planck-js
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2D JavaScript physics engine for cross-platform HTML5 game development
74 lines (63 loc) • 2.85 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 common = require('../util/common');
var Math = require('../common/Math');
var Transform = require('../common/Transform');
var Vec2 = require('../common/Vec2');
var Settings = require('../Settings');
var Shape = require('../Shape');
var Contact = require('../Contact');
var Manifold = require('../Manifold');
var CircleShape = require('./CircleShape');
Contact.addType(CircleShape.TYPE, CircleShape.TYPE, CircleCircleContact);
function CircleCircleContact(manifold, xfA, fixtureA, indexA, xfB, fixtureB, indexB) {
_ASSERT && common.assert(fixtureA.getType() == CircleShape.TYPE);
_ASSERT && common.assert(fixtureB.getType() == CircleShape.TYPE);
CollideCircles(manifold, fixtureA.getShape(), xfA, fixtureB.getShape(), xfB);
}
function CollideCircles(manifold, circleA, xfA, circleB, xfB) {
manifold.pointCount = 0;
var pA = Transform.mulVec2(xfA, circleA.m_p);
var pB = Transform.mulVec2(xfB, circleB.m_p);
var distSqr = Vec2.distanceSquared(pB, pA);
var rA = circleA.m_radius;
var rB = circleB.m_radius;
var radius = rA + rB;
if (distSqr > radius * radius) {
return;
}
manifold.type = Manifold.e_circles;
manifold.localPoint.set(circleA.m_p);
manifold.localNormal.setZero();
manifold.pointCount = 1;
manifold.points[0].localPoint.set(circleB.m_p);
// manifold.points[0].id.key = 0;
manifold.points[0].id.cf.indexA = 0;
manifold.points[0].id.cf.typeA = Manifold.e_vertex;
manifold.points[0].id.cf.indexB = 0;
manifold.points[0].id.cf.typeB = Manifold.e_vertex;
}
exports.CollideCircles = CollideCircles;