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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 { b2XForm, b2Vec2 } from '../Common/Math'; import { b2Color } from '../Common/b2Color'; /// Implement and register this class with a b2World to provide debug drawing of physics /// entities in your game. export class b2DebugDraw { constructor() { this.m_drawFlags = 0; } //virtual ~b2DebugDraw() {} //enum //{ public static e_shapeBit: number /** uint */ = 0x0001; ///< draw shapes public static e_jointBit: number /** uint */ = 0x0002; ///< draw joint connections public static e_coreShapeBit: number /** uint */ = 0x0004; ///< draw core (TOI) shapes public static e_aabbBit: number /** uint */ = 0x0008; ///< draw axis aligned bounding boxes public static e_obbBit: number /** uint */ = 0x0010; ///< draw oriented bounding boxes public static e_pairBit: number /** uint */ = 0x0020; ///< draw broad-phase pairs public static e_centerOfMassBit: number /** uint */ = 0x0040; ///< draw center of mass frame //}; /// Set the drawing flags. public SetFlags(flags: number /** uint */): void { this.m_drawFlags = flags; } /// Get the drawing flags. public GetFlags(): number /** uint */{ return this.m_drawFlags; } /// Append flags to the current flags. public AppendFlags(flags: number /** uint */): void { this.m_drawFlags |= flags; } /// Clear flags from the current flags. public ClearFlags(flags: number /** uint */): void { this.m_drawFlags &= ~flags; } /// Draw a closed polygon provided in CCW order. public DrawPolygon(vertices: b2Vec2[], vertexCount: number /** int */, color: b2Color): void { 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 (let i: number /** 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. public DrawSolidPolygon(vertices: b2Vec2[], vertexCount: number /** int */, color: b2Color): void { 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 (let i: number /** 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. public DrawCircle(center: b2Vec2, radius: number, color: b2Color): void { 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. public DrawSolidCircle(center: b2Vec2, radius: number, axis: b2Vec2, color: b2Color): void { 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. public DrawSegment(p1: b2Vec2, p2: b2Vec2, color: b2Color): void { 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 closed polygon provided in CCW order. public DrawPolyline(vertices:b2Vec2[], vertexCount:number /** uint */, color:b2Color) : void{ 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:number /** uint */ = 1; i < vertexCount; i++){ this.m_sprite.graphics.lineTo(vertices[i].x * this.m_drawScale, vertices[i].y * this.m_drawScale); } } /// Draw a circle arc public DrawCurve(p1:b2Vec2, p2: b2Vec2, center: b2Vec2, color:b2Color) : void{ var s_numSegs:number = 16; var dx:number = p1.x-center.x; var dy:number = p1.y-center.y; var theta1:number = Math.atan2(dy,dx); var theta2:number = Math.atan2(p2.y-center.y,p2.x-center.x); var r:number = Math.sqrt(dx*dx+dy*dy); while(theta2<theta1) theta2 += Math.PI*2; var dtheta:number = (theta2-theta1)/s_numSegs; 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); for(var theta:number = theta1;theta<=theta2;theta+=dtheta){ this.m_sprite.graphics.lineTo( (center.x + r*Math.cos(theta)) * this.m_drawScale, (center.y + r*Math.sin(theta)) * this.m_drawScale); } } public DrawConcaveArc(vertices:b2Vec2[], vertexCount:number /** uint */, center:b2Vec2, color:b2Color) : void { 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); //Draw arc var s_numSegs:number = 16; var dx:number = vertices[0].x-center.x; var dy:number = vertices[0].y-center.y; var theta1:number = Math.atan2(dy,dx); var theta2:number = Math.atan2(vertices[1].y-center.y,vertices[1].x-center.x); var r:number = Math.sqrt(dx*dx+dy*dy); while(theta2>theta1) theta2 -= Math.PI*2; var dtheta:number = (theta1-theta2)/s_numSegs; for(var theta:number = theta1;theta>theta2;theta-=dtheta){ this.m_sprite.graphics.lineTo( (center.x + r*Math.cos(theta)) * this.m_drawScale, (center.y + r*Math.sin(theta)) * this.m_drawScale); } //Draw polyline for (var i:number /** uint */ = 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); } public DrawSolidConcaveArc(vertices:b2Vec2[], vertexCount:number /** uint */, center:b2Vec2, color:b2Color) : void { 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); //Draw arc var s_numSegs:number = 16; var dx:number = vertices[0].x-center.x; var dy:number = vertices[0].y-center.y; var theta1:number = Math.atan2(dy,dx); var theta2:number = Math.atan2(vertices[1].y-center.y,vertices[1].x-center.x); var r:number = Math.sqrt(dx*dx+dy*dy); while(theta2>theta1) theta2 -= Math.PI*2; var dtheta:number = (theta1-theta2)/s_numSegs; for(var theta:number = theta1;theta>theta2;theta-=dtheta){ this.m_sprite.graphics.lineTo( (center.x + r*Math.cos(theta)) * this.m_drawScale, (center.y + r*Math.sin(theta)) * this.m_drawScale); } //Draw polyline for (var i:number /** uint */ = 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 transform. Choose your own length scale. /// @param xf a transform. public DrawXForm(xf: b2XForm): void { 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); } public m_drawFlags: number /** uint */; public m_sprite: any; public m_drawScale: number = 1.0; public m_lineThickness: number = 1.0; public m_alpha: number = 1.0; public m_fillAlpha: number = 1.0; public m_xformScale: number = 1.0; }