Files
phaser/todo/physics/shapes/Poly.js
T
2013-08-02 12:38:56 +01:00

207 lines
10 KiB
JavaScript

var __extends = this.__extends || function (d, b) {
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var Phaser;
(function (Phaser) {
(function (Physics) {
/// <reference path="../../math/Vec2.ts" />
/// <reference path="../../math/Vec2Utils.ts" />
/// <reference path="../AdvancedPhysics.ts" />
/// <reference path="../Body.ts" />
/// <reference path="../Plane.ts" />
/// <reference path="Shape.ts" />
/**
* Phaser - Advanced Physics - Shapes - Convex Polygon
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
*/
(function (Shapes) {
var Poly = (function (_super) {
__extends(Poly, _super);
// Verts is an optional array of objects, the objects must have public x and y properties which will be used
// to seed this polygon (i.e. Vec2 objects, or just straight JS objects) and must wind COUNTER clockwise
function Poly(verts) {
_super.call(this, Physics.AdvancedPhysics.SHAPE_TYPE_POLY);
this.verts = [];
this.planes = [];
this.tverts = [];
this.tplanes = [];
if(verts) {
for(var i = 0; i < verts.length; i++) {
this.verts[i] = new Phaser.Vec2(verts[i].x, verts[i].y);
this.tverts[i] = this.verts[i];
//this.tverts[i] = new Phaser.Vec2(verts[i].x, verts[i].y);
this.tplanes[i] = new Phaser.Physics.Plane(new Phaser.Vec2(), 0);
}
}
this.finishVerts();
}
Poly.prototype.finishVerts = function () {
if(this.verts.length < 2) {
this.convexity = false;
this.planes = [];
return;
}
this.convexity = true;
this.tverts = [];
this.tplanes = [];
// Must be counter-clockwise verts
for(var i = 0; i < this.verts.length; i++) {
var a = this.verts[i];
var b = this.verts[(i + 1) % this.verts.length];
var n = Phaser.Vec2Utils.normalize(Phaser.Vec2Utils.perp(Phaser.Vec2Utils.subtract(a, b)));
this.planes[i] = new Phaser.Physics.Plane(n, Phaser.Vec2Utils.dot(n, a));
this.tverts[i] = Phaser.Vec2Utils.clone(this.verts[i])// reference???
;
//this.tverts[i] = this.verts[i]; // reference???
this.tplanes[i] = new Phaser.Physics.Plane(new Phaser.Vec2(), 0);
}
for(var i = 0; i < this.verts.length; i++) {
//var b = this.verts[(i + 2) % this.verts.length];
//var n = this.planes[i].normal;
//var d = this.planes[i].d;
if(Phaser.Vec2Utils.dot(this.planes[i].normal, this.verts[(i + 2) % this.verts.length]) - this.planes[i].d > 0) {
this.convexity = false;
}
}
};
Poly.prototype.duplicate = function () {
return new Phaser.Physics.Shapes.Poly(this.verts);
};
Poly.prototype.recenter = function (c) {
for(var i = 0; i < this.verts.length; i++) {
this.verts[i].subtract(c);
}
};
Poly.prototype.transform = function (xf) {
for(var i = 0; i < this.verts.length; i++) {
this.verts[i] = Phaser.TransformUtils.transform(xf, this.verts[i]);
//this.verts[i] = xf.transform(this.verts[i]);
}
};
Poly.prototype.untransform = function (xf) {
for(var i = 0; i < this.verts.length; i++) {
this.verts[i] = Phaser.TransformUtils.untransform(xf, this.verts[i]);
//this.verts[i] = xf.untransform(this.verts[i]);
}
};
Poly.prototype.area = function () {
return Physics.AdvancedPhysics.areaForPoly(this.verts);
};
Poly.prototype.centroid = function () {
return Physics.AdvancedPhysics.centroidForPoly(this.verts);
};
