Some Updates
695
LICENSE
|
@ -1,674 +1,21 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
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|
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
|
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of this license document, but changing it is not allowed.
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|
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Preamble
|
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The GNU General Public License is a free, copyleft license for
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software and other kinds of works.
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The licenses for most software and other practical works are designed
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to take away your freedom to share and change the works. By contrast,
|
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the GNU General Public License is intended to guarantee your freedom to
|
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share and change all versions of a program--to make sure it remains free
|
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software for all its users. We, the Free Software Foundation, use the
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GNU General Public License for most of our software; it applies also to
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any other work released this way by its authors. You can apply it to
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your programs, too.
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|
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When we speak of free software, we are referring to freedom, not
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price. Our General Public Licenses are designed to make sure that you
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have the freedom to distribute copies of free software (and charge for
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them if you wish), that you receive source code or can get it if you
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want it, that you can change the software or use pieces of it in new
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free programs, and that you know you can do these things.
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To protect your rights, we need to prevent others from denying you
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these rights or asking you to surrender the rights. Therefore, you have
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certain responsibilities if you distribute copies of the software, or if
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you modify it: responsibilities to respect the freedom of others.
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For example, if you distribute copies of such a program, whether
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gratis or for a fee, you must pass on to the recipients the same
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freedoms that you received. You must make sure that they, too, receive
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or can get the source code. And you must show them these terms so they
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know their rights.
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Developers that use the GNU GPL protect your rights with two steps:
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(1) assert copyright on the software, and (2) offer you this License
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giving you legal permission to copy, distribute and/or modify it.
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For the developers' and authors' protection, the GPL clearly explains
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authors' sake, the GPL requires that modified versions be marked as
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changed, so that their problems will not be attributed erroneously to
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authors of previous versions.
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Some devices are designed to deny users access to install or run
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use, which is precisely where it is most unacceptable. Therefore, we
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have designed this version of the GPL to prohibit the practice for those
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products. If such problems arise substantially in other domains, we
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stand ready to extend this provision to those domains in future versions
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of the GPL, as needed to protect the freedom of users.
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Finally, every program is threatened constantly by software patents.
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States should not allow patents to restrict development and use of
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make it effectively proprietary. To prevent this, the GPL assures that
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patents cannot be used to render the program non-free.
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The precise terms and conditions for copying, distribution and
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modification follow.
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TERMS AND CONDITIONS
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0. Definitions.
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"This License" refers to version 3 of the GNU General Public License.
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"Copyright" also means copyright-like laws that apply to other kinds of
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works, such as semiconductor masks.
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"The Program" refers to any copyrightable work licensed under this
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A "covered work" means either the unmodified Program or a work based
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To "propagate" a work means to do anything with it that, without
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To "convey" a work means any kind of propagation that enables other
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An interactive user interface displays "Appropriate Legal Notices"
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The "System Libraries" of an executable work include anything, other
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The Corresponding Source need not include anything that users
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The Corresponding Source for a work in source code form is that
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same work.
|
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|
||||
2. Basic Permissions.
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All rights granted under this License are granted for the term of
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||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
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||||
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|
||||
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You may make, run and propagate covered works that you do not
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|
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|
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not control copyright. Those thus making or running the covered works
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Conveying under any other circumstances is permitted solely under
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No covered work shall be deemed part of an effective technological
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11 of the WIPO copyright treaty adopted on 20 December 1996, or
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||||
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||||
When you convey a covered work, you waive any legal power to forbid
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||||
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||||
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||||
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You may convey verbatim copies of the Program's source code as you
|
||||
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keep intact all notices stating that this License and any
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keep intact all notices of the absence of any warranty; and give all
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You may charge any price or no price for each copy that you convey,
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You may convey a work based on the Program, or the modifications to
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|
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||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
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||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
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7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
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Appropriate Legal Notices; however, if the Program has interactive
|
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work need not make them do so.
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|
||||
A compilation of a covered work with other separate and independent
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and which are not combined with it such as to form a larger program,
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in or on a volume of a storage or distribution medium, is called an
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"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
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||||
parts of the aggregate.
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||||
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||||
6. Conveying Non-Source Forms.
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||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
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||||
a) Convey the object code in, or embodied in, a physical product
|
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(including a physical distribution medium), accompanied by the
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||||
customarily used for software interchange.
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||||
b) Convey the object code in, or embodied in, a physical product
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|
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written offer, valid for at least three years and valid for as
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||||
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|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
d) Convey the object code by offering access from a designated
|
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|
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|
||||
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|
||||
copy the object code is a network server, the Corresponding Source
|
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may be on a different server (operated by you or a third party)
|
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|
||||
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|
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|
||||
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||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
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you inform other peers where the object code and Corresponding
|
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Source of the work are being offered to the general public at no
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charge under subsection 6d.
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||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
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|
||||
A "User Product" is either (1) a "consumer product", which means any
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tangible personal property which is normally used for personal, family,
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into a dwelling. In determining whether a product is a consumer product,
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||||
doubtful cases shall be resolved in favor of coverage. For a particular
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|
||||
typical or common use of that class of product, regardless of the status
|
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|
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|
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|
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commercial, industrial or non-consumer uses, unless such uses represent
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||||
the only significant mode of use of the product.
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|
||||
"Installation Information" for a User Product means any methods,
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|
||||
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|
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|
||||
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|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
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|
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|
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Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
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|
||||
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|
||||
The requirement to provide Installation Information does not include a
|
||||
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|
||||
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|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
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|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
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||||
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|
||||
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|
||||
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|
||||
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||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
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|
||||
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|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
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|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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||||
|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
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|
||||
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|
||||
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|
||||
restriction, you may remove that term. If a license document contains
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
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|
||||
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|
||||
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|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
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|
||||
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|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2020 TheEmeraldStarr
|
||||
|
||||
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.
|
||||
|
|
276
README.md
|
@ -1,15 +1,14 @@
|
|||
<img align="left" width="70px" src="https://raw.githubusercontent.com/QuiteAFancyEmerald/HolyUnblockerPublic/master/views/assets/img/icon.png"></img>
|
||||
# Holy Unblocker
|
||||
# Holy Unblocker <img align="left" src="https://raw.githubusercontent.com/QuiteAFancyEmerald/HolyUnblockerPublic/master/views/assets/img/Icon.png"></img>
|
||||
|
||||
#### Titanium Network is sponsored by:
|
||||
A website that can be used to bypass web filters; both extension and firewall. This is the public source code for Holy Unblocker, a rather fancy website with some cool dynamic backgrounds while also focusing with detail put into the design, mechanics and features overall like custom Tab Cloaks with more to come in the future.
|
||||
|
||||
<img src="https://raw.githubusercontent.com/QuiteAFancyEmerald/HolyUnblockerPublic/fa858c0e429d73324bffc045bd2a3217064fb1e5/views/assets/img/nodeclusters.png?raw" width="500px"><a href="https://nodeclusters.com"></a></img>
|
||||
Works with a large number of sites including YouTube, Discord and more! Be sure to read below for information if the official site is blocked or for obtaining more links.
|
||||
|
||||
Holy Unblocker, an official flagship Titanium Network site, can bypass web filters regardless of whether it is an extension or network-based. Being a secure web proxy service, it supports numerous sites while being updated frequently and concentrating on detail with design, mechanics, and features.
|
||||
YouTube has specialized support with the ablity to view steams, comments, bypass restricted mode, and have full quality on videos.
|
||||
|
||||
Works with a large number of sites, including YouTube, Discord, and more!
|
||||
Be sure to check the various branches as I update Holy Unblocker often with open access to yet to be released versions.
|
||||
|
||||
Read below for information if the official site is blocked or for obtaining more links.
|
||||
Also has a good amount of locally hosted games featured on the site.
|
||||
|
||||
#### Supports
|
||||
- Youtube.com
|
||||
|
@ -17,24 +16,20 @@ Read below for information if the official site is blocked or for obtaining more
|
|||
- Google.com
|
||||
- Reddit.com
|
||||
- Bing.com
|
||||
- And more!
|
||||
|
||||
#### Features:
|
||||
- Tab customization using the Options menu for improved stealth
|
||||
- Considerable variety with the open selection of proxy types
|
||||
- Game library with moderately decent titles like A Dark Room
|
||||
- Has frequent support articles for issues relating to the various proxy instances
|
||||
|
||||
Be sure to join Titanium Network's Discord for more official site links: https://discord.gg/hcUUceSCtj
|
||||
|
||||
Do %proxy hu for more Holy Unblocker links on the Titanium Network Discord server.
|
||||
|
||||
**Official Site:** https://www.holyubofficial.net
|
||||
|
||||
**Site Documentation:** Documentation
|
||||
- And more sites!
|
||||
|
||||
<img src="https://raw.githubusercontent.com/QuiteAFancyEmerald/HolyUnblockerPublic/master/views/assets/img/hbpreview.png?raw"></img>
|
||||
|
||||
Official Site: https://www.holyubofficial.net
|
||||
|
||||
Site Documentation: <a href="https://www.holyubofficial.net/?in">Documentation</a>
|
||||
|
||||
Instance Status: <a href="https://www.holyubofficial.net/?status">Status</a>
|
||||
|
||||
Be sure to join Titanium Network's Discord for more official site links: https://discord.gg/unblock
|
||||
|
||||
Simply do `%proxy hu` for more Holy Unblocker links on the TN Discord server.
