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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 { b2Shape } from './b2Shape'; import { b2XForm, b2Vec2, b2Mat22, b2Math } from '../../Common/Math'; import { b2Settings } from '../../Common/b2Settings'; import { b2AABB } from '../b2AABB'; import { b2OBB } from '../b2OBB'; import { b2ShapeDef } from './b2ShapeDef'; import { b2PolygonDef } from './b2PolygonDef'; import { b2Segment } from '../b2Segment'; import { b2MassData } from './b2MassData'; /// Convex polygon. The vertices must be in CCW order for a right-handed /// coordinate system with the z-axis coming out of the screen. export class b2PolygonShape extends b2Shape { /// @see b2Shape::TestPoint public TestPoint(xf: b2XForm, p: b2Vec2): boolean { let tVec: b2Vec2; //b2Vec2 pLocal = b2MulT(xf.R, p - xf.position); const tMat: b2Mat22 = xf.R; let tX: number = p.x - xf.position.x; let tY: number = p.y - xf.position.y; const pLocalX: number = (tX * tMat.col1.x + tY * tMat.col1.y); const pLocalY: number = (tX * tMat.col2.x + tY * tMat.col2.y); for (let i: number /** int */ = 0; i < this.m_vertexCount; ++i) { //float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]); tVec = this.m_vertices[i]; tX = pLocalX - tVec.x; tY = pLocalY - tVec.y; tVec = this.m_normals[i]; const dot: number = (tVec.x * tX + tVec.y * tY); if (dot > 0.0) { return false; } } return true; } /// @see b2Shape::TestSegment public TestSegment(xf: b2XForm, lambda: number[], // float ptr normal: b2Vec2, // ptr segment: b2Segment, maxLambda: number ): number { let lower: number = 0.0; let upper: number = maxLambda; let tX: number; let tY: number; let tMat: b2Mat22; let tVec: b2Vec2; //b2Vec2 p1 = b2MulT(xf.R, segment.p1 - xf.position); tX = segment.p1.x - xf.position.x; tY = segment.p1.y - xf.position.y; tMat = xf.R; const p1X: number = (tX * tMat.col1.x + tY * tMat.col1.y); const p1Y: number = (tX * tMat.col2.x + tY * tMat.col2.y); //b2Vec2 p2 = b2MulT(xf.R, segment.p2 - xf.position); tX = segment.p2.x - xf.position.x; tY = segment.p2.y - xf.position.y; tMat = xf.R; const p2X: number = (tX * tMat.col1.x + tY * tMat.col1.y); const p2Y: number = (tX * tMat.col2.x + tY * tMat.col2.y); //b2Vec2 d = p2 - p1; const dX: number = p2X - p1X; const dY: number = p2Y - p1Y; let index: number /** int */ = -1; for (let i: number /** int */ = 0; i < this.m_vertexCount; ++i) { // p = p1 + a * d // dot(normal, p - v) = 0 // dot(normal, p1 - v) + a * dot(normal, d) = 0 //float32 numerator = b2Dot(this.m_normals[i], this.m_vertices[i] - p1); tVec = this.m_vertices[i]; tX = tVec.x - p1X; tY = tVec.y - p1Y; tVec = this.m_normals[i]; const numerator: number = (tVec.x * tX + tVec.y * tY); //float32 denominator = b2Dot(this.m_normals[i], d); const denominator: number = (tVec.x * dX + tVec.y * dY); // Note: we want this predicate without division: // lower < numerator / denominator, where denominator < 0 // Since denominator < 0, we have to flip the inequality: // lower < numerator / denominator <==> denominator * lower > numerator. if(denominator == 0.0) { if(numerator < 0.0) { return b2Shape.e_missCollide; } } else { if (denominator < 0.0 && numerator < lower * denominator) { // Increase lower. // The segment enters this half-space. lower = numerator / denominator; index = i; } else if (denominator > 0.0 && numerator < upper * denominator) { // Decrease upper. // The segment exits this half-space. upper = numerator / denominator; } if (upper < lower) { return b2Shape.e_missCollide; } } } //b2Settings.b2Assert(0.0 <= lower && lower <= maxLambda); if (index >= 0) { //*lambda = lower; lambda[0] = lower; //*normal = b2Mul(xf.R, this.m_normals[index]); tMat = xf.R; tVec = this.m_normals[index]; normal.