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arcade-physics

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"use strict"; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); const Class_1 = __importDefault(require("../../utils/Class")); const Rectangle_1 = __importDefault(require("../rectangle/Rectangle")); const Vector2_1 = __importDefault(require("../../math/Vector2")); /** * Returns the length of the line. * * @ignore * @private * * @param {number} x1 - The x1 coordinate. * @param {number} y1 - The y1 coordinate. * @param {number} x2 - The x2 coordinate. * @param {number} y2 - The y2 coordinate. * * @return {number} The length of the line. */ function GetLength(x1, y1, x2, y2) { const x = x1 - x2; const y = y1 - y2; const magnitude = x * x + y * y; return Math.sqrt(magnitude); } /** * @classdesc * A Face Geometry Object. * * A Face is used by the Mesh Game Object. A Mesh consists of one, or more, faces that are * used to render the Mesh Game Objects in WebGL. * * A Face consists of 3 Vertex instances, for the 3 corners of the face and methods to help * you modify and test them. * * @class Face * @memberof Phaser.Geom.Mesh * @constructor * @since 3.50.0 * * @param {Phaser.Geom.Mesh.Vertex} vertex1 - The first vertex of the Face. * @param {Phaser.Geom.Mesh.Vertex} vertex2 - The second vertex of the Face. * @param {Phaser.Geom.Mesh.Vertex} vertex3 - The third vertex of the Face. */ const Face = new Class_1.default({ initialize: function Face(vertex1, vertex2, vertex3) { /** * The first vertex in this Face. * * @name Phaser.Geom.Mesh.Face#vertex1 * @type {Phaser.Geom.Mesh.Vertex} * @since 3.50.0 */ this.vertex1 = vertex1; /** * The second vertex in this Face. * * @name Phaser.Geom.Mesh.Face#vertex2 * @type {Phaser.Geom.Mesh.Vertex} * @since 3.50.0 */ this.vertex2 = vertex2; /** * The third vertex in this Face. * * @name Phaser.Geom.Mesh.Face#vertex3 * @type {Phaser.Geom.Mesh.Vertex} * @since 3.50.0 */ this.vertex3 = vertex3; /** * The bounds of this Face. * * Be sure to call the `Face.updateBounds` method _before_ using this property. * * @name Phaser.Geom.Mesh.Face#bounds * @type {Phaser.Geom.Rectangle} * @since 3.50.0 */ this.bounds = new Rectangle_1.default(); /** * The face inCenter. Do not access directly, instead use the `getInCenter` method. * * @name Phaser.Geom.Mesh.Face#_inCenter * @type {Phaser.Math.Vector2} * @private * @since 3.50.0 */ this._inCenter = new Vector2_1.default(); }, /** * Calculates and returns the in-center position of this Face. * * @method Phaser.Geom.Mesh.Face#getInCenter * @since 3.50.0 * * @param {boolean} [local=true] Return the in center from the un-transformed vertex positions (`true`), or transformed? (`false`) * * @return {Phaser.Math.Vector2} A Vector2 containing the in center position of this Face. */ getInCenter: function (local) { if (local === undefined) { local = true; } const v1 = this.vertex1; const v2 = this.vertex2; const v3 = this.vertex3; let v1x; let v1y; let v2x; let v2y; let v3x; let v3y; if (local) { v1x = v1.x; v1y = v1.y; v2x = v2.x; v2y = v2.y; v3x = v3.x; v3y = v3.y; } else { v1x = v1.vx; v1y = v1.vy; v2x = v2.vx; v2y = v2.vy; v3x = v3.vx; v3y = v3.vy; } const d1 = GetLength(v3x, v3y, v2x, v2y); const d2 = GetLength(v1x, v1y, v3x, v3y); const d3 = GetLength(v2x, v2y, v1x, v1y); const p = d1 + d2 + d3; return this._inCenter.set((v1x * d1 + v2x * d2 + v3x * d3) / p, (v1y * d1 + v2y * d2 + v3y * d3) / p); }, /** * Checks if the given coordinates are within this Face. * * You can optionally provide a transform matrix. If given, the Face vertices * will be transformed first, before being checked against the coordinates. * * @method Phaser.Geom.Mesh.Face#contains * @since 3.50.0 * * @param {number} x - The horizontal position to check. * @param {number} y - The vertical position to check. * @param {Phaser.GameObjects.Components.TransformMatrix} [calcMatrix] - Optional transform matrix to apply to the vertices before comparison. * * @return {boolean} `true` if the coordinates lay within this Face, otherwise `false`. */ contains: function (x, y, calcMatrix) { const vertex1 = this.vertex1; const vertex2 = this.vertex2; const vertex3 = this.vertex3; let v1x = vertex1.vx; let v1y = vertex1.vy; let v2x = vertex2.vx; let v2y = vertex2.vy; let v3x = vertex3.vx; let v3y = vertex3.vy; if (calcMatrix) { const a = calcMatrix.a; const b = calcMatrix.b; const c = calcMatrix.c; const d = calcMatrix.d; const e = calcMatrix.e; const f = calcMatrix.f; v1x = vertex1.vx * a + vertex1.vy * c + e; v1y = vertex1.vx * b + vertex1.vy * d + f; v2x = vertex2.vx * a + vertex2.vy * c + e; v2y = vertex2.vx * b + vertex2.vy * d + f; v3x = vertex3.vx * a + vertex3.vy * c + e; v3y = vertex3.vx * b + vertex3.vy * d + f; } const t0x = v3x - v1x; const t0y = v3y - v1y; const t1x = v2x - v1x; const t1y = v2y - v1y; const t2x = x - v1x; const t2y = y - v1y; const dot00 = t0x * t0x + t0y * t0y; const dot01 = t0x * t1x + t0y * t1y; const dot02 = t0x * t2x + t0y * t2y; const dot11 = t1x * t1x + t1y * t1y; const dot12 = t1x * t2x + t1y * t2y; // Compute barycentric coordinates const bc = dot00 * dot11 - dot01 * dot01; const inv = bc === 0 ? 0 : 1 / bc; const u = (dot11 * dot02 - dot01 * dot12) * inv; const v = (dot00 * dot12 - dot01 * dot02) * inv; return u >= 0 && v >= 0 && u + v < 1; }, /** * Checks if the vertices in this Face are orientated counter-clockwise, or not. * * It checks the transformed position of the vertices, not the local one. * * @method Phaser.Geom.Mesh.Face#isCounterClockwise * @since 3.50.0 * * @param {number} z - The z-axis value to test against. Typically the `Mesh.modelPosition.z`. * * @return {boolean} `true` if the vertices in this Face run counter-clockwise, otherwise `false`. */ isCounterClockwise: function (z) { const v1 = this.vertex1; const v2 = this.vertex2; const v3 = this.vertex3; const d = (v2.vx - v1.vx) * (v3.vy - v1.vy) - (v2.vy - v1.vy) * (v3.vx - v1.vx); return z <= 0 ? d >= 0 : d < 0; }, /** * Loads the data from this Vertex into the given Typed Arrays. * * @method Phaser.Geom.Mesh.Face#load * @since 3.50.0 * * @param {Float32Array} F32 - A Float32 Array to insert the position, UV and unit data in to. * @param {Uint32Array} U32 - A Uint32 Array to insert the color and alpha data in to. * @param {number} offset - The index of the array to insert this Vertex to. * @param {number} textureUnit - The texture unit currently in use. * @param {number} tintEffect - The tint effect to use. * * @return {number} The new vertex index array offset. */ load: function (F32, U32, offset, textureUnit, tintEffect) { offset = this.vertex1.load(F32, U32, offset, textureUnit, tintEffect); offset = this.vertex2.load(F32, U32, offset, textureUnit, tintEffect); offset = this.vertex3.load(F32, U32, offset, textureUnit, tintEffect); return offset; }, /** * Transforms all Face vertices by the given matrix, storing the results in their `vx`, `vy` and `vz` properties. * * @method Phaser.Geom.Mesh.Face#transformCoordinatesLocal * @since 3.50.0 * * @param {Phaser.Math.Matrix4} transformMatrix - The transform matrix to apply to this vertex. * @param {number} width - The width of the parent Mesh. * @param {number} height - The height of the parent Mesh. * @param {number} cameraZ - The z position of the MeshCamera. * * @return {this} This Face instance. */ transformCoordinatesLocal: function (transformMatrix, width, height, cameraZ) { this.vertex1.transformCoordinatesLocal(transformMatrix, width, height, cameraZ); this.vertex2.transformCoordinatesLocal(transformMatrix, width, height, cameraZ); this.vertex3.transformCoordinatesLocal(transformMatrix, width, height, cameraZ); return this; }, /** * Updates the bounds of this Face, based on the translated values of the vertices. * * Call this method prior to accessing the `Face.bounds` property. * * @method Phaser.Geom.Mesh.Face#updateBounds * @since 3.50.0 * * @return {this} This Face instance. */ updateBounds: function () { const v1 = this.vertex1; const v2 = this.vertex2; const v3 = this.vertex3; const bounds = this.bounds; bounds.x = Math.min(v1.vx, v2.vx, v3.vx); bounds.y = Math.min(v1.vy, v2.vy, v3.vy); bounds.width = Math.max(v1.vx, v2.vx, v3.vx) - bounds.x; bounds.height = Math.max(v1.vy, v2.vy, v3.vy) - bounds.y; return this; }, /** * Checks if this Face is within the view of the given Camera. * * This method is called in the `MeshWebGLRenderer` function. It performs the following tasks: * * First, the `Vertex.update` method is called on each of the vertices. This populates them * with the new translated values, updating their `tx`, `ty` and `ta` properties. * * Then it tests to see if this face is visible due to the alpha values, if not, it returns. * * After this, if `hideCCW` is set, it calls `isCounterClockwise` and returns if not. * * Finally, it will update the `Face.bounds` based on the newly translated vertex values * and return the results of an intersection test between the bounds