@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
/*
* 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';
// A manifold for two touching convex shapes.
export class b2Segment {
/// Ray cast against this segment with another segment.
// Collision Detection in Interactive 3D Environments by Gino van den Bergen
// From Section 3.4.1
// x = mu1 * p1 + mu2 * p2
// mu1 + mu2 = 1 && mu1 >= 0 && mu2 >= 0
// mu1 = 1 - mu2;
// x = (1 - mu2) * p1 + mu2 * p2
// = p1 + mu2 * (p2 - p1)
// x = s + a * r (s := start, r := end - start)
// s + a * r = p1 + mu2 * d (d := p2 - p1)
// -a * r + mu2 * d = b (b := s - p1)
// [-r d] * [a; mu2] = b
// Cramer's rule:
// denom = det[-r d]
// a = det[b d] / denom
// mu2 = det[-r b] / denom
public TestSegment(lambda: number[], // float pointer
normal: b2Vec2, // pointer
segment: b2Segment,
maxLambda: number): boolean {
//b2Vec2 s = segment.p1;
const s: b2Vec2 = segment.p1;
//b2Vec2 r = segment.p2 - s;
const rX: number = segment.p2.x - s.x;
const rY: number = segment.p2.y - s.y;
//b2Vec2 d = this.p2 - this.p1;
const dX: number = this.p2.x - this.p1.x;
const dY: number = this.p2.y - this.p1.y;
//b2Vec2 n = b2Cross(d, 1.0f);
let nX: number = dY;
let nY: number = -dX;
const k_slop: number = 100.0 * Number.MIN_VALUE;
//var denom:number = -b2Dot(r, n);
const denom: number = -(rX * nX + rY * nY);
// Cull back facing collision and ignore parallel segments.
if (denom > k_slop) {
// Does the segment intersect the infinite line associated with this segment?
//b2Vec2 b = s - p1;
const bX: number = s.x - this.p1.x;
const bY: number = s.y - this.p1.y;
//var a:number = b2Dot(b, n);
let a: number = (bX * nX + bY * nY);
if (0.0 <= a && a <= maxLambda * denom) {
const mu2: number = -rX * bY + rY * bX;
// Does the segment intersect this segment?
if (-k_slop * denom <= mu2 && mu2 <= denom * (1.0 + k_slop)) {
a /= denom;
//n.Normalize();
const nLen: number = Math.sqrt(nX * nX + nY * nY);
nX /= nLen;
nY /= nLen;
//*lambda = a;
lambda[0] = a;
//*normal = n;
normal.Set(nX, nY);
return true;
}
}
}
return false;
}
public p1: b2Vec2 = new b2Vec2(); ///< the starting point
public p2: b2Vec2 = new b2Vec2(); ///< the ending point
}