planck-js
Version:
2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
55 lines (42 loc) • 2.04 kB
text/typescript
/*
* Planck.js
*
* Copyright (c) Erin Catto, Ali Shakiba
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
import * as matrix from "../../common/Matrix";
import { TransformValue } from "../../common/Transform";
import { Contact } from "../../dynamics/Contact";
import { CircleShape } from "./CircleShape";
import { Manifold, ContactFeatureType, ManifoldType } from "../Manifold";
import { Fixture } from "../../dynamics/Fixture";
/** @internal */ const _ASSERT = typeof ASSERT === "undefined" ? false : ASSERT;
Contact.addType(CircleShape.TYPE, CircleShape.TYPE, CircleCircleContact);
/** @internal */ function CircleCircleContact(manifold: Manifold, xfA: TransformValue, fixtureA: Fixture, indexA: number, xfB: TransformValue, fixtureB: Fixture, indexB: number): void {
if (_ASSERT) console.assert(fixtureA.getType() == CircleShape.TYPE);
if (_ASSERT) console.assert(fixtureB.getType() == CircleShape.TYPE);
CollideCircles(manifold, fixtureA.getShape() as CircleShape, xfA, fixtureB.getShape() as CircleShape, xfB);
}
/** @internal */ const pA = matrix.vec2(0, 0);
/** @internal */ const pB = matrix.vec2(0, 0);
export const CollideCircles = function (manifold: Manifold, circleA: CircleShape, xfA: TransformValue, circleB: CircleShape, xfB: TransformValue): void {
manifold.pointCount = 0;
matrix.transformVec2(pA, xfA, circleA.m_p);
matrix.transformVec2(pB, xfB, circleB.m_p);
const distSqr = matrix.distSqrVec2(pB, pA);
const rA = circleA.m_radius;
const rB = circleB.m_radius;
const radius = rA + rB;
if (distSqr > radius * radius) {
return;
}
manifold.type = ManifoldType.e_circles;
matrix.copyVec2(manifold.localPoint, circleA.m_p);
matrix.zeroVec2(manifold.localNormal);
manifold.pointCount = 1;
matrix.copyVec2(manifold.points[0].localPoint, circleB.m_p);
// manifold.points[0].id.key = 0;
manifold.points[0].id.setFeatures(0, ContactFeatureType.e_vertex, 0, ContactFeatureType.e_vertex);
};