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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 } from '../Common/Math'; import {b2AABB} from "./b2AABB"; // 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 = -rY * 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; } /// Extends or clips the segment so that it's ends lie on the boundary of the AABB public Extend(aabb:b2AABB) : void{ this.ExtendForward(aabb); this.ExtendBackward(aabb); } /// @see Extend public ExtendForward(aabb:b2AABB) : void{ var dX:number = this.p2.x-this.p1.x; var dY:number = this.p2.y-this.p1.y; var lambda:number = Math.min( dX > 0 ? (aabb.upperBound.x-this.p1.x) / dX : dX<0 ? (aabb.lowerBound.x-this.p1.x) / dX : Number.POSITIVE_INFINITY, dY > 0 ? (aabb.upperBound.y-this.p1.y) / dY : dY<0 ? (aabb.lowerBound.y-this.p1.y) / dY : Number.POSITIVE_INFINITY); this.p2.x = this.p1.x + dX * lambda; this.p2.y = this.p1.y + dY * lambda; } /// @see Extend public ExtendBackward(aabb:b2AABB) : void{ var dX:number = -this.p2.x+this.p1.x; var dY:number = -this.p2.y+this.p1.y; var lambda:number = Math.min( dX>0?(aabb.upperBound.x-this.p2.x)/dX: dX<0?(aabb.lowerBound.x-this.p2.x)/dX:Number.POSITIVE_INFINITY, dY>0?(aabb.upperBound.y-this.p2.y)/dY: dY<0?(aabb.lowerBound.y-this.p2.y)/dY:Number.POSITIVE_INFINITY); this.p1.x = this.p2.x + dX * lambda; this.p1.y = this.p2.y + dY * lambda; } public p1: b2Vec2 = new b2Vec2(); ///< the starting point public p2: b2Vec2 = new b2Vec2(); ///< the ending point }