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planck-js

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2D JavaScript physics engine for cross-platform HTML5 game development

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/* * 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; module.exports = BoxShape; var common = require('../util/common'); var PolygonShape = require('./PolygonShape'); BoxShape._super = PolygonShape; BoxShape.prototype = Object.create(BoxShape._super.prototype); BoxShape.TYPE = 'polygon'; /** * A rectangle polygon which extend PolygonShape. */ function BoxShape(hx, hy, center, angle) { if (!(this instanceof BoxShape)) { return new BoxShape(hx, hy, center, angle); } BoxShape._super.call(this); this._setAsBox(hx, hy, center, angle); }