * m_radius;
return (dX * dX + dY * dY) <= this.m_radius * this.m_radius;
}
/**
* @inheritDoc
*/
public RayCast(output: b2RayCastOutput, input: b2RayCastInput, transform: b2Transform): boolean {
//b2Vec2 position = transform.position + b2Mul(transform.R, m_p);
const tMat: b2Mat22 = transform.R;
const positionX: number = transform.position.x + (tMat.col1.x * this.m_p.x + tMat.col2.x * this.m_p.y);
const positionY: number = transform.position.y + (tMat.col1.y * this.m_p.x + tMat.col2.y * this.m_p.y);
//b2Vec2 s = input.p1 - position;
const sX: number = input.p1.x - positionX;
const sY: number = input.p1.y - positionY;
//float32 b = b2Dot(s, s) - m_radius * m_radius;
const b: number = (sX * sX + sY * sY) - this.m_radius * this.m_radius;
/*// Does the segment start inside the circle?
if (b < 0.0)
{
output.fraction = 0;
output.hit = e_startsInsideCollide;
return;
}*/
// Solve quadratic equation.
//b2Vec2 r = input.p2 - input.p1;
const rX: number = input.p2.x - input.p1.x;
const rY: number = input.p2.y - input.p1.y;
//float32 c = b2Dot(s, r);
const c: number = (sX * rX + sY * rY);
//float32 rr = b2Dot(r, r);
const rr: number = (rX * rX + rY * rY);
const sigma: number = c * c - rr * b;
// Check for negative discriminant and short segment.
if (sigma < 0.0 || rr < Number.MIN_VALUE) {
return false;
}
// Find the point of intersection of the line with the circle.
let a: number = -(c + Math.sqrt(sigma));
// Is the intersection point on the segment?
if (0.0 <= a && a <= input.maxFraction * rr) {
a /= rr;
output.fraction = a;
// manual inline of: output.normal = s + a * r;
output.normal.x = sX + a * rX;
output.normal.y = sY + a * rY;
output.normal.Normalize();
return true;
}
return false;
}
/**
* @inheritDoc
*/
public ComputeAABB(aabb: b2AABB, transform: b2Transform): void {
//b2Vec2 p = transform.position + b2Mul(transform.R, m_p);
const tMat: b2Mat22 = transform.R;
const pX: number = transform.position.x + (tMat.col1.x * this.m_p.x + tMat.col2.x * this.m_p.y);
const pY: number = transform.position.y + (tMat.col1.y * this.m_p.x + tMat.col2.y * this.m_p.y);
aabb.lowerBound.Set(pX - this.m_radius, pY - this.m_radius);
aabb.upperBound.Set(pX + this.m_radius, pY + this.m_radius);
}
/**
* @inheritDoc
*/
public ComputeMass(massData: b2MassData, density: number): void {
massData.mass = density * b2Settings.b2_pi * this.m_radius * this.m_radius;
massData.center.SetV(this.m_p);
// inertia about the local origin
//massData.I = massData.mass * (0.5 * m_radius * m_radius + b2Dot(m_p, m_p));
massData.I = massData.mass * (0.5 * this.m_radius * this.m_radius + (this.m_p.x * this.m_p.x + this.m_p.y * this.m_p.y));
}
/**
* @inheritDoc
*/
public ComputeSubmergedArea(
normal: b2Vec2,
offset: number,
xf: b2Transform,
c: b2Vec2): number {
const p: b2Vec2 = b2Math.MulX(xf, this.m_p);
const l: number = -(b2Math.Dot(normal, p) - offset);
if (l < -this.m_radius + Number.MIN_VALUE) {
//Completely dry
return 0;
}
if (l > this.m_radius) {
//Completely wet
c.SetV(p);
return Math.PI * this.m_radius * this.m_radius;
}
//Magic
const r2: number = this.m_radius * this.m_radius;
const l2: number = l * l;
const area: number = r2 * (Math.asin(l / this.m_radius) + Math.PI / 2) + l * Math.sqrt(r2 - l2);
const com: number = -2 / 3 * Math.pow(r2 - l2, 1.5) / area;
c.x = p.x + normal.x * com;
c.y = p.y + normal.y * com;
return area;
}
/**
* Get the local position of this circle in its parent body.
*/
public GetLocalPosition(): b2Vec2 {
return this.m_p;
}
/**
* Set the local position of this circle in its parent body.
*/
public SetLocalPosition(position: b2Vec2): void {
this.m_p.SetV(position);
}
/**
* Get the radius of the circle
*/
public GetRadius(): number {
return this.m_radius;
}
/**
* Set the radius of the circle
*/
public SetRadius(radius: number): void {
this.m_radius = radius;
}
constructor(radius: number = 0) {
super();
this.m_type = b2Shape.e_circleShape;
this.m_radius = radius;
}
// Local position in parent body
public m_p: b2Vec2 = new b2Vec2();
}