Poly.prototype.inertia = function (mass) {
return Physics.AdvancedPhysics.inertiaForPoly(mass, this.verts, new Phaser.Vec2());
};
Poly.prototype.cacheData = function (xf) {
this.bounds.clear();
var numVerts = this.verts.length;
Physics.AdvancedPhysics.write('----------- Poly cacheData = ' + numVerts);
if(numVerts == 0) {
return;
}
for(var i = 0; i < numVerts; i++) {
this.tverts[i] = Phaser.TransformUtils.transform(xf, this.verts[i]);
//this.tverts[i] = xf.transform(this.verts[i]);
Physics.AdvancedPhysics.write('tvert' + i + ' = ' + this.tverts[i].toString());
}
if(numVerts < 2) {
this.bounds.addPoint(this.tverts[0]);
return;
}
for(var i = 0; i < numVerts; i++) {
var a = this.tverts[i];
var b = this.tverts[(i + 1) % numVerts];
var n = Phaser.Vec2Utils.normalize(Phaser.Vec2Utils.perp(Phaser.Vec2Utils.subtract(a, b)));
Physics.AdvancedPhysics.write('a = ' + a.toString());
Physics.AdvancedPhysics.write('b = ' + b.toString());
Physics.AdvancedPhysics.write('n = ' + n.toString());
this.tplanes[i].normal = n;
this.tplanes[i].d = Phaser.Vec2Utils.dot(n, a);
Physics.AdvancedPhysics.write('tplanes' + i + ' n = ' + this.tplanes[i].normal.toString());
Physics.AdvancedPhysics.write('tplanes' + i + ' d = ' + this.tplanes[i].d.toString());
this.bounds.addPoint(a);
}
};
Poly.prototype.pointQuery = function (p) {
if(!this.bounds.containPoint(p)) {
return false;
}
return this.containPoint(p);
};
Poly.prototype.findVertexByPoint = function (p, minDist) {
var dsq = minDist * minDist;
for(var i = 0; i < this.tverts.length; i++) {
if(Phaser.Vec2Utils.distanceSq(this.tverts[i], p) < dsq) {
return i;
}
}
return -1;
};
Poly.prototype.findEdgeByPoint = function (p, minDist) {
var dsq = minDist * minDist;
var numVerts = this.tverts.length;
for(var i = 0; i < this.tverts.length; i++) {
var v1 = this.tverts[i];
var v2 = this.tverts[(i + 1) % numVerts];
var n = this.tplanes[i].normal;
var dtv1 = Phaser.Vec2Utils.cross(v1, n);
var dtv2 = Phaser.Vec2Utils.cross(v2, n);
var dt = Phaser.Vec2Utils.cross(p, n);
if(dt > dtv1) {
if(Phaser.Vec2Utils.distanceSq(v1, p) < dsq) {
return i;
}
} else if(dt < dtv2) {
if(Phaser.Vec2Utils.distanceSq(v2, p) < dsq) {
return i;
}
} else {
var dist = Phaser.Vec2Utils.dot(n, p) - Phaser.Vec2Utils.dot(n, v1);
if(dist * dist < dsq) {
return i;
}
}
}
return -1;
};
Poly.prototype.distanceOnPlane = function (n, d) {
var min = 999999;
for(var i = 0; i < this.verts.length; i++) {
min = Math.min(min, Phaser.Vec2Utils.dot(n, this.tverts[i]));
}
return min - d;
};
Poly.prototype.containPoint = function (p) {
for(var i = 0; i < this.verts.length; i++) {
var plane = this.tplanes[i];
if(Phaser.Vec2Utils.dot(plane.normal, p) - plane.d > 0) {
return false;
}
}
return true;
};
Poly.prototype.containPointPartial = function (p, n) {
for(var i = 0; i < this.verts.length; i++) {
var plane = this.tplanes[i];
if(Phaser.Vec2Utils.dot(plane.normal, n) < 0.0001) {
continue;
}
if(Phaser.Vec2Utils.dot(plane.normal, p) - plane.d > 0) {
return false;
}
}
return true;
};
return Poly;
})(Phaser.Physics.Shape);
Shapes.Poly = Poly;
})(Physics.Shapes || (Physics.Shapes = {}));
var Shapes = Physics.Shapes;
})(Phaser.Physics || (Phaser.Physics = {}));
var Physics = Phaser.Physics;
})(Phaser || (Phaser = {}));