UNPKG

p2s

Version:

A JavaScript 2D physics engine.

244 lines (211 loc) 7.72 kB
var Shape = require('./Shape') , shallowClone = require('../utils/Utils').shallowClone , vec2 = require('../math/vec2'); module.exports = Capsule; /** * Capsule shape. * @class Capsule * @constructor * @extends Shape * @param {object} [options] (Note that this options object will be passed on to the {{#crossLink "Shape"}}{{/crossLink}} constructor.) * @param {Number} [options.length=1] The distance between the end points, extends along the X axis. * @param {Number} [options.radius=1] Radius of the capsule. * @example * var body = new Body({ mass: 1 }); * var capsuleShape = new Capsule({ * length: 1, * radius: 2 * }); * body.addShape(capsuleShape); */ function Capsule(options){ options = options ? shallowClone(options) : {}; /** * The distance between the end points. * @property {Number} length */ this.length = options.length !== undefined ? options.length : 1; /** * The radius of the capsule. * @property {Number} radius */ this.radius = options.radius !== undefined ? options.radius : 1; options.type = Shape.CAPSULE; Shape.call(this, options); } Capsule.prototype = new Shape(); Capsule.prototype.constructor = Capsule; /** * Compute the mass moment of inertia of the Capsule. * @method conputeMomentOfInertia * @return {Number} * @todo */ Capsule.prototype.computeMomentOfInertia = function(){ // http://www.efunda.com/math/areas/rectangle.cfm function boxI(w, h) { return w * h * (Math.pow(w, 2) + Math.pow(h, 2)) / 12; } function semiA(r) { return Math.PI * Math.pow(r, 2) / 2; } // http://www.efunda.com/math/areas/CircleHalf.cfm function semiI(r) { return ((Math.PI / 4) - (8 / (9 * Math.PI))) * Math.pow(r, 4); } function semiC(r) { return (4 * r) / (3 * Math.PI); } // https://en.wikipedia.org/wiki/Second_moment_of_area#Parallel_axis_theorem function capsuleA(l, r) { return l * 2 * r + Math.PI * Math.pow(r, 2); } function capsuleI(l, r) { var d = l / 2 + semiC(r); return boxI(l, 2 * r) + 2 * (semiI(r) + semiA(r) * Math.pow(d, 2)); } var r = this.radius, l = this.length, area = capsuleA(l, r); return (area > 0) ? capsuleI(l, r) / area : 0; }; /** * @method updateBoundingRadius */ Capsule.prototype.updateBoundingRadius = function(){ this.boundingRadius = this.radius + this.length/2; }; /** * @method updateArea */ Capsule.prototype.updateArea = function(){ this.area = Math.PI * this.radius * this.radius + this.radius * 2 * this.length; }; var r = vec2.create(); /** * @method computeAABB * @param {AABB} out The resulting AABB. * @param {Array} position * @param {Number} angle */ Capsule.prototype.computeAABB = function(out, position, angle){ var radius = this.radius; // Compute center position of one of the the circles, world oriented, but with local offset vec2.set(r,this.length / 2,0); if(angle !== 0){ vec2.rotate(r,r,angle); } // Get bounds vec2.set(out.upperBound, Math.max(r[0]+radius, -r[0]+radius), Math.max(r[1]+radius, -r[1]+radius)); vec2.set(out.lowerBound, Math.min(r[0]-radius, -r[0]-radius), Math.min(r[1]-radius, -r[1]-radius)); // Add offset vec2.add(out.lowerBound, out.lowerBound, position); vec2.add(out.upperBound, out.upperBound, position); }; var intersectCapsule_hitPointWorld = vec2.create(); var intersectCapsule_normal = vec2.create(); var intersectCapsule_l0 = vec2.create(); var intersectCapsule_l1 = vec2.create(); var intersectCapsule_unit_y = vec2.fromValues(0,1); /** * @method raycast * @param {RaycastResult} result * @param {Ray} ray * @param {array} position * @param {number} angle */ Capsule.prototype.raycast = function(result, ray, position, angle){ var from = ray.from; var to = ray.to; var hitPointWorld = intersectCapsule_hitPointWorld; var normal = intersectCapsule_normal; var l0 = intersectCapsule_l0; var l1 = intersectCapsule_l1; // The sides var halfLen = this.length / 2; for(var i=0; i<2; i++){ // get start and end of the line var y = this.radius * (i*2-1); vec2.set(l0, -halfLen, y); vec2.set(l1, halfLen, y); vec2.toGlobalFrame(l0, l0, position, angle); vec2.toGlobalFrame(l1, l1, position, angle); var delta = vec2.getLineSegmentsIntersectionFraction(from, to, l0, l1); if(delta >= 0){ vec2.rotate(normal, intersectCapsule_unit_y, angle); vec2.scale(normal, normal, (i*2-1)); ray.reportIntersection(result, delta, normal, -1); if(result.shouldStop(ray)){ return; } } } // Circles var diagonalLengthSquared = Math.pow(this.radius, 2) + Math.pow(halfLen, 2); for(var i=0; i<2; i++){ vec2.set(l0, halfLen * (i*2-1), 0); vec2.toGlobalFrame(l0, l0, position, angle); var a = Math.pow(to[0] - from[0], 2) + Math.pow(to[1] - from[1], 2); var b = 2 * ((to[0] - from[0]) * (from[0] - l0[0]) + (to[1] - from[1]) * (from[1] - l0[1])); var c = Math.pow(from[0] - l0[0], 2) + Math.pow(from[1] - l0[1], 2) - Math.pow(this.radius, 2); var delta = Math.pow(b, 2) - 4 * a * c; if(delta < 0){ // No intersection continue; } else if(delta === 0){ // single intersection point vec2.lerp(hitPointWorld, from, to, delta); if(vec2.squaredDistance(hitPointWorld, position) > diagonalLengthSquared){ vec2.subtract(normal, hitPointWorld, l0); vec2.normalize(normal,normal); ray.reportIntersection(result, delta, normal, -1); if(result.shouldStop(ray)){ return; } } } else { var sqrtDelta = Math.sqrt(delta); var inv2a = 1 / (2 * a); var d1 = (- b - sqrtDelta) * inv2a; var d2 = (- b + sqrtDelta) * inv2a; if(d1 >= 0 && d1 <= 1){ vec2.lerp(hitPointWorld, from, to, d1); if(vec2.squaredDistance(hitPointWorld, position) > diagonalLengthSquared){ vec2.subtract(normal, hitPointWorld, l0); vec2.normalize(normal,normal); ray.reportIntersection(result, d1, normal, -1); if(result.shouldStop(ray)){ return; } } } if(d2 >= 0 && d2 <= 1){ vec2.lerp(hitPointWorld, from, to, d2); if(vec2.squaredDistance(hitPointWorld, position) > diagonalLengthSquared){ vec2.subtract(normal, hitPointWorld, l0); vec2.normalize(normal,normal); ray.reportIntersection(result, d2, normal, -1); if(result.shouldStop(ray)){ return; } } } } } }; Capsule.prototype.pointTest = function(localPoint){ var radius = this.radius; var halfLength = this.length * 0.5; if((Math.abs(localPoint[0]) <= halfLength && Math.abs(localPoint[1]) <= radius)){ return true; } if(Math.pow(localPoint[0] - halfLength, 2) + Math.pow(localPoint[1], 2) <= radius * radius){ return true; } if(Math.pow(localPoint[0] + halfLength, 2) + Math.pow(localPoint[1], 2) <= radius * radius){ return true; } return false; };