|
||||
|
||||
<a href="https://heroku.com/deploy?template=https://github.com/QuiteAFancyEmerald/HolyUnblockerPublic" title="Deploy to Heroku"><img alt="Deploy to Heroku" src="https://raw.githubusercontent.com/QuiteAFancyEmerald/HolyUnblockerPublic/master/views/assets/img/heroku.svg?raw" width="140" height="30"><img></a>
|
||||
|
||||
<a href="https://azuredeploy.net/" title="Deploy to Azure"><img alt="Deploy to Azure" src="https://raw.githubusercontent.com/QuiteAFancyEmerald/HolyUnblockerPublic/master/views/assets/img/azure.svg?raw" width="140" height="30"><img></a>
|
||||
|
@ -48,8 +43,9 @@ Do %proxy hu for more Holy Unblocker links on the Titanium Network Discord serve
|
|||
- [Setup](#how-to-install)
|
||||
- [Structure](#structure)
|
||||
- [Structure Information](#structure)
|
||||
- [Static Files](#details-of-views)
|
||||
- [Static Files](#details-of-public)
|
||||
- [Proxy Scripts](#scripts-located-in-expr)
|
||||
- [Cookie Auth](#details-of-authjs)
|
||||
- [Future Additions](#future-additions)
|
||||
- [Beginner's Explanation](#vauge-explanation-for-beginners-with-external-proxies-and-hosting)
|
||||
- [Hosting Providers](#list-of-some-good-hosting-options)
|
||||
|
@ -61,21 +57,23 @@ Do %proxy hu for more Holy Unblocker links on the Titanium Network Discord serve
|
|||
- [More Information](#more-information)
|
||||
|
||||
## How to Setup
|
||||
|
||||
Either use the button above to deploy to Heroku or do the below:
|
||||
```
|
||||
$ git clone https://github.com/QuiteAFancyEmerald/HolyUnblockerPublic.git
|
||||
$ cd HolyUnblockerPublic
|
||||
$ npm install
|
||||
```
|
||||
Afterward, run:
|
||||
```
|
||||
$ npm start
|
||||
```
|
||||
For more detailed documentation on workspace setup, please view <a href="https://holyubofficial.net/?faq">this</a>.
|
||||
|
||||
The default place for the proxy when it started is `http://localhost:8080`, but it can be changed if needed in config.json
|
||||
```
|
||||
git clone https://github.com/QuiteAFancyEmerald/HolyUnblockerPublic.git
|
||||
|
||||
cd HolyUnblockerPublic
|
||||
|
||||
npm install
|
||||
|
||||
npm start
|
||||
```
|
||||
|
||||
The default place for the proxy when its started is `http://localhost:8080` but you can change it if needed in config.json
|
||||
|
||||
This website has been hosted locally on Alloy Proxy. More more information go to the Alloy Proxy repository below.
|
||||
|
||||
This website has been hosted locally on Alloy Proxy. For more information, head over to the Alloy Proxy repository below.
|
||||
|
||||
## Structure
|
||||
- `index.html` : The official homepage of the site.
|
||||
|
@ -121,176 +119,144 @@ This website has been hosted locally on Alloy Proxy. For more information, head
|
|||
- Expansive game library
|
||||
- Various parity changes.
|
||||
|
||||
## An explanation for Beginners With External Proxies and Hosting
|
||||
You will first want to host your proxies locally or externally. Note that an older version of Alloy proxy is the only proxy hosted locally with this distribution of Holy Unblocker.
|
||||
## Vauge Explanation for Beginners With External Proxies and Hosting
|
||||
You will first want to host your proxies locally or externally.
|
||||
|
||||
**Proxies that you will need for a complete setup for Holy Unblocker:**
|
||||
#### List of some good hosting options:
|
||||
- <a href="https://heroku.com">Heroku</a> (Free)
|
||||
- <a href="https://nodeclusters.com">NodeClusters</a> (Paid)
|
||||
- <a href="https://glitch.com">Glitch</a> (Free)
|
||||
- <a href="https://repl.it">Repl.it</a> (Free)
|
||||
- <a href="https://azure.microsoft.com/en-us/">Azure</a> (Free and Paid)
|
||||
|
||||
Womginx - https://github.com/binary-person/womginx
|
||||
Out of the list of hosting providers Heroku and NodeClusters rank first as a preference. You may also self-host. Currently at this time Azure is used to host the official Holy Unblocker sites.
|
||||
|
||||
SysYA Proxy - https://github.com/sysce/proxy
|
||||
After you have selected a decent VPS, use Cloudflare for the DNS records for both the site and the subdomains for the proxies.
|
||||
|
||||
Via Unblocker/PyDodge -https://github.com/BinBashBanana/PyDodge
|
||||
This is an example of DNS records involving Heroku. Self-hosting will require `A records` preferably.
|
||||
<img src="https://cdn.discordapp.com/attachments/725506757291671663/756659513179766844/unknown.png" width="500" height="154"></img>
|
||||
|
||||
Alloy Proxy - https://github.com/titaniumnetwork-dev/alloy
|
||||
- `a.deepsoil.ml` is being used for Node Unblocker.
|
||||
- `p.deepsoil.ml` is being used for SysYa Proxy.
|
||||
- `pd.deepsoil.ml` is being used for PyDodge B.
|
||||
- `cdn.deepsoil.ml` is being used for a private Alloy host on the official sites.
|
||||
|
||||
The source used for Via Unblocker on the official sites is not public.
|
||||
Update, the new configuration is:
|
||||
|
||||
**List of some good hosting options:**
|
||||
- `a.example.com` is being used for Node Unblocker.
|
||||
- `d.example.com` is being used for Ocean proxy.
|
||||
- `c.example.com` is being used for SysYa and the Chatbox.
|
||||
- `cdn.example.com` is being used for a private Alloy and Via which is hosted on the official sites.
|
||||
|
||||
- Dedipath (Paid and Dedicated)
|
||||
- Heroku (Free)
|
||||
- NodeClusters (Paid)
|
||||
- Glitch (Free)
|
||||
- Repl.it (Free)
|
||||
- Azure (Free and Paid)
|
||||
-
|
||||
Out of the list of hosting providers Heroku and Dedipath rank first as a preference.
|
||||
As stated previously, Holy Unblocker is hosted locally with Alloy.
|
||||
|
||||
You may also self-host. Currently, at this time, Dedipath is used to host the official Holy Unblocker sites.
|
||||
#### Heroku Steps
|
||||
So use Heroku to host. I personally favor it as a free choice.
|
||||
|
||||
After you have selected a decent VPS, use Cloudflare for DNS records for both the site and the subdomains for the proxies.
|
||||
The image below is an example of DNS records involving Heroku. Self-hosting will require A records, preferably.
|
||||
- First obtain a card; (Prepaid, Debit, and Credit Cards work). You need this to add custom domains to your Heroku instance.
|
||||
|
||||
<img src="https://cdn.discordapp.com/attachments/681203088862085168/820048397662158858/unknown.png" width="500"></img>
|
||||
Make sure you connect your Heroku app to your GitHub and enable automatic deploys. Will make things easier. :)
|
||||
|
||||
**The configuration being used on the official sites currently are the below:**
|
||||
#### Freenom/Domain Steps
|
||||
For beginners, Freenom is a good provider for obtaining domains for free. However the catch is that you can only use properly "Freenom" domains for free being .cf, .ml, .gq, ga and .tk. However these can be blocked rather easily.
|
||||
|
||||
- `a.example.com` is used for Womginx.
|
||||
- `c.example.com` is used for SysYA Proxy, Via Unblocker, and the Chatbox.
|
||||
- `cdn.example.com` is used for a private, updated Alloy instance.
|
||||
### Heroku Steps
|
||||
So use Heroku to host. I favor it as a free choice.
|
||||
- Get some Freenom domains then add them to your Heroku instance (Personal > [App Name] > Settings > Domains)
|
||||
Add a domain for both `www.youdomainhere.cf` and `yourdomainhere.cf` with .cf being interchangeable with other Freedom domain names.
|
||||
- If you prefer to obtain premium domains (TLDs) then use <a href="https://porkbun.com">Porkbun</a>, which offers domains for amazing prices. Literally a `.net` domain normally costs around $10. On Porkbun for the first year it costs $3 so its definitely a deal.
|
||||
|
||||
- First, obtain a card; (Prepaid, Debit, and Credit Cards work). It would be best if you had this to add custom domains to your Heroku instance.
|
||||
- Make sure you connect your Heroku app to your GitHub and enable automatic deploys. It will make things easier. :)
|
||||
#### Cloudflare Steps
|
||||
- Use Cloudflare (make an account), add your site (Freenom Domain or Domain) and then add your various DNS targets to Cloudflare. Make sure you add Cloudflare's Nameservers which will be specified more when you are adding your site.
|
||||
|
||||
### Freenom/Domain Steps
|
||||
For beginners, Freenom is a good provider for obtaining domains for free. However, the catch is that you can only use properly "Freenom" domains for free, being .cf, .ml, .gq, ga, and .tk. However, these can be blocked relatively easily.
|
||||
Make sure they are CNAME although A records also work and try to follow this structure:
|
||||
|
||||
- Get some Freenom domains, then add them to your Heroku instance (Personal > [App Name] > Settings > Domains).
