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planck-js

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2D physics engine for JavaScript/HTML5 game development

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/* * Copyright (c) 2016 Ali Shakiba http://shakiba.me/planck.js * Copyright (c) 2006-2011 Erin Catto http://www.box2d.org * * 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. */ module.exports.Input = RayCastInput; module.exports.Output = RayCastOutput; module.exports.RayCastCallback = RayCastCallback; /** * Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1). * * @prop {Vec2} p1 * @prop {Vec2} p2 */ function RayCastInput() { this.p1; this.p2; this.maxFraction; }; /** * Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and * p2 come from RayCastInput. * * @prop {Vec2} normal */ function RayCastOutput() { this.normal; this.fraction; };