planck-js
Version:
2D physics engine for JavaScript/HTML5 game development
132 lines (115 loc) • 4.61 kB
JavaScript
/*
* 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.
*/
var Settings = require('../Settings');
var Manifold = require('../Manifold');
var Contact = require('../Contact');
var Shape = require('../Shape');
var Math = require('../common/Math');
var Transform = require('../common/Transform');
var Rot = require('../common/Rot');
var Vec2 = require('../common/Vec2');
var AABB = require('../collision/AABB');
var CircleShape = require('./CircleShape');
var PolygonShape = require('./PolygonShape');
Contact.AddType(PolygonShape.TYPE, CircleShape.TYPE, PolygonCircleContact);
function PolygonCircleContact(manifold, xfA, fixtureA, indexA, xfB, fixtureB,
indexB) {
Assert(fixtureA.GetType() == PolygonShape.TYPE);
Assert(fixtureB.GetType() == CircleShape.TYPE);
CollidePolygonCircle(manifold, fixtureA.GetShape(), xfA, fixtureB.GetShape(),
xfB);
}
function CollidePolygonCircle(manifold, polygonA, xfA, circleB, xfB) {
manifold.pointCount = 0;
// Compute circle position in the frame of the polygon.
var c = Transform.Mul(xfB, circleB.m_p);
var cLocal = Transform.MulT(xfA, c);
// Find the min separating edge.
var normalIndex = 0;
var separation = -Infinity;
var radius = polygonA.m_radius + circleB.m_radius;
var vertexCount = polygonA.m_count;
var vertices = polygonA.m_vertices;
var normals = polygonA.m_normals;
for (var i = 0; i < vertexCount; ++i) {
var s = Vec2.Dot(normals[i], Vec2.Sub(cLocal, vertices[i]));
if (s > radius) {
// Early out.
return;
}
if (s > separation) {
separation = s;
normalIndex = i;
}
}
// Vertices that subtend the incident face.
var vertIndex1 = normalIndex;
var vertIndex2 = vertIndex1 + 1 < vertexCount ? vertIndex1 + 1 : 0;
var v1 = vertices[vertIndex1];
var v2 = vertices[vertIndex2];
// If the center is inside the polygon ...
if (separation < Math.EPSILON) {
manifold.pointCount = 1;
manifold.type = Manifold.e_faceA;
manifold.localNormal.Set(normals[normalIndex]);
manifold.localPoint.WSet(0.5, v1, 0.5, v2);
manifold.points[0].localPoint = circleB.m_p;
manifold.points[0].id.key = 0;
return;
}
// Compute barycentric coordinates
var u1 = Vec2.Dot(Vec2.Sub(cLocal, v1), Vec2.Sub(v2, v1));
var u2 = Vec2.Dot(Vec2.Sub(cLocal, v2), Vec2.Sub(v1, v2));
if (u1 <= 0.0) {
if (Vec2.DistanceSquared(cLocal, v1) > radius * radius) {
return;
}
manifold.pointCount = 1;
manifold.type = Manifold.e_faceA;
manifold.localNormal.WSet(1, cLocal, -1, v1);
manifold.localNormal.Normalize();
manifold.localPoint = v1;
manifold.points[0].localPoint.Set(circleB.m_p);
manifold.points[0].id.key = 0;
} else if (u2 <= 0.0) {
if (Vec2.DistanceSquared(cLocal, v2) > radius * radius) {
return;
}
manifold.pointCount = 1;
manifold.type = Manifold.e_faceA;
manifold.localNormal.WSet(1, cLocal, -1, v2);
manifold.localNormal.Normalize();
manifold.localPoint.Set(v2);
manifold.points[0].localPoint.Set(circleB.m_p);
manifold.points[0].id.key = 0;
} else {
var faceCenter = Vec2.Mid(v1, v2);
var separation = Vec2.Dot(cLocal, normals[vertIndex1])
- Vec2.Dot(faceCenter, normals[vertIndex1]);
if (separation > radius) {
return;
}
manifold.pointCount = 1;
manifold.type = Manifold.e_faceA;
manifold.localNormal.Set(normals[vertIndex1]);
manifold.localPoint.Set(faceCenter);
manifold.points[0].localPoint.Set(circleB.m_p);
manifold.points[0].id.key = 0;
}
}