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@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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/* * 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, b2Mat22, b2XForm } from '../Math'; export class b2Math { /// This function is used to ensure that a floating point number is /// not a NaN or infinity. public static b2IsValid(x: number): boolean { return isFinite(x); } /*public static b2InvSqrt(x:number):number{ union { float32 x; int32 i; } convert; convert.x = x; float32 xhalf = 0.5f * x; convert.i = 0x5f3759df - (convert.i >> 1); x = convert.x; x = x * (1.5f - xhalf * x * x); return x; }*/ public static b2Dot(a: b2Vec2, b: b2Vec2): number { return a.x * b.x + a.y * b.y; } public static b2CrossVV(a: b2Vec2, b: b2Vec2): number { return a.x * b.y - a.y * b.x; } public static b2CrossVF(a: b2Vec2, s: number): b2Vec2 { const v: b2Vec2 = new b2Vec2(s * a.y, -s * a.x); return v; } public static b2CrossFV(s: number, a: b2Vec2): b2Vec2 { const v: b2Vec2 = new b2Vec2(-s * a.y, s * a.x); return v; } public static b2MulMV(A: b2Mat22, v: b2Vec2): b2Vec2 { // (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y) // (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y) const u: b2Vec2 = new b2Vec2(A.col1.x * v.x + A.col2.x * v.y, A.col1.y * v.x + A.col2.y * v.y); return u; } public static b2MulTMV(A: b2Mat22, v: b2Vec2): b2Vec2 { // (tVec.x * tMat.col1.x + tVec.y * tMat.col1.y) // (tVec.x * tMat.col2.x + tVec.y * tMat.col2.y) const u: b2Vec2 = new b2Vec2(this.b2Dot(v, A.col1), this.b2Dot(v, A.col2)); return u; } public static b2MulX(T: b2XForm, v: b2Vec2): b2Vec2 { const a: b2Vec2 = this.b2MulMV(T.R, v); a.x += T.position.x; a.y += T.position.y; //return T.position + b2Mul(T.R, v); return a; } public static b2MulXT(T: b2XForm, v: b2Vec2): b2Vec2 { const a: b2Vec2 = this.SubtractVV(v, T.position); //return b2MulT(T.R, v - T.position); const tX: number = (a.x * T.R.col1.x + a.y * T.R.col1.y); a.y = (a.x * T.R.col2.x + a.y * T.R.col2.y); a.x = tX; return a; } public static AddVV(a: b2Vec2, b: b2Vec2): b2Vec2 { const v: b2Vec2 = new b2Vec2(a.x + b.x, a.y + b.y); return v; } public static SubtractVV(a: b2Vec2, b: b2Vec2): b2Vec2 { const v: b2Vec2 = new b2Vec2(a.x - b.x, a.y - b.y); return v; } public static b2Distance(a: b2Vec2, b: b2Vec2): number { const cX: number = a.x - b.x; const cY: number = a.y - b.y; return Math.sqrt(cX * cX + cY * cY); } public static b2DistanceSquared(a: b2Vec2, b: b2Vec2): number { const cX: number = a.x - b.x; const cY: number = a.y - b.y; return (cX * cX + cY * cY); } public static MulFV(s: number, a: b2Vec2): b2Vec2 { const v: b2Vec2 = new b2Vec2(s * a.x, s * a.y); return v; } public static AddMM(A: b2Mat22, B: b2Mat22): b2Mat22 { const C: b2Mat22 = new b2Mat22(0, this.AddVV(A.col1, B.col1), this.AddVV(A.col2, B.col2)); return C; } // A * B public static b2MulMM(A: b2Mat22, B: b2Mat22): b2Mat22 { const C: b2Mat22 = new b2Mat22(0, this.b2MulMV(A, B.col1), this.b2MulMV(A, B.col2)); return C; } // A^T * B public static b2MulTMM(A: b2Mat22, B: b2Mat22): b2Mat22 { const c1: b2Vec2 = new b2Vec2(this.b2Dot(A.col1, B.col1), this.b2Dot(A.col2, B.col1)); const c2: b2Vec2 = new b2Vec2(this.b2Dot(A.col1, B.col2), this.b2Dot(A.col2, B.col2)); const C: b2Mat22 = new b2Mat22(0, c1, c2); return C; } public static b2Abs(a: number): number { return a > 0.0 ? a : -a; } public static b2AbsV(a: b2Vec2): b2Vec2 { const b: b2Vec2 = new b2Vec2(this.b2Abs(a.x), this.b2Abs(a.y)); return b; } public static b2AbsM(A: b2Mat22): b2Mat22 { const B: b2Mat22 = new b2Mat22(0, this.b2AbsV(A.col1), this.b2AbsV(A.col2)); return B; } public static b2Min(a: number, b: number): number { return a < b ? a : b; } public static b2MinV(a: b2Vec2, b: b2Vec2): b2Vec2 { const c: b2Vec2 = new b2Vec2(this.b2Min(a.x, b.x), this.b2Min(a.y, b.y)); return c; } public static b2Max(a: number, b: number): number { return a > b ? a : b; } public static b2MaxV(a: b2Vec2, b: b2Vec2): b2Vec2 { const c: b2Vec2 = new b2Vec2(this.b2Max(a.x, b.x), this.b2Max(a.y, b.y)); return c; } public static b2Clamp(a: number, low: number, high: number): number { return this.b2Max(low, this.b2Min(a, high)); } public static b2ClampV(a: b2Vec2, low: b2Vec2, high: b2Vec2): b2Vec2 { return this.b2MaxV(low, this.b2MinV(a, high)); } public static b2Swap(a: any[], b: any[]): void { const tmp: any = a[0]; a[0] = b[0]; b[0] = tmp; } // b2Random number in range [-1,1] public static b2Random(): number { return Math.random() * 2 - 1; } public static b2RandomRange(lo: number, hi: number): number { let r: number = Math.random(); r = (hi - lo) * r + lo; return r; } // "Next Largest Power of 2 // Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm // that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with // the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next // largest power of 2. For a 32-bit value:" public static b2NextPowerOfTwo(x: number /** uint */): number /** uint */ { x |= (x >> 1) & 0x7FFFFFFF; x |= (x >> 2) & 0x3FFFFFFF; x |= (x >> 4) & 0x0FFFFFFF; x |= (x >> 8) & 0x00FFFFFF; x |= (x >> 16) & 0x0000FFFF; return x + 1; } public static b2IsPowerOfTwo(x: number /** uint */): boolean { const result: boolean = x > 0 && (x & (x - 1)) == 0; return result; } // Temp vector functions to reduce calls to 'new' /*public static tempVec:b2Vec2 = new b2Vec2(); public static tempVec2:b2Vec2 = new b2Vec2(); public static tempVec3:b2Vec2 = new b2Vec2(); public static tempVec4:b2Vec2 = new b2Vec2(); public static tempVec5:b2Vec2 = new b2Vec2(); public static tempMat:b2Mat22 = new b2Mat22(); public static tempAABB:b2AABB = new b2AABB(); */ public static readonly b2Vec2_zero: b2Vec2 = new b2Vec2(0.0, 0.0); public static readonly b2Mat22_identity: b2Mat22 = new b2Mat22(0, new b2Vec2(1.0, 0.0), new b2Vec2(0.0, 1.0)); public static readonly b2XForm_identity: b2XForm = new b2XForm(b2Math.b2Vec2_zero, b2Math.b2Mat22_identity); }