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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; 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;