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planck-js

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

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/* * 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); };