@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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text/typescript
import { b2Vec2, b2Transform } from '../../Common/Math';
import { b2AABB } from '../../Collision/b2AABB';
import { b2RayCastOutput } from '../b2RayCastOutput';
import { b2RayCastInput } from '../b2RayCastInput';
import { b2DistanceInput } from '../b2DistanceInput';
import { b2DistanceProxy } from '../b2DistanceProxy';
import { b2SimplexCache } from '../b2SimplexCache';
import { b2DistanceOutput } from '../b2DistanceOutput';
import { b2Distance } from '../b2Distance';
import { b2Settings } from '../../Common/b2Settings';
import { b2MassData } from './b2MassData';
/**
* A shape is used for collision detection. Shapes are created in b2Body.
* You can use shape for collision detection before they are attached to the world.
* @warning you cannot reuse shapes.
*/
export class b2Shape {
__fast__: boolean = true;
/**
* Clone the shape
*/
public Copy(): b2Shape {
//var s:b2Shape = new b2Shape();
//s.Set(this);
//return s;
return null; // Abstract type
}
/**
* Assign the properties of anther shape to this
*/
public Set(other: b2Shape): void {
//Don't copy m_type?
//m_type = other.m_type;
this.m_radius = other.m_radius;
}
/**
* Get the type of this shape. You can use this to down cast to the concrete shape.
* @return the shape type.
*/
public GetType(): number /** int */
{
return this.m_type;
}
/**
* Test a point for containment in this shape. This only works for convex shapes.
* @param xf the shape world transform.
* @param p a point in world coordinates.
*/
public TestPoint(xf: b2Transform, p: b2Vec2): boolean {return false;}
/**
* Cast a ray against this shape.
* @param output the ray-cast results.
* @param input the ray-cast input parameters.
* @param transform the transform to be applied to the shape.
*/
public RayCast(output: b2RayCastOutput, input: b2RayCastInput, transform: b2Transform): boolean {
return false;
}
/**
* Given a transform, compute the associated axis aligned bounding box for this shape.
* @param aabb returns the axis aligned box.
* @param xf the world transform of the shape.
*/
public ComputeAABB(aabb: b2AABB, xf: b2Transform): void {}
/**
* Compute the mass properties of this shape using its dimensions and density.
* The inertia tensor is computed about the local origin, not the centroid.
* @param massData returns the mass data for this shape.
*/
public ComputeMass(massData: b2MassData, density: number): void { }
/**
* Compute the volume and centroid of this shape intersected with a half plane
* @param normal the surface normal
* @param offset the surface offset along normal
* @param xf the shape transform
* @param c returns the centroid
* @return the total volume less than offset along normal
*/
public ComputeSubmergedArea(
normal: b2Vec2,
offset: number,
xf: b2Transform,
c: b2Vec2): number { return 0; }
public static TestOverlap(shape1: b2Shape, transform1: b2Transform, shape2: b2Shape, transform2: b2Transform): boolean {
const input: b2DistanceInput = new b2DistanceInput();
input.proxyA = new b2DistanceProxy();
input.proxyA.Set(shape1);
input.proxyB = new b2DistanceProxy();
input.proxyB.Set(shape2);
input.transformA = transform1;
input.transformB = transform2;
input.useRadii = true;
const simplexCache: b2SimplexCache = new b2SimplexCache();
simplexCache.count = 0;
const output: b2DistanceOutput = new b2DistanceOutput();
b2Distance.Distance(output, simplexCache, input);
return output.distance < 10.0 * Number.MIN_VALUE;
}
//--------------- Internals Below -------------------
/**
* @private
*/
constructor() {
this.m_type = b2Shape.e_unknownShape;
this.m_radius = b2Settings.b2_linearSlop;
}
//virtual ~b2Shape();
public m_type: number /** int */;
public m_radius: number;
/**
* The various collision shape types supported by Box2D.
*/
//enum b2ShapeType
//{
public static readonly e_unknownShape: number /** int */ = -1;
public static readonly e_circleShape: number /** int */ = 0;
public static readonly e_polygonShape: number /** int */ = 1;
public static readonly e_edgeShape: number /** int */ = 2;
public static readonly e_shapeTypeCount: number /** int */ = 3;
//};
/**
* Possible return values for TestSegment
*/
/** Return value for TestSegment indicating a hit. */
public static readonly e_hitCollide: number /** int */ = 1;
/** Return value for TestSegment indicating a miss. */
public static readonly e_missCollide: number /** int */ = 0;
/** Return value for TestSegment indicating that the segment starting point, p1, is already inside the shape. */
public static readonly e_startsInsideCollide: number /** int */ = -1;
}