@dimforge/rapier2d
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2-dimensional physics engine in Rust - official JS bindings.
209 lines (185 loc) • 5.79 kB
text/typescript
import {Vector, VectorOps, scratchBuffer} from "../math";
import {
RawFeatureType,
RawRayColliderIntersection,
RawRayColliderHit,
RawRayIntersection,
} from "../raw";
import {Collider} from "./collider";
import {FeatureType} from "./feature";
import {ColliderSet} from "./collider_set";
/**
* A ray. This is a directed half-line.
*/
export class Ray {
/**
* The starting point of the ray.
*/
public origin: Vector;
/**
* The direction of propagation of the ray.
*/
public dir: Vector;
/**
* Builds a ray from its origin and direction.
*
* @param origin - The ray's starting point.
* @param dir - The ray's direction of propagation.
*/
constructor(origin: Vector, dir: Vector) {
this.origin = origin;
this.dir = dir;
}
public pointAt(t: number): Vector {
return {
x: this.origin.x + this.dir.x * t,
y: this.origin.y + this.dir.y * t,
};
}
}
/**
* The intersection between a ray and a collider.
*/
export class RayIntersection {
/**
* The time-of-impact of the ray with the collider.
*
* The hit point is obtained from the ray's origin and direction: `origin + dir * timeOfImpact`.
*/
timeOfImpact: number;
/**
* The normal of the collider at the hit point.
*/
normal: Vector;
/**
* The type of the geometric feature the point was projected on.
*/
featureType = FeatureType.Unknown;
/**
* The id of the geometric feature the point was projected on.
*/
featureId: number | undefined = undefined;
constructor(
timeOfImpact: number,
normal: Vector,
featureType?: FeatureType,
featureId?: number,
) {
this.timeOfImpact = timeOfImpact;
this.normal = normal;
if (featureId !== undefined) this.featureId = featureId;
if (featureType !== undefined) this.featureType = featureType;
}
/**
* @param raw - The raw intersection returned by the WASM query. It is freed by this method.
* @param target - If provided, this object is populated and returned instead of
* allocating a new one.
*/
public static fromBuffer(
raw: RawRayIntersection,
target?: RayIntersection,
): RayIntersection {
if (!raw) return null;
raw.normal(scratchBuffer);
target ??= new RayIntersection(0, VectorOps.zeros());
target.timeOfImpact = raw.time_of_impact();
target.normal = VectorOps.fromBuffer(scratchBuffer, target.normal);
target.featureType = raw.featureType() as number as FeatureType;
target.featureId = raw.featureId();
raw.free();
return target;
}
}
/**
* The intersection between a ray and a collider (includes the collider handle).
*/
export class RayColliderIntersection {
/**
* The collider hit by the ray.
*/
collider: Collider;
/**
* The time-of-impact of the ray with the collider.
*
* The hit point is obtained from the ray's origin and direction: `origin + dir * timeOfImpact`.
*/
timeOfImpact: number;
/**
* The normal of the collider at the hit point.
*/
normal: Vector;
/**
* The type of the geometric feature the point was projected on.
*/
featureType = FeatureType.Unknown;
/**
* The id of the geometric feature the point was projected on.
*/
featureId: number | undefined = undefined;
constructor(
collider: Collider,
timeOfImpact: number,
normal: Vector,
featureType?: FeatureType,
featureId?: number,
) {
this.collider = collider;
this.timeOfImpact = timeOfImpact;
this.normal = normal;
if (featureId !== undefined) this.featureId = featureId;
if (featureType !== undefined) this.featureType = featureType;
}
/**
* @param colliderSet - The set the hit collider belongs to.
* @param raw - The raw intersection returned by the WASM query. It is freed by this method.
* @param target - If provided, this object is populated and returned instead of
* allocating a new one.
*/
public static fromBuffer(
colliderSet: ColliderSet,
raw: RawRayColliderIntersection,
target?: RayColliderIntersection,
): RayColliderIntersection {
if (!raw) return null;
raw.normal(scratchBuffer);
target ??= new RayColliderIntersection(null, 0, VectorOps.zeros());
target.collider = colliderSet.get(raw.colliderHandle());
target.timeOfImpact = raw.time_of_impact();
target.normal = VectorOps.fromBuffer(scratchBuffer, target.normal);
target.featureType = raw.featureType() as number as FeatureType;
target.featureId = raw.featureId();
raw.free();
return target;
}
}
/**
* The time of impact between a ray and a collider.
*/
export class RayColliderHit {
/**
* The handle of the collider hit by the ray.
*/
collider: Collider;
/**
* The time-of-impact of the ray with the collider.
*
* The hit point is obtained from the ray's origin and direction: `origin + dir * timeOfImpact`.
*/
timeOfImpact: number;
constructor(collider: Collider, timeOfImpact: number) {
this.collider = collider;
this.timeOfImpact = timeOfImpact;
}
public static fromRaw(
colliderSet: ColliderSet,
raw: RawRayColliderHit,
): RayColliderHit {
if (!raw) return null;
const result = new RayColliderHit(
colliderSet.get(raw.colliderHandle()),
raw.timeOfImpact(),
);
raw.free();
return result;
}
}