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); normal.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); return b2Shape.e_hitCollide; } lambda[0] = 0; return b2Shape.e_startsInsideCollide; } /// @see b2Shape::ComputeAABB // private static s_computeMat: b2Mat22 = new b2Mat22(); // public ComputeAABB(aabb: b2AABB, xf: b2XForm): void { let tMat: b2Mat22; let tVec: b2Vec2; const R: b2Mat22 = b2PolygonShape.s_computeMat; //b2Mat22 R = b2Mul(xf.R, this.m_obb.R); tMat = xf.R; tVec = this.m_obb.R.col1; //R.col1 = b2MulMV(A, B.col1) R.col1.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); R.col1.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); // tVec = this.m_obb.R.col2; //R.col1 = b2MulMV(A, B.col2) R.col2.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); R.col2.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); //b2Mat22 absR = b2Abs(R); R.Abs(); const absR: b2Mat22 = R; //b2Vec2 h = b2Mul(absR, this.m_obb.extents); tVec = this.m_obb.extents; const hX: number = (absR.col1.x * tVec.x + absR.col2.x * tVec.y); const hY: number = (absR.col1.y * tVec.x + absR.col2.y * tVec.y); //b2Vec2 position = xf.position + b2Mul(xf.R, this.m_obb.center); tMat = xf.R; tVec = this.m_obb.center; const positionX: number = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); const positionY: number = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); //aabb->lowerBound = position - h; aabb.lowerBound.Set(positionX - hX, positionY - hY); //aabb->upperBound = position + h; aabb.upperBound.Set(positionX + hX, positionY + hY); } /// @see b2Shape::ComputeSweptAABB // private static s_sweptAABB1: b2AABB = new b2AABB(); private static s_sweptAABB2: b2AABB = new b2AABB(); // public ComputeSweptAABB(aabb: b2AABB, transform1: b2XForm, transform2: b2XForm): void { //b2AABB aabb1, aabb2; const aabb1: b2AABB = b2PolygonShape.s_sweptAABB1; const aabb2: b2AABB = b2PolygonShape.s_sweptAABB2; this.ComputeAABB(aabb1, transform1); this.ComputeAABB(aabb2, transform2); //aabb.lowerBound = b2Min(aabb1.lowerBound, aabb2.lowerBound); aabb.lowerBound.Set((aabb1.lowerBound.x < aabb2.lowerBound.x ? aabb1.lowerBound.x : aabb2.lowerBound.x), (aabb1.lowerBound.y < aabb2.lowerBound.y ? aabb1.lowerBound.y : aabb2.lowerBound.y)); //aabb.upperBound = b2Max(aabb1.upperBound, aabb2.upperBound); aabb.upperBound.Set((aabb1.upperBound.x > aabb2.upperBound.x ? aabb1.upperBound.x : aabb2.upperBound.x), (aabb1.upperBound.y > aabb2.upperBound.y ? aabb1.upperBound.y : aabb2.upperBound.y)); } /// @see b2Shape::ComputeMass // // public ComputeMass(massData: b2MassData): void { // Polygon mass, centroid, and inertia. // Let rho be the polygon density in mass per unit area. // Then: // mass = rho * int(dA) // centroid.x = (1/mass) * rho * int(x * dA) // centroid.y = (1/mass) * rho * int(y * dA) // I = rho * int((x*x + y*y) * dA) // // We can compute these integrals by summing all the integrals // for each triangle of the polygon. To evaluate the integral // for a single triangle, we make a change of variables to // the (u,v) coordinates of the triangle: // x = x0 + e1x * u + e2x * v // y = y0 + e1y * u + e2y * v // where 0 <= u && 0 <= v && u + v <= 