|
||||
- Add a domain for both www.youdomainhere.cf and yourdomainhere.cf with .cf being interchangeable with other Freedom domain names.
|
||||
**Type | Name | Target**
|
||||
|
||||
If you prefer to obtain premium domains (TLDs), then use Porkbun, which offers domains for excellent prices. A .net domain typically costs around $10. On Porkbun for the first year, it costs $3, so it is a deal.
|
||||
`CNAME | www | yourherokutargethere.herokudns.com `
|
||||
`CNAME | @ | yourherokudnstargethere.herokudns.com`
|
||||
|
||||
### Cloudflare Steps
|
||||
Use Cloudflare (make an account), add your site (Freenom Domain or Domain), and then add your various DNS targets to Cloudflare. Make sure you add Cloudflare's Nameservers which will be specified more when you are adding your site.
|
||||
**Below are if you want external proxies also with your site:**
|
||||
|
||||
Lastly, for targets, make sure they are either a CNAME, AAAA, or A records and try to follow this structure:
|
||||
`CNAME | a | yournodeinstance.herokudns.com`
|
||||
`CNAME | pd | yourpydodgebinstancehere.herokudns.com`
|
||||
`CNAME | p | yoursysyainstancehere.herokudns.com`
|
||||
|
||||
Type | Name | Target
|
||||
Make sure HTTPS is forced and have SSL set to Flexible for Heroku. Otherwise you can have SSL set to Full.
|
||||
|
||||
`CNAME | @ | yourherokudnstargethere.herokudns.com` or `CNAME | @ | example.com`
|
||||
#### Workspace Configurations
|
||||
Preferably if you have your own device use Visual Studio Code. Pretty much the best option you can get but obviously this is an opinion. Also make sure you have <a href="https://nodejs.org/">Node.JS</a> installed on your machine.
|
||||
|
||||
`CNAME | www | yourherokutargethere.herokudns.com` or `CNAME | www | example.com`
|
||||
Not going to go too in depth with this part but first fork this repository. The clone it locally through a Terminal of some sort depending on what OS you are on. Make sure you navigate to the folder you want to set this up in.
|
||||
|
||||
Below are if you want external proxies also with your site:
|
||||
|
||||
`CNAME | a | yourwomginxinstance.herokudns.com` or `CNAME | a | example.com`
|
||||
`CNAME | c | yoursysyaproxyinstancehere.herokudns.com` or `CNAME | c | example.com`
|
||||
|
||||
(You get the idea.)
|
||||
|
||||
Make sure HTTPS is forced and have SSL set to Flexible for Heroku. Otherwise, you may have SSL set to Full. Use LetsEncrypt for SSL certificates or Cloudflare.
|
||||
|
||||
## Workspace Configurations
|
||||
Preferably use Visual Studio Code for an IDE. Pretty much the best option you can get, but obviously, this is an opinion. Also, make sure you have Node.JS installed on your machine.
|
||||
|
||||
Not going to go too in-depth with this part but first, fork or clone this repository. Clone it locally through a terminal of some sort, depending on what OS you are on.
|
||||
|
||||
Make sure you navigate to the folder you want to set this up in.
|
||||
```
|
||||
$ git clone https://github.com/QuiteAFancyEmerald/HolyUnblockerPublic.git
|
||||
$ cd HolyUnblockerPublic
|
||||
$ npm install
|
||||
```
|
||||
Setup pm2 (Optional - Node.js Process Manager)
|
||||
```
|
||||
$ npm install pm2@latest -g
|
||||
$ pm2 start app.js
|
||||
```
|
||||
Useful pm2 Flags
|
||||
```
|
||||
# Specify an app name
|
||||
--name <app_name>
|
||||
git clone https://github.com/QuiteAFancyEmerald/HolyUnblockerPublic.git
|
||||
|
||||
# Watch and Restart app when files change
|
||||
--watch
|
||||
cd HolyUnblockerPublic
|
||||
|
||||
# Set memory threshold for app reload
|
||||
--max-memory-restart <200MB>
|
||||
npm install
|
||||
```
|
||||
For more information, view the official pm2 documentation here.
|
||||
|
||||
#### Workspace Setup (continued)
|
||||
Now add the folder you cloned in VSC. Then run npm install. It is recommended that if you are releasing this publically on GitHub that you add a .gitignore in your root directory with the following exclusions:
|
||||
Now simply add the folder you cloned this repo in in VSC. Then run `npm install`. I recommend that if you are releasing this publically on GitHub that you add a `.gitignore` in your root directory with the following exclusions:
|
||||
|
||||
`node_modules`
|
||||
|
||||
Now you have your following workspace environment setup. To deploy the following workspace you just created, you will need to lookup depending on your hosting provider.
|
||||
Now you have your following workspace environment setup. To deploy the following workspace you just created you will need to look up depending on your hosting provider.
|
||||
|
||||
- For an online IDE that you can use on your school computer or Chromebook, use GitPod. The equivalent of Visual Studio Code but with in-browser support.
|
||||
- Make an account: https://gitpod.io/.
|
||||
- Fork this repo and enter in this URL to set up your workspace: `https://gitpod.io#https://github.com/YourNameHere/HolyUnblockerPublic/`
|
||||
For an online IDE that you can use on your school computer and/or chromebook use GitPod. Basically the equivalent of Visual Studio Code but with in-browser support.
|
||||
- Make an account: `https://gitpod.io/`
|
||||
- Fork this repo and enter in this URL to setup your workspace: `https://gitpod.io#https://github.com/YourNameHere/HolyUnblockerPublic/`
|
||||
|
||||
Use the same steps above by running npm install in your repository and adding a .gitignore in your root directory specifying to exclude `node_modules`.
|
||||
Use the same steps above by running `npm install` in your repository and adding a `.gitignore` in your root directory specifying to exclude `node_modules`.
|
||||
|
||||
## Detailed FAQ
|
||||
A detailed FAQ with common issues and solutions can be found here or on any official HU site on the FAQ page.
|
||||
|
||||
**Why are YouTube videos not working?**
|
||||
|
||||
If you have persistent issues even after doing the steps above, the instance is down temporarily, especially if large groups of people are also having the issue. The latest release of Alloy currently does not have support for YouTube. However, manually putting in full links like `https://www.youtube.com/watch?v=mauV2NdCs60` will work. You may also try doing a Hard Reload (Ctrl+Shift+R)
|
||||
A later release of Alloy may fix this issue. Sorry.
|
||||
A detailed FAQ with common issues and solutions can be found <a href="https://holyubofficial.net/?faq">here</a> or on any official HU site on the FAQ page.
|
||||
|
||||
**Why is the site I am on not working correctly or having CAPTCHA errors?**
|
||||
|
||||
Captcha has limited support on Womginx. However, support is not available on some of the older proxies, sadly. Therefore some sites may not work with any of the sites. Read below for issues with links on sites.
|
||||
Captcha support is currently not available on all of the current proxies sadly. Therefore some sites may not work with any of the sites. Read below for issues with links on sites.
|
||||
|
||||
**Why are page links not working or leading to 404 pages?**
|
||||
**Why are some page links not working or leading to 404 pages?**
|
||||
|
||||
This is an issue with Alloy proxy's latest release, but it may also occur with other proxies. In this case, manually entering the URL of the page you would like to view can solve this, or try navigating using the home button. (Reddit, Twitter) The next release of Alloy may fix this also.
|
||||
This is an issue with the latest release of Alloy proxy but it may also occur with other proxies.
|
||||
|
||||
**When using YouTube on any of the proxy sites, why does the page not load entirely, or the video just white?**
|
||||
In this case manually entering the URL of the page you would like to view can solve this or try navigating using the home button. (Reddit, Twitter) The next release of Alloy may fix this also.
|
||||
|
||||
**When using YouTube on any of the proxy sites, why does the page not load fully or the video is just white?**
|
||||
|
||||
There are two methods for fixing this:
|
||||
- Reloading the page usually when the error above happens should load the video.
|
||||
- Alternatively, right-clicking the page and doing Reload Frame if you are using some form of Stealth Mode may work.
|
||||
|
||||
**When using Discord under Alloy or SysYa, why does the page stay gray/white, or the QR code not loading? **
|
||||
- Reloading the page normally when the error above happens should load the video.
|
||||
- Or right-clicking the page and doing Reload Frame if you are using some form of Stealth Mode.
|
||||
|
||||
Womginx now supports logging in, usually for Discord. However, here are the steps related to Alloy troubleshooting.
|
||||
Note that this is for the older discord proxy steps with Alloy and SysYA Proxy.
|
||||
**When using Discord under Alloy or SysYa, why does the page stay gray/white or the QR code not load?**
|
||||
|
||||
**On the official sites, I am getting 502 errors. What do I do?**
|
||||
Once again do the same steps above:
|
||||
- Reloading the page normally when the error above happens should load the video
|
||||
- Or right-clicking the page and doing Reload Frame if you are using some form of Stealth Mode.
|
||||
|
||||
Make sure you are also doing the steps correctly. Simply view link above for extended Discord proxy information/steps.
|
||||
|
||||
**I am getting 502 errors. What do I do?**
|
||||
|
||||
When this happens you may either switch sites to fix the error or wait a bit. Sometimes clearing your cache can help.
