planck
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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
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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 type { MassData } from "../dynamics/Body";
import { RayCastOutput, RayCastInput, AABBValue } from "./AABB";
import { DistanceProxy } from "./Distance";
import type { Transform, TransformValue } from "../common/Transform";
import type { Vec2Value } from "../common/Vec2";
import { Style } from "../util/Testbed";
// todo make shape an interface
/**
* A shape is used for collision detection. You can create a shape however you
* like. Shapes used for simulation in World are created automatically when a
* Fixture is created. Shapes may encapsulate one or more child shapes.
*/
export abstract class Shape {
/** @hidden */ m_type: ShapeType;
/**
* @hidden
* Radius of a shape. For polygonal shapes this must be b2_polygonRadius.
* There is no support for making rounded polygons.
*/
m_radius: number;
/** Styling for dev-tools. */
style: Style = {};
/** @hidden @experimental Similar to userData, but used by dev-tools or runtime environment. */
appData: Record<string, any> = {};
/** @hidden */
abstract _reset(): void;
static isValid(obj: any): boolean {
if (obj === null || typeof obj === "undefined") {
return false;
}
return typeof obj.m_type === "string" && typeof obj.m_radius === "number";
}
abstract getRadius(): number;
/**
* Get the type of this shape. You can use this to down cast to the concrete
* shape.
*
* @return the shape type.
*/
abstract getType(): ShapeType;
/**
* @internal @deprecated Shapes should be treated as immutable.
*
* clone the concrete shape.
*/
abstract _clone(): Shape;
/**
* Get the number of child primitives.
*/
abstract getChildCount(): number;
/**
* Test a point for containment in this shape. This only works for convex
* shapes.
*
* @param xf The shape world transform.
* @param p A point in world coordinates.
*/
abstract testPoint(xf: TransformValue, p: Vec2Value): boolean;
/**
* Cast a ray against a child shape.
*
* @param output The ray-cast results.
* @param input The ray-cast input parameters.
* @param xf The transform to be applied to the shape.
* @param childIndex The child shape index
*/
abstract rayCast(output: RayCastOutput, input: RayCastInput, xf: Transform, childIndex: number): boolean;
/**
* Given a transform, compute the associated axis aligned bounding box for a
* child shape.
*
* @param aabb Returns the axis aligned box.
* @param xf The world transform of the shape.
* @param childIndex The child shape
*/
abstract computeAABB(aabb: AABBValue, xf: TransformValue, childIndex: number): void;
/**
* Compute the mass properties of this shape using its dimensions and density.
* The inertia tensor is computed about the local origin.
*
* @param massData Returns the mass data for this shape.
* @param density The density in kilograms per meter squared.
*/
abstract computeMass(massData: MassData, density?: number): void;
abstract computeDistanceProxy(proxy: DistanceProxy, childIndex: number): void;
}
export type ShapeType = "circle" | "edge" | "polygon" | "chain";