1. // // We integrate u from [0,1-v] and then v from [0,1]. // We also need to use the Jacobian of the transformation: // D = cross(e1, e2) // // Simplification: triangle centroid = (1/3) * (p1 + p2 + p3) // // The rest of the derivation is handled by computer algebra. //b2Settings.b2Assert(this.m_vertexCount >= 3); //b2Vec2 center; center.Set(0.0f, 0.0f); let centerX: number = 0.0; let centerY: number = 0.0; let area: number = 0.0; let I: number = 0.0; // pRef is the reference point for forming triangles. // It's location doesn't change the result (except for rounding error). //b2Vec2 pRef(0.0f, 0.0f); const p1X: number = 0.0; const p1Y: number = 0.0; /*#if 0 // This code would put the reference point inside the polygon. for (int32 i = 0; i < this.m_vertexCount; ++i) { pRef += this.m_vertices[i]; } pRef *= 1.0f / count; #endif*/ const k_inv3: number = 1.0 / 3.0; for (let i: number /** int */ = 0; i < this.m_vertexCount; ++i) { // Triangle vertices. //b2Vec2 p1 = pRef; // //b2Vec2 p2 = this.m_vertices[i]; const p2: b2Vec2 = this.m_vertices[i]; //b2Vec2 p3 = i + 1 < this.m_vertexCount ? this.m_vertices[i+1] : this.m_vertices[0]; const p3: b2Vec2 = i + 1 < this.m_vertexCount ? this.m_vertices[i + 1] : this.m_vertices[0]; //b2Vec2 e1 = p2 - p1; const e1X: number = p2.x - p1X; const e1Y: number = p2.y - p1Y; //b2Vec2 e2 = p3 - p1; const e2X: number = p3.x - p1X; const e2Y: number = p3.y - p1Y; //float32 D = b2Cross(e1, e2); const D: number = e1X * e2Y - e1Y * e2X; //float32 triangleArea = 0.5f * D; const triangleArea: number = 0.5 * D; area += triangleArea; // Area weighted centroid //center += triangleArea * k_inv3 * (p1 + p2 + p3); centerX += triangleArea * k_inv3 * (p1X + p2.x + p3.x); centerY += triangleArea * k_inv3 * (p1Y + p2.y + p3.y); //float32 px = p1.x, py = p1.y; const px: number = p1X; const py: number = p1Y; //float32 ex1 = e1.x, ey1 = e1.y; const ex1: number = e1X; const ey1: number = e1Y; //float32 ex2 = e2.x, ey2 = e2.y; const ex2: number = e2X; const ey2: number = e2Y; //float32 intx2 = k_inv3 * (0.25f * (ex1*ex1 + ex2*ex1 + ex2*ex2) + (px*ex1 + px*ex2)) + 0.5f*px*px; const intx2: number = k_inv3 * (0.25 * (ex1 * ex1 + ex2 * ex1 + ex2 * ex2) + (px * ex1 + px * ex2)) + 0.5 * px * px; //float32 inty2 = k_inv3 * (0.25f * (ey1*ey1 + ey2*ey1 + ey2*ey2) + (py*ey1 + py*ey2)) + 0.5f*py*py; const inty2: number = k_inv3 * (0.25 * (ey1 * ey1 + ey2 * ey1 + ey2 * ey2) + (py * ey1 + py * ey2)) + 0.5 * py * py; I += D * (intx2 + inty2); } // Total mass massData.mass = this.m_density * area; // Center of mass //b2Settings.b2Assert(area > Number.MIN_VALUE); //center *= 1.0f / area; centerX *= 1.0 / area; centerY *= 1.0 / area; //massData->center = center; massData.center.Set(centerX, centerY); // Inertia tensor relative to the local origin. massData.I = this.m_density * I; } /// Get the oriented bounding box relative to the parent body. public GetOBB(): b2OBB { return this.m_obb; } /// Get local centroid relative to the parent body. public GetCentroid(): b2Vec2 { return this.m_centroid; } /// Get the vertex count. public GetVertexCount(): number /** int */{ return this.m_vertexCount; } /// Get the vertices in local coordinates. public GetVertices(): b2Vec2[] { return this.m_vertices; } /// Get the core vertices in local coordinates. These vertices /// represent a smaller polygon that is used for time of impact /// computations. public GetCoreVertices(): b2Vec2[] { return this.m_coreVertices; } /// Get