Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet.

This commit is contained in:
Richard Davey
2013-09-03 15:35:40 +01:00
parent 923c2504ba
commit bdc1c2ceb9
34 changed files with 7600 additions and 128 deletions
+47
View File
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/*
* Copyright (c) 2012 Ju Hyung Lee
*
* 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.
*/
Shape = function(type) {
if (arguments.length == 0)
return;
if (Shape.id_counter == undefined)
Shape.id_counter = 0;
this.id = Shape.id_counter++;
this.type = type;
// Coefficient of restitution (elasticity)
this.e = 0.0;
// Frictional coefficient
this.u = 1.0;
// Mass density
this.density = 1;
// Axis-aligned bounding box
this.bounds = new Bounds;
}
Shape.TYPE_CIRCLE = 0;
Shape.TYPE_SEGMENT = 1;
Shape.TYPE_POLY = 2;
Shape.NUM_TYPES = 3;