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p2s

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A JavaScript 2D physics engine.

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var vec2 = require('../math/vec2'); var Ray = require('../collision/Ray'); module.exports = RaycastResult; /** * Storage for Ray casting hit data. * @class RaycastResult * @constructor */ function RaycastResult(){ /** * The normal of the hit, oriented in world space. * @property {array} normal */ this.normal = vec2.create(); /** * The hit shape, or null. * @property {Shape} shape */ this.shape = null; /** * The hit body, or null. * @property {Body} body */ this.body = null; /** * The index of the hit triangle, if the hit shape was indexable. * @property {number} faceIndex * @default -1 */ this.faceIndex = -1; /** * Distance to the hit, as a fraction. 0 is at the "from" point, 1 is at the "to" point. Will be set to -1 if there was no hit yet. * @property {number} fraction * @default -1 */ this.fraction = -1; /** * If the ray should stop traversing. * @readonly * @property {Boolean} isStopped */ this.isStopped = false; } /** * Reset all result data. Must be done before re-using the result object. * @method reset */ RaycastResult.prototype.reset = function () { vec2.set(this.normal, 0, 0); this.shape = null; this.body = null; this.faceIndex = -1; this.fraction = -1; this.isStopped = false; }; /** * Get the distance to the hit point. * @method getHitDistance * @param {Ray} ray * @return {number} */ RaycastResult.prototype.getHitDistance = function (ray) { return vec2.distance(ray.from, ray.to) * this.fraction; }; /** * Returns true if the ray hit something since the last reset(). * @method hasHit * @®eturn {boolean} */ RaycastResult.prototype.hasHit = function () { return this.fraction !== -1; }; /** * Get world hit point. * @method getHitPoint * @param {array} out * @param {Ray} ray */ RaycastResult.prototype.getHitPoint = function (out, ray) { vec2.lerp(out, ray.from, ray.to, this.fraction); }; /** * Can be called while iterating over hits to stop searching for hit points. * @method stop */ RaycastResult.prototype.stop = function(){ this.isStopped = true; }; /** * @method shouldStop * @private * @param {Ray} ray * @return {boolean} */ RaycastResult.prototype.shouldStop = function(ray){ return this.isStopped || (this.fraction !== -1 && ray.mode === Ray.ANY); }; /** * @method set * @private * @param {array} normal * @param {Shape} shape * @param {Body} body * @param {number} fraction * @param {number} faceIndex */ RaycastResult.prototype.set = function( normal, shape, body, fraction, faceIndex ){ vec2.copy(this.normal, normal); this.shape = shape; this.body = body; this.fraction = fraction; this.faceIndex = faceIndex; };