the edge normal vectors. There is one for each vertex. public GetNormals(): b2Vec2[] { return this.m_normals; } /// Get the first vertex and apply the supplied transform. public GetFirstVertex(xf: b2XForm): b2Vec2 { return b2Math.b2MulX(xf, this.m_coreVertices[0]); } /// Get the centroid and apply the supplied transform. public Centroid(xf: b2XForm): b2Vec2 { return b2Math.b2MulX(xf, this.m_centroid); } /// Get the support point in the given world direction. /// Use the supplied transform. private s_supportVec: b2Vec2 = new b2Vec2(); public Support(xf: b2XForm, dX: number, dY: number): b2Vec2 { let tVec: b2Vec2; let tMat: b2Mat22; //b2Vec2 dLocal = b2MulT(xf.R, d); tMat = xf.R; const dLocalX: number = (dX * tMat.col1.x + dY * tMat.col1.y); const dLocalY: number = (dX * tMat.col2.x + dY * tMat.col2.y); let bestIndex: number /** int */ = 0; //var bestValue:number = b2Dot(this.m_coreVertices[0], dLocal); tVec = this.m_coreVertices[0]; let bestValue: number = (tVec.x * dLocalX + tVec.y * dLocalY); for (let i: number /** int */ = 1; i < this.m_vertexCount; ++i) { //var value:number = b2Dot(this.m_coreVertices[i], dLocal); tVec = this.m_coreVertices[i]; const value: number = (tVec.x * dLocalX + tVec.y * dLocalY); if (value > bestValue) { bestIndex = i; bestValue = value; } } //return b2Math.b2MulX(xf, this.m_coreVertices[bestIndex]); tMat = xf.R; tVec = this.m_coreVertices[bestIndex]; this.s_supportVec.x = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y); this.s_supportVec.y = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y); return this.s_supportVec; } //--------------- Internals Below ------------------- constructor(def: b2ShapeDef) { super(def); //b2Settings.b2Assert(def.type == e_polygonShape); this.m_type = b2PolygonShape.e_polygonShape; const poly: b2PolygonDef = def as b2PolygonDef; // Get the vertices transformed into the body frame. this.m_vertexCount = poly.vertexCount; //b2Settings.b2Assert(3 <= this.m_vertexCount && this.m_vertexCount <= b2_maxPolygonVertices); let i: number /** int */ = 0; let i1: number /** int */ = i; let i2: number /** int */ = i; // AWAY fix, beacuse it can be ASArray let v_arr: Array<b2Vec2> = poly.vertices; if (!v_arr) { console.error('[B2D] Try create polygon shape from def', def); return this; } if (typeof v_arr['traits'] !== 'undefined') { v_arr = <any>v_arr['value'] as Array<b2Vec2>; } // Copy vertices. for (i = 0; i < this.m_vertexCount; ++i) { this.m_vertices[i] = v_arr[i].Copy(); } // Compute normals. Ensure the edges have non-zero length. for (i = 0; i < this.m_vertexCount; ++i) { i1 = i; i2 = i + 1 < this.m_vertexCount ? i + 1 : 0; //b2Vec2 edge = this.m_vertices[i2] - this.m_vertices[i1]; const edgeX: number = this.m_vertices[i2].x - this.m_vertices[i1].x; const edgeY: number = this.m_vertices[i2].y - this.m_vertices[i1].y; //b2Settings.b2Assert(edge.LengthSquared() > Number.MIN_VALUE * Number.MIN_VALUE); //this.m_normals[i] = b2Cross(edge, 1.0f); ^^ const len: number = Math.sqrt(edgeX * edgeX + edgeY * edgeY); //this.m_normals[i].Normalize(); this.m_normals[i] = new b2Vec2(edgeY / len, -edgeX / len); } /*#ifdef _DEBUG // Ensure the polygon is convex. for (int32 i = 0; i < this.m_vertexCount; ++i) { for (int32 j = 0; j < this.m_vertexCount; ++j) { // Don't check vertices on the current edge. if (j == i || j == (i + 1) % this.m_vertexCount) { continue; } // Your polygon is non-convex (it has an indentation). // Or your