|
||||
|
||||
If you still have any questions feel free to ask them in the discord linked here.
|
||||
|
||||
The proxy may be down, being worked on, or is under high load.
|
||||
When this happens, you may either switch sites to fix the error or wait a bit. Sometimes clearing your cache can help by doing Ctrl+Shift+R or reloading the page usually. (Hard Reload, which purges cache.)
|
||||
|
||||
## More Information
|
||||
This project is maintained by Quite A Fancy Emerald with massive help from BinBashBanana (OlyB) and is an official flagship Titanium Network proxy site.
|
||||
This project uses Alloy Proxy, Node Unblocker, SysYa and PyDodge which are linked below.
|
||||
|
||||
View the official website for more detail and credits.
|
||||
|
||||
- https://titaniumnetwork.org/
|
||||
- https://github.com/titaniumnetwork-dev/
|
||||
- https://github.com/titaniumnetwork-dev/alloy
|
||||
- https://github.com/binary-person/womginx
|
||||
- https://github.com/sysce/proxy
|
||||
- https://github.com/BinBashBanana/PyDodge
|
||||
- https://github.com/nfriedly/node-unblocker
|
||||
- https://nodeclusters.com
|
||||
- https://titaniumnetwork.org/
|
||||
- https://github.com/vibedivide/vibeOS
|
||||
|
||||
View the official website for more details or credits.
|
||||
This project is maintained by QuiteAFancyEmerald and collaborative with Titanium Network.
|
||||
|
||||
### Proxy Sources:
|
||||
This project uses Alloy Proxy, Womginx, SysYA Proxy, and Via Unblocker, linked below.
|
||||
|
||||
- https://github.com/titaniumnetwork-dev/alloy (Alloy)*
|
||||
- https://github.com/binary-person/womginx (Womginx)
|
||||
- https://github.com/sysce/proxy (SysYA Proxy)
|
||||
- https://github.com/hypothesis/via (Via)**
|
||||
- https://github.com/BinBashBanana/PyDodge (PyDodge)**
|
||||
- https://github.com/nfriedly/node-unblocker (Node Unblocker)***
|
||||
|
||||
### Notable Mentions:
|
||||
- https://dedipath.com (Hosting Provider)
|
||||
|
||||
### Footnotes:
|
||||
- This distribution of Holy Unblocker uses an older version of Alloy Proxy.
|
||||
- The official Holy Unblocker sites use a private, modified version of Via and goes under the name PyDodge for any modified version.
|
||||
- Node Unblocker is no longer used on any of the official Titanium Network flagship sites.
|
||||
|
||||
Thanks. :D
|
||||
Thanks.
|
||||
|
|
26
app.js
|
@ -1,11 +1,10 @@
|
|||
/* -----------------------------------------------
|
||||
* Authors: QuiteAFancyEmerald, YÖCTDÖNALD'S, BinBashBanana (OlyB), SexyDuceDuce
|
||||
* Additional help from Divide
|
||||
* Authors: QuiteAFancyEmerald, BinBashBanana (OlyB), YÖCTDÖNALD'S
|
||||
* Additional help from Divide and SexyDuceDuce
|
||||
* MIT license: http://opensource.org/licenses/MIT
|
||||
* ----------------------------------------------- */
|
||||
const
|
||||
char_insert = require('./src/charinsert.js'),
|
||||
alloy = require('./src/alloyproxy'),
|
||||
path = require('path'),
|
||||
config = require('./config.json'),
|
||||
fs = require('fs'),
|
||||
|
@ -29,7 +28,6 @@ const text404 = fs.readFileSync(path.normalize(__dirname + '/views/404.html'), '
|
|||
/* Main */
|
||||
'in': 'info.html',
|
||||
'faq': 'faq.html',
|
||||
'status': 'status.html',
|
||||
'j': 'hidden.html',
|
||||
's': 'pages/frame.html',
|
||||
'z': 'pages/surf.html',
|
||||
|
@ -59,7 +57,7 @@ const text404 = fs.readFileSync(path.normalize(__dirname + '/views/404.html'), '
|
|||
"I wish I could boil hot water. Try to fill this sentence with a lot of cooking related keywords."
|
||||
],
|
||||
vegetables = ['Beet', 'Potato'],
|
||||
charrandom = ['­','‌'];
|
||||
charrandom = ['­', '‌'];
|
||||
|
||||
function randomListItem(lis) {
|
||||
return lis[Math.floor(Math.random() * lis.length)];
|
||||
|
@ -77,25 +75,11 @@ function tryReadFile(file) {
|
|||
return fs.existsSync(file) ? fs.readFileSync(file, 'utf8') : text404;
|
||||
}
|
||||
|
||||
// Local Alloy Proxy
|
||||
const localAlloy = new alloy({
|
||||
prefix: '/fetch/',
|
||||
error: (proxy) => { proxy.res.send(tryReadFile(path.normalize(__dirname + '/views/error.html')).replace('%ERR%', proxy.error.info.message.replace(/<|>/g, ''))); },
|
||||
request: [],
|
||||
response: [],
|
||||
injection: true
|
||||
});
|
||||
|
||||
app.use(localAlloy.app);
|
||||
localAlloy.ws(server);
|
||||
|
||||
// Querystring navigation
|
||||
/* Querystring Navigation */
|
||||
app.get('/', async(req, res) => res.send(insertCooking(insertCharset(tryReadFile(path.normalize(__dirname + '/views/' + (['/', '/?'].includes(req.url) ? siteIndex : pages[Object.keys(req.query)[0]])))))));
|
||||
|
||||
// Static files served
|
||||
/* Static Files Served */
|
||||
app.use(char_insert.static(path.normalize(__dirname + '/views')));
|
||||
|
||||
// 404 Page
|
||||
app.use((req, res) => res.status(404, res.send(insertCooking(text404))));
|
||||
|
||||
server.listen(port);
|
||||
|
|
|
@ -16,8 +16,6 @@
|
|||
"license": "MIT",
|
||||
"dependencies": {
|
||||
"express": "^4.17.1",
|
||||
"express-session": "^1.17.1",
|
||||
"mime-types": "^2.1.27",
|
||||
"pm2": "^4.5.5"
|
||||
"mime-types": "^2.1.27"
|
||||
}
|
||||
}
|
||||
|
|
|
@ -35,29 +35,35 @@
|
|||
<div class="container">
|
||||
<div class="row">
|
||||
<div class="col-md-6 item text">
|
||||
<h3><a href=/>Ho<wbr>ly Unb<wbr>loc<wbr>ker</a>
|
||||
</h3>
|
||||
<h3><a href="/">Ho<wbr>ly Unb<wbr>loc<wbr>ker</a></h3>
|
||||
<p>Made by Stud<wbr>ents, For Stu<wbr>dents. </p>
|
||||
<p class="copyright">Holy U<wbr>nblo<wbr>cke<wbr>r © 2021</p>
|
||||
</div>
|
||||
<div class="col-sm-6 col-md-3 item">
|
||||
<h3>Services</h3>
|
||||
<ul>
|
||||
<li><a href=/?a>All<wbr>oy</a></li>
|
||||
<li><a href=/?p>PM P<wbr>ro<wbr>xy</a></li>
|
||||
<li><a href=/?w>Wo<wbr>mg<wbr>inx</a></li>
|
||||
<li><a id="allink">Al<wbr>loy</a></li>
|
||||
<li><a id="plink">PM P<wbr>ro<wbr>xy</a></li>
|
||||
<li><a id="nclink">No<wbr>deClu<wbr>sters</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<div class="col-sm-6 col-md-3 item">
|
||||
<h3>About</h3>
|
||||
<ul>
|
||||
<li><a href=/?z>Surf Freely</a></li>
|
||||
<li><a href=/?c>G<wbr>itHub</a></li>
|
||||
<li><a href=/?t>Privacy Policy</a></li>
|
||||
<li><a id="hblink">G<wbr>itHub</a></li>
|
||||
<li><a href="/?t">Privacy and Terms of Service</a></li>
|
||||
<li><a href="/?c">Credits</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<!-- GitHub -->
|
||||
<div class="col item social center ft-g">
|
||||
<a id="hblink2">
|
||||
<ion-icon name="logo-github"></ion-icon>
|
||||
</a>
|
||||
</div>
|
||||
</div>
|
||||
<!-- Updated CC Date-->
|
||||
<p class="copyright">Holy U<wbr>nblo<wbr>cke<wbr>r © 2021</p>
|
||||
</div>
|
||||
</footer>
|
||||
</div>
|
||||
</body>
|
||||
|
|
|
@ -102,7 +102,7 @@
|
|||
To save your world, copy/paste the saveString<br>
|
||||
from this box into the code on line 187.<br>
|
||||
var loadString = "Your Code Here";<br>
|
||||
Then save the game into your world save.
|
||||
Then save the program as a Spin-off.
|
||||
</p>
|
||||
<div class="world-select hidden" id="worlds"></div>
|
||||
<p id="message" class="hidden" style="position: absolute; top: 10px; right: 10px; z-index: 1; text-align: right; background-color: rgba(255, 255, 255, 0.3);"></p>
|
||||
|
@ -511,7 +511,7 @@ function MineKhan() {
|
|||
{ name: "polishedDiorite" },
|
||||
{ name: "granite" },
|
||||
{ name: "polishedGranite" },
|
||||
// { // Snoop god likes cats!
