planck-js
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2D JavaScript physics engine for cross-platform HTML5 game development
264 lines (219 loc) • 7.07 kB
JavaScript
/*
* Planck.js
* The MIT License
* Copyright (c) 2021 Erin Catto, Ali Shakiba
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
var _DEBUG = typeof DEBUG === 'undefined' ? false : DEBUG;
var _ASSERT = typeof ASSERT === 'undefined' ? false : ASSERT;
var Settings = require('../Settings');
var common = require('../util/common');
var Math = require('../common/Math');
var Vec2 = require('../common/Vec2');
module.exports = AABB;
function AABB(lower, upper) {
if (!(this instanceof AABB)) {
return new AABB(lower, upper);
}
this.lowerBound = Vec2.zero();
this.upperBound = Vec2.zero();
if (typeof lower === 'object') {
this.lowerBound.set(lower);
}
if (typeof upper === 'object') {
this.upperBound.set(upper);
} else if (typeof lower === 'object') {
this.upperBound.set(lower);
}
};
/**
* Verify that the bounds are sorted.
*/
AABB.prototype.isValid = function() {
return AABB.isValid(this);
}
AABB.isValid = function(aabb) {
var d = Vec2.sub(aabb.upperBound, aabb.lowerBound);
var valid = d.x >= 0.0 && d.y >= 0.0 && Vec2.isValid(aabb.lowerBound) && Vec2.isValid(aabb.upperBound);
return valid;
}
AABB.assert = function(o) {
if (!_ASSERT) return;
if (!AABB.isValid(o)) {
_DEBUG && common.debug(o);
throw new Error('Invalid AABB!');
}
}
/**
* Get the center of the AABB.
*/
AABB.prototype.getCenter = function() {
return Vec2.neo((this.lowerBound.x + this.upperBound.x) * 0.5, (this.lowerBound.y + this.upperBound.y) * 0.5);
}
/**
* Get the extents of the AABB (half-widths).
*/
AABB.prototype.getExtents = function() {
return Vec2.neo((this.upperBound.x - this.lowerBound.x) * 0.5, (this.upperBound.y - this.lowerBound.y) * 0.5);
}
/**
* Get the perimeter length.
*/
AABB.prototype.getPerimeter = function() {
return 2.0 * (this.upperBound.x - this.lowerBound.x + this.upperBound.y - this.lowerBound.y);
}
/**
* Combine one or two AABB into this one.
*/
AABB.prototype.combine = function(a, b) {
b = b || this;
var lowerA = a.lowerBound;
var upperA = a.upperBound;
var lowerB = b.lowerBound;
var upperB = b.upperBound;
var lowerX = Math.min(lowerA.x, lowerB.x);
var lowerY = Math.min(lowerA.y, lowerB.y);
var upperX = Math.max(upperB.x, upperA.x);
var upperY = Math.max(upperB.y, upperA.y);
this.lowerBound.set(lowerX, lowerY);
this.upperBound.set(upperX, upperY);
}
AABB.prototype.combinePoints = function(a, b) {
this.lowerBound.set(Math.min(a.x, b.x), Math.min(a.y, b.y));
this.upperBound.set(Math.max(a.x, b.x), Math.max(a.y, b.y));
}
AABB.prototype.set = function(aabb) {
this.lowerBound.set(aabb.lowerBound.x, aabb.lowerBound.y);
this.upperBound.set(aabb.upperBound.x, aabb.upperBound.y);
}
AABB.prototype.contains = function(aabb) {
var result = true;
result = result && this.lowerBound.x <= aabb.lowerBound.x;
result = result && this.lowerBound.y <= aabb.lowerBound.y;
result = result && aabb.upperBound.x <= this.upperBound.x;
result = result && aabb.upperBound.y <= this.upperBound.y;
return result;
}
AABB.prototype.extend = function(value) {
AABB.extend(this, value);
return this;
}
AABB.extend = function(aabb, value) {
aabb.lowerBound.x -= value;
aabb.lowerBound.y -= value;
aabb.upperBound.x += value;
aabb.upperBound.y += value;
}
AABB.testOverlap = function(a, b) {
var d1x = b.lowerBound.x - a.upperBound.x;
var d2x = a.lowerBound.x - b.upperBound.x;
var d1y = b.lowerBound.y - a.upperBound.y;
var d2y = a.lowerBound.y - b.upperBound.y;
if (d1x > 0 || d1y > 0 || d2x > 0 || d2y > 0) {
return false;
}
return true;
}
AABB.areEqual = function(a, b) {
return Vec2.areEqual(a.lowerBound, b.lowerBound) && Vec2.areEqual(a.upperBound, b.upperBound);
}
AABB.diff = function(a, b) {
var wD = Math.max(0, Math.min(a.upperBound.x, b.upperBound.x) - Math.max(b.lowerBound.x, a.lowerBound.x))
var hD = Math.max(0, Math.min(a.upperBound.y, b.upperBound.y) - Math.max(b.lowerBound.y, a.lowerBound.y));
var wA = a.upperBound.x - a.lowerBound.x;
var hA = a.upperBound.y - a.lowerBound.y;
var wB = b.upperBound.x - b.lowerBound.x;
var hB = b.upperBound.y - b.lowerBound.y;
return wA * hA + wB * hB - wD * hD;
};
/**
* @typedef RayCastInput
*
* Ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
*
* @prop {Vec2} p1
* @prop {Vec2} p2
* @prop {number} maxFraction
*/
/**
* @typedef RayCastInput
*
* Ray-cast output data. The ray hits at p1 + fraction * (p2 - p1), where p1 and
* p2 come from RayCastInput.
*
* @prop {Vec2} normal
* @prop {number} fraction
*/
/**
* @param {RayCastOutput} output
* @param {RayCastInput} input
* @returns {boolean}
*/
AABB.prototype.rayCast = function(output, input) {
// From Real-time Collision Detection, p179.
var tmin = -Infinity;
var tmax = Infinity;
var p = input.p1;
var d = Vec2.sub(input.p2, input.p1);
var absD = Vec2.abs(d);
var normal = Vec2.zero();
for (var f = 'x'; f !== null; f = (f === 'x' ? 'y' : null)) {
if (absD.x < Math.EPSILON) {
// Parallel.
if (p[f] < this.lowerBound[f] || this.upperBound[f] < p[f]) {
return false;
}
} else {
var inv_d = 1.0 / d[f];
var t1 = (this.lowerBound[f] - p[f]) * inv_d;
var t2 = (this.upperBound[f] - p[f]) * inv_d;
// Sign of the normal vector.
var s = -1.0;
if (t1 > t2) {
var temp = t1;
t1 = t2, t2 = temp;
s = 1.0;
}
// Push the min up
if (t1 > tmin) {
normal.setZero();
normal[f] = s;
tmin = t1;
}
// Pull the max down
tmax = Math.min(tmax, t2);
if (tmin > tmax) {
return false;
}
}
}
// Does the ray start inside the box?
// Does the ray intersect beyond the max fraction?
if (tmin < 0.0 || input.maxFraction < tmin) {
return false;
}
// Intersection.
output.fraction = tmin;
output.normal = normal;
return true;
}
AABB.prototype.toString = function() {
return JSON.stringify(this);
}