polygon is too skinny. float32 s = b2Dot(this.m_normals[i], this.m_vertices[j] - this.m_vertices[i]); b2Assert(s < -b2_linearSlop); } } // Ensure the polygon is counter-clockwise. for (i = 1; i < this.m_vertexCount; ++i) { var cross:number = b2Math.b2CrossVV(this.m_normals[int(i-1)], this.m_normals[i]); // Keep asinf happy. cross = b2Math.b2Clamp(cross, -1.0, 1.0); // You have consecutive edges that are almost parallel on your polygon. var angle:number = Math.asin(cross); //b2Assert(angle > b2_angularSlop); trace(angle > b2Settings.b2_angularSlop); } #endif*/ // Compute the polygon centroid. this.m_centroid = b2PolygonShape.ComputeCentroid(v_arr, poly.vertexCount); // Compute the oriented bounding box. b2PolygonShape.ComputeOBB(this.m_obb, this.m_vertices, this.m_vertexCount); // Create core polygon shape by shifting edges inward. // Also compute the min/max radius for CCD. for (i = 0; i < this.m_vertexCount; ++i) { i1 = i - 1 >= 0 ? i - 1 : this.m_vertexCount - 1; i2 = i; //b2Vec2 n1 = this.m_normals[i1]; const n1X: number = this.m_normals[i1].x; const n1Y: number = this.m_normals[i1].y; //b2Vec2 n2 = this.m_normals[i2]; const n2X: number = this.m_normals[i2].x; const n2Y: number = this.m_normals[i2].y; //b2Vec2 v = this.m_vertices[i] - this.m_centroid; const vX: number = this.m_vertices[i].x - this.m_centroid.x; const vY: number = this.m_vertices[i].y - this.m_centroid.y; //b2Vec2 d; const dX: number = (n1X * vX + n1Y * vY) - b2Settings.b2_toiSlop; const dY: number = (n2X * vX + n2Y * vY) - b2Settings.b2_toiSlop; // Shifting the edge inward by b2_toiSlop should // not cause the plane to pass the centroid. // Your shape has a radius/extent less than b2_toiSlop. //b2Settings.b2Assert(d.x >= 0.0); //b2Settings.b2Assert(d.y >= 0.0); //var A:b2Mat22; //A.col1.x = n1.x; A.col2.x = n1.y; //A.col1.y = n2.x; A.col2.y = n2.y; //this.m_coreVertices[i] = A.Solve(d) + this.m_centroid; //float32 det = a11 * a22 - a12 * a21; const det: number = 1.0 / (n1X * n2Y - n1Y * n2X); //det = 1.0 / det; this.m_coreVertices[i] = new b2Vec2(det * (n2Y * dX - n1Y * dY) + this.m_centroid.x, det * (n1X * dY - n2X * dX) + this.m_centroid.y); } } public UpdateSweepRadius(center: b2Vec2): void { let tVec: b2Vec2; // Update the sweep radius (maximum radius) as measured from // a local center point. this.m_sweepRadius = 0.0; for (let i: number /** int */ = 0; i < this.m_vertexCount; ++i) { //b2Vec2 d = this.m_coreVertices[i] - center; tVec = this.m_coreVertices[i]; let dX: number = tVec.x - center.x; const dY: number = tVec.y - center.y; dX = Math.sqrt(dX * dX + dY * dY); //this.m_sweepRadius = b2Max(this.m_sweepRadius, d.Length()); if (dX > this.m_sweepRadius) this.m_sweepRadius = dX; } } // Local position of the polygon centroid. public m_centroid: b2Vec2; public m_obb: b2OBB = new b2OBB(); public m_vertices: b2Vec2[] = new Array(b2Settings.b2_maxPolygonVertices); public m_normals: b2Vec2[] = new Array(b2Settings.b2_maxPolygonVertices); public m_coreVertices: b2Vec2[] = new Array(b2Settings.b2_maxPolygonVertices); public m_vertexCount: number /** int */; public static ComputeCentroid(vs: b2Vec2[], count: number /** int */): b2Vec2 { //b2Settings.b2Assert(count >= 3); //b2Vec2 c; c.Set(0.0f, 0.0f); const c: b2Vec2 = new b2Vec2(); let area: number = 0.0; // pRef is the reference point for forming triangles. // It's location doesn't change the result (except for rounding error). //b2Vec2 pRef(0.0f, 0.0f); const p1X: number = 0.0; const p1Y: number = 0.0; /*#if 0 // This code would put the reference point inside the polygon. for (int32 i = 0; i < count; ++i) { pRef += vs[i]; } pRef *= 1.0f / count; #endif*/ const inv3: number = 1.0 / 3.0; for (let i: number /** int */ = 0; i < count; ++i) { // Triangle vertices. //b2Vec2 p1 = pRef; // 0.0, 0.0 //b2Vec2 p2 = vs[i]; const p2: b2Vec2 = vs[i]; //b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0]; const p3: b2Vec2 = i + 1 < count ? vs[i + 1] : vs[0]; //b2Vec2 e1 = p2 - p1; const e1X: number = p2.x - p1X; const e1Y: number = p2.y - p1Y; //b2Vec2 e2 = p3 - p1; const e2X: number = p3.x - p1X; const e2Y: number = p3.y - p1Y; //float32 D = b2Cross(e1, e2); const D: number = (e1X * e2Y - e1Y * e2X); //float32 triangleArea = 0.5f * D; const triangleArea: number = 0.5 * D; area += triangleArea; // Area weighted centroid //c += triangleArea * inv3 * (p1 + p2 + p3); c.x += triangleArea * inv3 * (p1X + p2.x + p3.x); c.y += triangleArea * inv3 * (p1Y + p2.y + p3.y); } // Centroid //beSettings.b2Assert(area > Number.MIN_VALUE); //c *= 1.0 / area; c.x *= 1.0 / area; c.y *= 1.0 / area; return c; } // http://www.geometrictools.com/Documentation/MinimumAreaRectangle.pdf public static ComputeOBB(obb: b2OBB, vs: b2Vec2[], count: number /** int */): void { let i: number /** int */; //b2Settings.b2Assert(count <= b2Settings.b2_maxPolygonVertices); const p: b2Vec2[] = new Array(b2Settings.b2_maxPolygonVertices + 1); for (i = 0; i < count; ++i) { p[i] = vs[i]; } p[count] = p[0]; let minArea: number = Number.MAX_VALUE; for (i = 1; i <= count; ++i) { const root: b2Vec2 = p[i - 1]; //b2Vec2 ux = p[i] - root; let uxX: number = p[i].x - root.x; let uxY: number = p[i].y - root.y; //var length:number = ux.Normalize(); const length: number = Math.sqrt(uxX * uxX + uxY * uxY); uxX /= length; uxY /= length; //b2Settings.b2Assert(length > Number.MIN_VALUE); //b2Vec2 uy(-ux.y, ux.x); const uyX: number = -uxY; const uyY: number = uxX; //b2Vec2 lower(FLT_MAX, FLT_MAX); let lowerX: number = Number.MAX_VALUE; let lowerY: number = Number.MAX_VALUE; //b2Vec2 upper(-FLT_MAX, -FLT_MAX); let upperX: number = -Number.MAX_VALUE; let upperY: number = -Number.MAX_VALUE; for (let j: number /** int */ = 0; j < count; ++j) { //b2Vec2 d = p[j] - root; const dX: number = p[j].x - root.x; const dY: number = p[j].y - root.y; //b2Vec2 r; //var rX:number = b2Dot(ux, d); const rX: number = (uxX * dX + uxY * dY); //var rY:number = b2Dot(uy, d); const rY: number = (uyX * dX + uyY * dY); //lower = b2Min(lower, r); if (rX < lowerX) lowerX = rX; if (rY < lowerY) lowerY = rY; //upper = b2Max(upper, r); if (rX > upperX) upperX = rX; if (rY > upperY) upperY = rY; } const area: number = (upperX - lowerX) * (upperY - lowerY); if (area < 0.95 * minArea) { minArea = area; //obb->R.col1 = ux; obb.R.col1.x = uxX; obb.R.col1.y = uxY; //obb->R.col2 = uy; obb.R.col2.x = uyX; obb.R.col2.y = uyY; //b2Vec2 center = 0.5f * (lower + upper); const centerX: number = 0.5 * (lowerX + upperX); const centerY: number = 0.5 * (lowerY + upperY); //obb->center = root + b2Mul(obb->R, center); const tMat: b2Mat22 = obb.R; obb.center.x = root.x + (tMat.col1.x * centerX + tMat.col2.x * centerY); obb.center.y = root.y + (tMat.col1.y * centerX + tMat.col2.y * centerY); //obb->extents = 0.5f * (upper - lower); obb.extents.x = 0.5 * (upperX - lowerX); obb.extents.y = 0.5 * (upperY - lowerY); } } //b2Settings.b2Assert(minArea < Number.MAX_VALUE); } }