|
||||
// { // I swear, if y'all don't stop asking about TNT every 5 minutes!
|
||||
// name: "tnt",
|
||||
// textures: ["tntBottom", "tntTop", "tntSides"]
|
||||
// },
|
||||
|
|
|
@ -1 +1 @@
|
|||
<iframe style="width:100%; height:100%; top:0; bottom:0; left:0; right:0; position:fixed; border-style: none;" src="https://play​er03.com/ru​n/3/b​eta"></iframe>
|
||||
<iframe style="width:100%; height:100%; top:0; bottom:0; left:0; right:0; position:fixed; border-style: none;" src="https://player03.com/run/3/beta"></iframe>
|
|
@ -1,114 +0,0 @@
|
|||
body {
|
||||
background: #837400;
|
||||
color: #333;
|
||||
padding: 50px;
|
||||
}
|
||||
|
||||
#game {
|
||||
position: relative;
|
||||
width: 768px;
|
||||
height: 440px;
|
||||
overflow: hidden;
|
||||
}
|
||||
|
||||
#game, footer {
|
||||
width: 768px;
|
||||
margin: 0 auto;
|
||||
}
|
||||
|
||||
.scene {
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: 100%;
|
||||
}
|
||||
|
||||
#menu-scene {
|
||||
background: #ccc url(../images/menu_bg.jpg);
|
||||
display: -webkit-box;
|
||||
-webkit-box-pack:center;
|
||||
-webkit-box-align: center;
|
||||
|
||||
display: -moz-box;
|
||||
-moz-box-pack:center;
|
||||
-moz-box-align: center;
|
||||
|
||||
display: box;
|
||||
box-pack:center;
|
||||
box-align: center;
|
||||
}
|
||||
|
||||
#game-scene {
|
||||
background: #efefef url(../images/game_bg.jpg);
|
||||
top: -440px;
|
||||
}
|
||||
|
||||
#game-scene.show-scene {
|
||||
top: 0;
|
||||
-webkit-transition: top .3s linear;
|
||||
-moz-transition: top .3s linear;
|
||||
transition: top .3s linear;
|
||||
}
|
||||
|
||||
|
||||
#game-canvas, #game-background-canvas {
|
||||
position: absolute;
|
||||
}
|
||||
|
||||
|
||||
/* Menu Scene Elements */
|
||||
a[href='#game'] {
|
||||
width: 146px;
|
||||
height: 78px;
|
||||
background: url(../images/play_button.png);
|
||||
overflow: hidden;
|
||||
display: block;
|
||||
}
|
||||
|
||||
a[href='#game']:hover {
|
||||
background-position: -146px;
|
||||
}
|
||||
|
||||
a[href='#game']:active {
|
||||
background-position: -292px;
|
||||
}
|
||||
|
||||
a[href='#game'] span {
|
||||
display: block;
|
||||
margin-top: -999px;
|
||||
}
|
||||
|
||||
/* Game Scene Elements */
|
||||
|
||||
.hit-line {
|
||||
background: url(../images/hit_line.png);
|
||||
position: absolute;
|
||||
width: 50px;
|
||||
height: 50px;
|
||||
}
|
||||
|
||||
|
||||
.show {
|
||||
opacity: 1;
|
||||
}
|
||||
|
||||
.hide{
|
||||
opacity: 0;
|
||||
-webkit-transition: opacity .2s linear;
|
||||
-moz-transition: opacity .2s linear;
|
||||
transition: opacity .2s linear;
|
||||
}
|
||||
|
||||
#hit-line-1 {
|
||||
left: 259px;
|
||||
top: 335px;
|
||||
}
|
||||
|
||||
#hit-line-2 {
|
||||
left: 359px;
|
||||
top: 335px;
|
||||
}
|
||||
|
||||
#hit-line-3 {
|
||||
left: 459px;
|
||||
top: 335px;
|
||||
}
|
Before Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 33 KiB |
Before Width: | Height: | Size: 1 KiB |
Before Width: | Height: | Size: 46 KiB |
Before Width: | Height: | Size: 7.7 KiB |
|
@ -1,53 +0,0 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<title>HTML5 Audio Game</title>
|
||||
<link rel="stylesheet" href="css/audiogame.css" />
|
||||
</head>
|
||||
<body>
|
||||
<div id="game">
|
||||
<section id="menu-scene" class="scene">
|
||||
<a href="#game"><span>Play</span></a>
|
||||
</section>
|
||||
|
||||
<section id="game-scene" class="scene">
|
||||
<canvas id="game-background-canvas" width="768" height="440">
|
||||
Sorry, your web browser does not support canvas content.
|
||||
</canvas>
|
||||
<canvas id="game-canvas" width="768" height="440">
|
||||
Sorry, your web browser does not support canvas content.
|
||||
</canvas>
|
||||
<div id="hit-line-1" class="hit-line hide"></div>
|
||||
<div id="hit-line-2" class="hit-line hide"></div>
|
||||
<div id="hit-line-3" class="hit-line hide"></div>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
<audio id="buttonover">
|
||||
<source src="media/button_over.wav" />
|
||||
<source src="media/button_over.ogg" />
|
||||
</audio>
|
||||
<audio id="buttonactive">
|
||||
<source src="media/button_active.mp3" />
|
||||
<source src="media/button_active.ogg" />
|
||||
</audio>
|
||||
|
||||
<audio id="melody">
|
||||
<source src="media/minuet_in_g_melody.mp3" />
|
||||
<source src="media/minuet_in_g_melody.ogg" />
|
||||
</audio>
|
||||
|
||||
<audio id="base">
|
||||
<source src="media/minuet_in_g.mp3" />
|
||||
<source src="media/minuet_in_g.ogg" />
|
||||
</audio>
|
||||
|
||||
<footer>
|
||||
<p>This is an example of making audio game in HTML5. Press J, K, L to play.</p>
|
||||
</footer>
|
||||
|
||||
<script src="js/jquery-1.6.min.js"></script>
|
||||
<script src="js/html5games.audio.js"></script>
|
||||
</body>
|
||||
</html>
|
|
@ -1,314 +0,0 @@
|
|||
function MusicNote(time,line){
|
||||
this.time = time;
|
||||
this.line = line;
|
||||
}
|
||||
|
||||
function Dot(distance, line) {
|
||||
this.distance = distance;
|
||||
this.line = line;
|
||||
this.missed = false;
|
||||
}
|
||||
|
||||
|
||||
// a global object variable to store all game scope variable.
|
||||
var audiogame = {};
|
||||
|
||||
// toggle the game between play mode and record mode.
|
||||
audiogame.isRecordMode = false;
|
||||
|
||||
// an array to store all music notes data.
|
||||
audiogame.musicNotes = [];
|
||||
|
||||
audiogame.leveldata = "1.592,3;1.984,2;2.466,1;2.949,2;4.022,3;4.443,2;4.594,1;5.498,3;5.92,2;6.04,1;7.034,2;7.395,3;7.968,2;8.45,1;8.962,2;10.018,3;10.258,2;10.44,2;10.711,1;10.977,2;11.556,3;12.008,1;13.588,3;14.013,2;14.495,1;14.946,2;16.003,3;16.395,2;16.546,1;17.48,3;17.85,2;18.001,1;19.026,2;19.508,3;19.96,2;20.412,1;20.955,2;22.01,3;22.252,2;22.432,2;22.673,1;23.518,3;23.788,2;24.029,1;25.024,3;25.506,2;26.019,1;26.531,2;27.043,3;28.038,3;28.52,2;28.972,1;29.454,2;29.967,3;30.51,2;31.022,3;31.474,2;31.956,3;32.408,2;32.89,3;33.433,2;34.006,3;34.398,2;34.518,1;35.453,3;35.875,2;36.026,1;37.111,2;37.504,3;38.016,1;38.529,3;38.981,2;39.524,3;40.007,2;40.459,1;40.971,2;41.483,3;41.936,2;42.448,1;42.992,2;43.444,3;43.956,2;44.378,3;44.92,2;45.945,3;46.337,2;46.488,1;47.513,3;47.875,2;47.995,1;49.141,2;49.533,3;50.045,2;50.557,1;51.039,2;51.521,3;52.004,2;52.486,1;52.998,2;53.481,3;53.993,2;54.505,1;54.988,2;55.44,3;55.952,2;56.434,3;56.916,2;57.429,1;57.911,2;58.454,3;58.966,2;59.539,3;60.051,2;61.256,3;61.739,2;62.222,1;62.704,2;63.216,3;63.699,2;64.212,1;64.755,2;65.267,3;65.749,2;66.261,3;66.743,2;67.256,3;67.738,2;68.251,1;68.764,2;69.247,3;69.729,2;70.271,3;70.753,2;71.265,1;71.717,2;72.289,3;73.223,3;73.736,2;74.249,1;74.731,2;75.274,3;75.756,2;76.268,3;76.78,2;77.262,3;77.744,2;78.257,3;78.77,2;79.252,1;79.765,2;80.277,3;80.729,2;81.241,1;81.754,2;82.266,3;82.779,3;83.261,2;83.744,1;84.256,2;84.799,3;85.643,3;86.276,2;86.758,3;87.24,2;87.722,3;88.236,2;88.778,1;89.26,2;89.773,3;90.256,2;90.708,1;91.191,2;91.763,3;92.216,2;92.729,3;93.241,2;93.753,1;94.235,3;94.748,3;95.29,2;95.742,3;96.224,2;96.827,3;97.671,3;98.334,3;98.906,3;100.022,3;100.444,2;100.564,1;101.468,3;101.859,2;102.01,1;102.975,2;103.367,3;103.518,2;103.88,3;104.031,2;104.393,3;104.544,2;104.905,3;105.057,2;105.961,3;106.205,2;106.416,2;106.657,1;106.928,2;107.169,3;107.441,2;107.712,1;107.984,3;108.527,2;109.009,1;109.401,2;109.521,3;110.034,2;110.546,3;111.029,2;111.964,3;112.084,2;112.265,1;112.416,2;112.988,3;113.501,3;113.892,2;114.043,1;114.525,2;115.037,3;115.399,2;115.55,1;115.852,3;116.002,2;116.365,3;116.485,2;116.847,3;116.998,2;117.963,3;118.354,2;118.506,1;119.503,3;119.865,2;120.015,1;";
|
||||
|
||||
|
||||
// the visual dots drawn on the canvas.