and the camera world view * rectangle. * * @method Phaser.Geom.Mesh.Face#isInView * @since 3.50.0 * * @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against. * @param {boolean} hideCCW - Test the counter-clockwise orientation of the verts? * @param {number} z - The Cameras z position, used in the CCW test. * @param {number} alpha - The alpha of the parent object. * @param {number} a - The parent transform matrix data a component. * @param {number} b - The parent transform matrix data b component. * @param {number} c - The parent transform matrix data c component. * @param {number} d - The parent transform matrix data d component. * @param {number} e - The parent transform matrix data e component. * @param {number} f - The parent transform matrix data f component. * @param {boolean} roundPixels - Round the vertex position or not? * * @return {boolean} `true` if this Face can be seen by the Camera. */ isInView: function (camera, hideCCW, z, alpha, a, b, c, d, e, f, roundPixels) { const v1 = this.vertex1.update(a, b, c, d, e, f, roundPixels, alpha); const v2 = this.vertex2.update(a, b, c, d, e, f, roundPixels, alpha); const v3 = this.vertex3.update(a, b, c, d, e, f, roundPixels, alpha); // Alpha check first if (v1.ta <= 0 && v2.ta <= 0 && v3.ta <= 0) { return false; } // CCW check if (hideCCW && !this.isCounterClockwise(z)) { return false; } // Bounds check const bounds = this.bounds; bounds.x = Math.min(v1.tx, v2.tx, v3.tx); bounds.y = Math.min(v1.ty, v2.ty, v3.ty); bounds.width = Math.max(v1.tx, v2.tx, v3.tx) - bounds.x; bounds.height = Math.max(v1.ty, v2.ty, v3.ty) - bounds.y; const cr = camera.x + camera.width; const cb = camera.y + camera.height; if (bounds.width <= 0 || bounds.height <= 0 || camera.width <= 0 || camera.height <= 0) { return false; } return !(bounds.right < camera.x || bounds.bottom < camera.y || bounds.x > cr || bounds.y > cb); }, /** * Translates the vertices of this Face by the given amounts. * * The actual vertex positions are adjusted, not their transformed position. * * Therefore, this updates the vertex data directly. * * @method Phaser.Geom.Mesh.Face#translate * @since 3.50.0 * * @param {number} x - The amount to horizontally translate by. * @param {number} [y=0] - The amount to vertically translate by. * * @return {this} This Face instance. */ translate: function (x, y) { if (y === undefined) { y = 0; } const v1 = this.vertex1; const v2 = this.vertex2; const v3 = this.vertex3; v1.x += x; v1.y += y; v2.x += x; v2.y += y; v3.x += x; v3.y += y; return this; }, /** * The x coordinate of this Face, based on the in center position of the Face. * * @name Phaser.Geom.Mesh.Face#x * @type {number} * @since 3.50.0 */ x: { get: function () { return this.getInCenter().x; }, set: function (value) { const current = this.getInCenter(); this.translate(value - current.x, 0); } }, /** * The y coordinate of this Face, based on the in center position of the Face. * * @name Phaser.Geom.Mesh.Face#y * @type {number} * @since 3.50.0 */ y: { get: function () { return this.getInCenter().y; }, set: function (value) { const current = this.getInCenter(); this.translate(0, value - current.y); } }, /** * Set the alpha value of this Face. * * Each vertex is given the same value. If you need to adjust the alpha on a per-vertex basis * then use the `Vertex.alpha` property instead. * * When getting the alpha of this Face, it will return an average of the alpha * component of all three vertices. * * @name Phaser.Geom.Mesh.Face#alpha * @type {number} * @since 3.50.0 */ alpha: { get: function () { const v1 = this.vertex1; const v2 = this.vertex2; const v3 = this.vertex3; return (v1.alpha + v2.alpha + v3.alpha) / 3; }, set: function (value) { this.vertex1.alpha = value; this.vertex2.alpha = value; this.vertex3.alpha = value; } }, /** * The depth of this Face, which is an average of the z component of all three vertices. * * The depth is calculated based on the transformed z value, not the local one. * * @name Phaser.Geom.Mesh.Face#depth * @type {number} * @readonly * @since 3.50.0 */ depth: { get: function () { const v1 = this.vertex1; const v2 = this.vertex2; const v3 = this.vertex3; return (v1.vz + v2.vz + v3.vz) / 3; } }, /** * Destroys this Face and nulls the references to the vertices. * * @method Phaser.Geom.Mesh.Face#destroy * @since 3.50.0 */ destroy: function () { this.vertex1 = null; this.vertex2 = null; this.vertex3 = null; } }); exports.default = Face; //# sourceMappingURL=Face.js.map