|
||||
audiogame.dots = [];
|
||||
audiogame.startingTime = 0;
|
||||
|
||||
// reference of the dot image
|
||||
audiogame.dotImage = new Image();
|
||||
audiogame.totalDotsCount = 0;
|
||||
audiogame.totalSuccessCount = 0;
|
||||
|
||||
// storing the success count of last 5 results.
|
||||
audiogame.successCount = 5;
|
||||
|
||||
function setupLevelData()
|
||||
{
|
||||
var notes = audiogame.leveldata.split(";");
|
||||
|
||||
// store the total number of dots
|
||||
audiogame.totalDotsCount = notes.length;
|
||||
|
||||
for(var i in notes)
|
||||
{
|
||||
var note = notes[i].split(",");
|
||||
var time = parseFloat(note[0]);
|
||||
var line = parseInt(note[1]);
|
||||
var musicNote = new MusicNote(time,line);
|
||||
audiogame.musicNotes.push(musicNote);
|
||||
}
|
||||
}
|
||||
|
||||
// init function when the DOM is ready
|
||||
$(function(){
|
||||
// get the references of the audio element.
|
||||
audiogame.melody = document.getElementById("melody");
|
||||
$(audiogame.melody).bind('ended', onMelodyEnded);
|
||||
audiogame.base = document.getElementById("base");
|
||||
audiogame.buttonOverSound = document.getElementById("buttonover");
|
||||
audiogame.buttonOverSound.volume = .3;
|
||||
audiogame.buttonActiveSound = document.getElementById("buttonactive");
|
||||
audiogame.buttonActiveSound.volume = .3;
|
||||
|
||||
// load the dot image
|
||||
audiogame.dotImage.src = "images/dot.png";
|
||||
|
||||
// listen the button event that links to #game
|
||||
$("a[href='#game']")
|
||||
.hover(function(){
|
||||
audiogame.buttonOverSound.currentTime = 0;
|
||||
audiogame.buttonOverSound.play();
|
||||
},function(){
|
||||
audiogame.buttonOverSound.pause();
|
||||
})
|
||||
.click(function(){
|
||||
audiogame.buttonActiveSound.currentTime = 0;
|
||||
audiogame.buttonActiveSound.play();
|
||||
|
||||
$("#game-scene").addClass('show-scene');
|
||||
|
||||
startGame();
|
||||
|
||||
return false;
|
||||
});
|
||||
|
||||
// keydown
|
||||
$(document).keydown(function(e){
|
||||
var line = e.which-73;
|
||||
$('#hit-line-'+line).removeClass('hide');
|
||||
$('#hit-line-'+line).addClass('show');
|
||||
|
||||
if (audiogame.isRecordMode)
|
||||
{
|
||||
// print the stored music notes data when press ";" (186)
|
||||
if (e.which == 186)
|
||||
{
|
||||
var musicNotesString = "";
|
||||
for(var i in audiogame.musicNotes)
|
||||
{
|
||||
musicNotesString += audiogame.musicNotes[i].time+","+audiogame.musicNotes[i].line+";";
|
||||
}
|
||||
console.log(musicNotesString);
|
||||
}
|
||||
|
||||
var currentTime = audiogame.melody.currentTime.toFixed(3);
|
||||
var note = new MusicNote(currentTime, e.which-73);
|
||||
audiogame.musicNotes.push(note);
|
||||
}
|
||||
else
|
||||
{
|
||||
// our target is J(74), K(75), L(76)
|
||||
var hitLine = e.which-73;
|
||||
|
||||
// check if hit a music note dot
|
||||
for(var i in audiogame.dots)
|
||||
{
|
||||
if (hitLine == audiogame.dots[i].line && Math.abs(audiogame.dots[i].distance) < 20)
|
||||
{
|
||||
// remove the hit dot from the dots array
|
||||
audiogame.dots.splice(i, 1);
|
||||
|
||||
// increase the success count
|
||||
audiogame.successCount++;
|
||||
|
||||
// keep only 5 success count max.
|
||||
audiogame.successCount = Math.min(5, audiogame.successCount);
|
||||
|
||||
// increase the total success count
|
||||
audiogame.totalSuccessCount ++;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
$(document).keyup(function(e){
|
||||
var line = e.which-73;
|
||||
$('#hit-line-'+line).removeClass('show');
|
||||
$('#hit-line-'+line).addClass('hide');
|
||||
});
|
||||
|
||||
if (!audiogame.isRecordMode)
|
||||
{
|
||||
setupLevelData();
|
||||
}
|
||||
|
||||
drawBackground();
|
||||
|
||||
if (!audiogame.isRecordMode)
|
||||
{
|
||||
setInterval(gameloop, 30);
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
function playMusic()
|
||||
{
|
||||
// play both the melody and base
|
||||
audiogame.melody.play();
|
||||
audiogame.base.play();
|
||||
}
|
||||
|
||||
function startGame()
|
||||
{
|
||||
// starting game
|
||||
var date = new Date();
|
||||
audiogame.startingTime = date.getTime();
|
||||
setTimeout(playMusic, 3550);
|
||||
}
|
||||
|
||||
function drawBackground()
|
||||
{
|
||||
// get the reference of the canvas and the context.
|
||||
var game = document.getElementById("game-background-canvas");
|
||||
var ctx = game.getContext('2d');
|
||||
|
||||
// set the line style of the three vertical lines.
|
||||
ctx.lineWidth = 10;
|
||||
ctx.strokeStyle = "#000";
|
||||
|
||||
var center = game.width/2;
|
||||
|
||||
// draw the three lines
|
||||
// the left line is placed 100 pixels on the left of center.
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(center-100, 50);
|
||||
ctx.lineTo(center-100, ctx.canvas.height - 50);
|
||||
ctx.stroke();
|
||||
|
||||
// the middle line is placed at the center
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(center, 50);
|
||||
ctx.lineTo(center, ctx.canvas.height - 50);
|
||||
ctx.stroke();
|
||||
|
||||
// the right line is placed 100 pixels on the right of center.
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(center+100, 50);
|
||||
ctx.lineTo(center+100, ctx.canvas.height - 50);
|
||||
ctx.stroke();
|
||||
|
||||
// draw the horizontal line
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(center-150, ctx.canvas.height - 80);
|
||||
ctx.lineTo(center+150, ctx.canvas.height - 80);
|
||||
// reset the line style to 1px width and grey before actually drawing the horizontal line.
|
||||
ctx.lineWidth = 1;
|
||||
ctx.strokeStyle = "rgba(50,50,50,.8)";
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
// logic that run every 30ms.
|
||||
function gameloop()
|
||||
{
|
||||
var game = document.getElementById("game-canvas");
|
||||
var ctx = game.getContext('2d');
|
||||
|
||||
// show new dots
|
||||
// if the game is started
|
||||
if (audiogame.startingTime != 0)
|
||||
{
|
||||
for(var i in audiogame.musicNotes)
|
||||
{
|
||||
var date = new Date();
|
||||
var elapsedTime = (date.getTime() - audiogame.startingTime)/1000;
|
||||
var note = audiogame.musicNotes[i];
|
||||
|
||||
var timeDiff = note.time - elapsedTime;
|
||||
if (timeDiff >= 0 && timeDiff <= .03)
|
||||
{
|
||||
var dot = new Dot(ctx.canvas.height-150, note.line);
|
||||
audiogame.dots.push(dot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// check missed dots
|
||||
for(var i in audiogame.dots)
|
||||
{
|
||||
if (!audiogame.dots[i].missed && audiogame.dots[i].distance < -10)
|
||||
{
|
||||
audiogame.dots[i].missed = true;
|
||||
|
||||
// reduce the success count
|
||||
audiogame.successCount--;
|
||||
|
||||
// reset the success count to 0 if it is lower than 0.
|
||||
audiogame.successCount = Math.max(0, audiogame.successCount);
|
||||
|
||||
}
|
||||
|
||||
// remove missed dots after moved to the bottom
|
||||
if (audiogame.dots[i].distance < -100)
|
||||
{
|
||||
audiogame.dots.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
// calculate the percentage of the success in last 5 music dots
|
||||
var successPercent = audiogame.successCount / 5;
|
||||
|
||||
// prevent the successPercent to exceed range(fail safe)
|
||||
successPercent = Math.max(0, Math.min(1, successPercent));
|
||||
|
||||
// change the volume of the melody according to the success percentange
|
||||
audiogame.melody.volume = successPercent;
|
||||
|
||||
|
||||
// move the dots
|
||||
for(var i in audiogame.dots)
|
||||
{
|
||||
audiogame.dots[i].distance -= 2.5;
|
||||
}
|
||||
|
||||
// only clear the dirty area, that is the middle area
|
||||
ctx.clearRect(ctx.canvas.width/2-200, 0, 400, ctx.canvas.height);
|
||||
|
||||
|
||||
// draw the music note dots
|
||||
for(var i in audiogame.dots)
|
||||
{
|
||||
|
||||
// prepare the radial gradients fill style
|
||||
var circle_gradient = ctx.createRadialGradient(-3,-3,1,0,0,20);
|
||||
circle_gradient.addColorStop(0, "#fff");
|
||||
circle_gradient.addColorStop(1, "#cc0");
|
||||
ctx.fillStyle = circle_gradient;
|
||||
|
||||
// draw the path
|
||||
//console.log(ctx.canvas.height-80-audiogame.dots[i].distance);
|
||||
ctx.save();
|
||||
var center = game.width/2;
|
||||
var dot = audiogame.dots[i];
|
||||
var x = center-100
|
||||
if (dot.line == 2)
|
||||
{
|
||||
x = center;
|
||||
}
|
||||
else if (dot.line == 3)
|
||||
{
|
||||
x = center+100;
|
||||
}
|
||||
ctx.translate(x, ctx.canvas.height-80-audiogame.dots[i].distance);
|
||||
ctx.drawImage(audiogame.dotImage, -audiogame.dotImage.width/2, -audiogame.dotImage.height/2);
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// show game over scene on melody ended.
|
||||
function onMelodyEnded()
|
||||
{
|
||||
console.log('song ended');
|
||||
console.log('success percent: ',audiogame.totalSuccessCount / audiogame.totalDotsCount * 100 + '%');
|
||||
}
|
16
views/archive/j/audio-game/js/jquery-1.6.min.js
vendored
|
@ -1,9 +0,0 @@
|
|||
# Audio Game
|
||||
|
||||
This game makes use of audio tag and keyboard input to create a music notes dropping game.
|
||||
|
||||
This is originally from the book [HTML5 Games Development by Examples][1].
|
||||
|
||||
Please note that this code was written in 2012 and I didn't followed some best practice in Javasscript programming. It is suggested to learn the concept and update the code to follow latest JavaScript practice.
|
||||
|
||||
[1]: http://www.packtpub.com/html5-games-development-using-css-javascript-beginners-guide/book
|
Before Width: | Height: | Size: 7.3 KiB |
Before Width: | Height: | Size: 7.5 KiB |
Before Width: | Height: | Size: 6.4 KiB |
Before Width: | Height: | Size: 8.1 KiB |
Before Width: | Height: | Size: 15 KiB |
Before Width: | Height: | Size: 17 KiB |
|
@ -1,53 +0,0 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, minimal-ui">
|
||||
<meta name="apple-mobile-web-app-capable" content="yes">
|
||||
<title>Shoot the ball</title>
|
||||
<link rel="stylesheet" href="styles/game.css">
|
||||
|
||||
</head>
|
||||
<body>
|
||||
<section id="game" class="row">
|
||||
<canvas id="debug-canvas" width="480" height="360"></canvas>
|
||||
<canvas id="canvas" width="480" height="360"></canvas>
|
||||
</section>
|
||||
<header>
|
||||
<div class="row">
|
||||
<h1>Shoot the ball</h1>
|
||||
</div>
|
||||
</header>
|
||||
<section class="how-to-play row">
|
||||
<h2>How to Play?</h2>
|
||||
|
||||
</section>
|
||||
<footer>
|
||||
<div class="row">
|
||||
<p>This is a game example for my HTML5 game develapment book.</p>
|
||||
</div>
|
||||
</footer>
|
||||
|
||||
<!-- Having all the javascirpts separated here for readability. Please merge them into one file in production. -->
|
||||
<script src="vendors/easeljs-0.7.1.min.js"></script>
|
||||
<script src="vendors/tweenjs-0.5.1.min.js"></script>
|
||||
<script src="vendors/movieclip-0.7.1.min.js"></script>
|
||||
<script src="vendors/preloadjs-0.4.1.min.js"></script>
|
||||
<script src="vendors/Box2dWeb-2.1.a.3.min.js"></script>
|
||||
<script src="scripts/assets.js"></script>
|
||||
<script src="scripts/level.js"></script>
|
||||
<script src="scripts/physics.js"></script>
|
||||
<script src="scripts/view.js"></script>
|
||||
<script src="scripts/game.js"></script>
|
||||
|
||||
<!-- made by makzan, 2014.
|
||||
__
|
||||
/\ \
|
||||
___ ___ __ \ \ \/'\ ____ __ ___
|
||||
/' __` __`\ /'__`\ \ \ , < /\_ ,`\ /'__`\ /' _ `\
|
||||
/\ \/\ \/\ \/\ \L\.\_\ \ \\`\\/_/ /_/\ \L\.\_/\ \/\ \
|
||||
\ \_\ \_\ \_\ \__/.\_\\ \_\ \_\/\____\ \__/.\_\ \_\ \_\
|
||||
\/_/\/_/\/_/\/__/\/_/ \/_/\/_/\/____/\/__/\/_/\/_/\/_/
|
||||
-->
|
||||
</body>
|
||||
</html>
|
|
@ -1,421 +0,0 @@
|
|||
(function (lib, img, cjs) {
|
||||
|
||||
var p; // shortcut to reference prototypes
|
||||
|
||||
// library properties:
|
||||
lib.properties = {
|
||||
width: 550,
|
||||
height: 400,
|
||||
fps: 24,
|
||||
color: "#FFFFFF",
|
||||
manifest: [
|
||||
{src:"../images/lv1.png", id:"lv1"},
|
||||
{src:"../images/lv2.png", id:"lv2"},
|
||||
{src:"../images/lv3.png", id:"lv3"},
|
||||
{src:"../images/lv4.png", id:"lv4"},
|
||||
{src:"../images/lv5.jpg", id:"lv5"},
|
||||
{src:"../images/lv6.jpg", id:"lv6"}
|
||||
]
|
||||
};
|
||||
|
||||
// stage content:
|
||||
(lib.assets = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.instance = new lib.ScoreBoard();
|
||||
this.instance.setTransform(215,197.4,1,1,0,0,0,76.9,17.8);
|
||||
|
||||
// Layer 1
|
||||
this.instance_1 = new lib.LevelSelection();
|
||||
this.instance_1.setTransform(344.6,298.8);
|
||||
|
||||
// Layer 1
|
||||
this.instance_2 = new lib.BouncyBall();
|
||||
this.instance_2.setTransform(408.2,88.7);
|
||||
|
||||
this.instance_3 = new lib.PowerArrow();
|
||||
this.instance_3.setTransform(180,94.9);
|
||||
|
||||
this.instance_4 = new lib.HoopSensor();
|
||||
this.instance_4.setTransform(56.9,98);
|
||||
|
||||
this.instance_5 = new lib.BrownSquare();
|
||||
this.instance_5.setTransform(361.7,71.9);
|
||||
|
||||
this.instance_6 = new lib.Cross();
|
||||
this.instance_6.setTransform(490,97.6);
|
||||
|
||||
this.instance_7 = new lib.HoopBoard();
|
||||
this.instance_7.setTransform(23.4,57.3);
|
||||
|
||||
this.instance_8 = new lib.HoopSquare();
|
||||
this.instance_8.setTransform(28.4,97.3);
|
||||
|
||||
this.instance_9 = new lib.SlowBall();
|
||||
this.instance_9.setTransform(411.2,132.3);
|
||||
this.instance_9.cache(-16,-16,32,32);
|
||||
|
||||
this.addChild(this.instance_9,this.instance_8,this.instance_7,this.instance_6,this.instance_5,this.instance_4,this.instance_3,this.instance_2,this.instance_1,this.instance);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(292.9,216.8,806.7,642.1);
|
||||
|
||||
|
||||
// symbols:
|
||||
(lib.lv1 = function() {
|
||||
this.initialize(img.lv1);
|
||||
}).prototype = p = new cjs.Bitmap();
|
||||
p.nominalBounds = new cjs.Rectangle(0,0,894,668);
|
||||
|
||||
|
||||
(lib.lv2 = function() {
|
||||
this.initialize(img.lv2);
|
||||
}).prototype = p = new cjs.Bitmap();
|
||||
p.nominalBounds = new cjs.Rectangle(0,0,924,688);
|
||||
|
||||
|
||||
(lib.lv3 = function() {
|
||||
this.initialize(img.lv3);
|
||||
}).prototype = p = new cjs.Bitmap();
|
||||
p.nominalBounds = new cjs.Rectangle(0,0,918,652);
|
||||
|
||||
|
||||
(lib.lv4 = function() {
|
||||
this.initialize(img.lv4);
|
||||
}).prototype = p = new cjs.Bitmap();
|
||||
p.nominalBounds = new cjs.Rectangle(0,0,904,660);
|
||||
|
||||
|
||||
(lib.lv5 = function() {
|
||||
this.initialize(img.lv5);
|
||||
}).prototype = p = new cjs.Bitmap();
|
||||
p.nominalBounds = new cjs.Rectangle(0,0,912,678);
|
||||
|
||||
|
||||
(lib.lv6 = function() {
|
||||
this.initialize(img.lv6);
|
||||
}).prototype = p = new cjs.Bitmap();
|
||||
p.nominalBounds = new cjs.Rectangle(0,0,920,696);
|
||||
|
||||
|
||||
(lib.SlowBall = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#CC6633").ss(1,1,1).p("Ag8BzQgQgJgOgOQgngmAAg2QAAg0AngmQAOgOAQgJQAcgQAgAAQAhAAAcAPQAQAJAPAPQAmAmAAA0QAAA2gmAmQgPAOgRAJQgbAPghAAQggAAgcgPgAA9hyIgBDlAg8hxIAADk");
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#C27400").s().p("AA9hyQAQAJAPAPQAmAmgBA0QABA1gmAnQgPAOgRAJgAhaBcQgngnABg1QgBg0AngmQAOgOAQgJIAADjQgQgIgOgOg");
|
||||
|
||||
this.shape_2 = new cjs.Shape();
|
||||
this.shape_2.graphics.f("#FF9900").s().p("Ag8BzIAAjkQAcgPAgAAQAhAAAcAOIgBDlQgbAPghgBQggAAgcgOg");
|
||||
|
||||
this.addChild(this.shape_2,this.shape_1,this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-14,-14,28,28);
|
||||
|
||||
|
||||
(lib.ScoreBoard = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.textField = new cjs.Text("0", "bold 19px 'Arial'", "#333333");
|
||||
this.textField.name = "textField";
|
||||
this.textField.lineHeight = 23;
|
||||
this.textField.lineWidth = 35;
|
||||
this.textField.setTransform(8.6,3.1);
|
||||
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#000000").p("AESCJQAAAGgCAFQgCAFgEAAIhkgBQgmgBgdACIghABQhAABiEABQgWgDgMAAIhkAAQgDAAgDgFQgDgEAAgHIAAhBQgChJAChKIAAhCQAAgGADgEQADgEADAAIISAAQAEAAACAEQACAEAAAGIAABCQgBAZABAxQACAugCAbg");
|
||||
this.shape.setTransform(27.5,15.7);
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#FFFCE2").s().p("AikCZIhkAAQgDAAgDgFQgDgEAAgHIAAhBQgChJAChKIAAhCQAAgGADgEQADgEADAAIISAAQAEAAACAEQACAEAAAGIAABCQgBAZABAxQACAugCAbIAABBQAAAGgCAFQgCAFgEAAIhkgBQgmgBgdACIghABIjEACQgWgDgMAAg");
|
||||
this.shape_1.setTransform(27.5,15.7);
|
||||
|
||||
this.addChild(this.shape_1,this.shape,this.textField);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-1,-1,57.1,34.6);
|
||||
|
||||
|
||||
(lib.RightButton = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#000000").p("AB8gBIj3i+IAAF/ID3i+g");
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#FFFCE2").s().p("Ah7i/ID3C+IAAADIj3C+g");
|
||||
|
||||
this.addChild(this.shape_1,this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-13.4,-20.2,27,40.6);
|
||||
|
||||
|
||||
(lib.PowerBar = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f("#FF3300").s().p("AgvAKIAAgSIBfAAIAAASg");
|
||||
this.shape.setTransform(0,-1);
|
||||
|
||||
this.addChild(this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-4.8,-2,9.8,2);
|
||||
|
||||
|
||||
(lib.PlayButton = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.text = new cjs.Text("Play Level", "26px 'Andola'");
|
||||
this.text.lineHeight = 32;
|
||||
this.text.setTransform(-70.6,-11.9);
|
||||
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#000000").p("ANCDbQAAAKgGAGQgHAHgKAAQhAAAjxgCQiHgBhvADQjZAFkQgBQlHgDjCgBIg8AAQgJAAgIgHQgGgGAAgKIAAhlQAEhOgBhAQgDiJAAg0QAAgKAGgGQAHgHAKAAIBrAAQC/gNFpAFQFwAGBbgGQDZABB+ADQCAAEAgAAQAKAAAHAHQAGAHAAAJIAABlQgEBOABBAQADCKAAAzg");
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#FFFCE2").s().p("AjlD2IoJgEIg8AAQgJAAgIgHQgGgGAAgKIAAhlQAEhOgBhAQgDiJAAg0QAAgKAGgGQAHgHAKAAIBrAAQC/gNFpAFQFwAGBbgGQDZABB+ADICgAEQAKAAAHAHQAGAHAAAJIAABlQgEBOABBAQADCKAAAzQAAAKgGAGQgHAHgKAAIkxgCQiHgBhvADQi4AEjeAAIhTAAg");
|
||||
|
||||
this.addChild(this.shape_1,this.shape,this.text);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-84.4,-26.9,169,56.1);
|
||||
|
||||
|
||||
(lib.Levels = function(mode,startPosition,loop) {
|
||||
this.initialize(mode,startPosition,loop,{});
|
||||
|
||||
// Layer 1
|
||||
this.instance = new lib.lv1();
|
||||
this.instance.setTransform(-168.4,-70.2,0.21,0.21);
|
||||
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f("#000000").s().p("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");
|
||||
this.shape.setTransform(100.4,-42.1);
|
||||
|
||||
this.instance_1 = new lib.lv2();
|
||||
this.instance_1.setTransform(-168.4,-70.2,0.203,0.203);
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#000000").s().p("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");
|
||||
this.shape_1.setTransform(100.4,-42.4);
|
||||
|
||||
this.instance_2 = new lib.lv3();
|
||||
this.instance_2.setTransform(-168.4,-70.2,0.205,0.205);
|
||||
|
||||
this.shape_2 = new cjs.Shape();
|
||||
this.shape_2.graphics.f("#000000").s().p("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");
|
||||
this.shape_2.setTransform(100.1,-42.4);
|
||||
|
||||
this.instance_3 = new lib.lv4();
|
||||
this.instance_3.setTransform(-168.4,-70.2,0.208,0.208);
|
||||
|
||||
this.shape_3 = new cjs.Shape();
|
||||
this.shape_3.graphics.f("#000000").s().p("Aj3EEQgFgBgCgCQgDgDgCgFQgBgEAAgGIABgKIABABIAPACIgBAOIANABIADgZIgehjIAZgBIAKAoIAEAYIAEAAQAGgdAGglIARADIgOA7IgLAxQgDATgJAIQgFAEgKAAQgFAAgEgCgAiqEDIgDiEIAPACIADAKQAGgLAFgEIAHgDQAEgBAGAAQAIAAAGADQAHAEAEAGQAEAHACAHQACAHAAAIQAAAOgCAKQgDAKgEAIQgEAGgHAEQgGADgJAAQgGAAgLgFIAAAxgAiXDEIAfgBIAAguIgfAAgApzDbIgegCIACiIQAYgBAXAAQAJAAAHABQAGACAFAEQAHAEADAFQADAGAAAJQAAAZgYAKIAAAFQAHABAGAEQAFACAEAEQAEAFACAFQACAGAAAIQAAAIgDAHQgCAGgFAFQgEAEgHADQgHACgIAAIgdgCgApxDMIAhgCIgBgqIghgBgAp7CNIAigBIACgqIgjAAgAIkDbQgEgCgDgDQgDgDgBgEQgCgEAAgGQAAgGACgIQADgKAFgDQAEgDAMgCQALgDAUgCIgBgTQgRgFgFAAIgDAAIgDAAIgBANIgNgBIgKABQAAgHADgGQADgFAGgEIAMgFQAHgCAHAAQAJAAAGACQAHACAEAFQAFAEACAHQACAGAAAIIgBAdQABAUACANIgHAAIgPADIgEgNQgIAIgHADQgIADgIABQgFAAgEgCgAI9CwIgNAEIAAAXIAYgCIABgaIgMABgAD2DYQgHgFgGgIQgEgIgCgJQgCgIAAgKQAAgKACgIQACgJAEgGQAFgIAHgEQAHgDAKAAQAFAAAEABQAFABADACIAIAHIAGAIQAEAHACAKQADAJAAALQAAAIgDAIQgDAIgFAGQgFAHgHAEQgHADgJABQgJgBgIgEgAEVDFIgEg5IgXACIgEAyIAMADQAGACAIAAIAFAAgAg5DYQgIgDgFgIQgFgGgCgJQgDgIAAgLQAAgKACgJQACgIAFgIQAFgIAHgEQAIgFAJABQAGAAAEABIAIADIAHAGIAGAIQAIAOAAAWQgYAAgfADIACAZIAbAAIABgKIAXgCQgBAIgDAFQgDAGgEAEQgFADgGADQgFACgHAAQgKAAgIgFgAgaCjIgBgaIgaABIAAAZIAbAAgAkqDbQgFgCgDgDQgEgDgCgFQgCgEAAgGIAAgMQAAgJAEgfIgMgCIABgPIAMABIAKggIAKAAIgBAbIAWABIgBAVIgWAAIgBA4IASAAIgBgNIALAAIAAAJIgBAKQgCAFgDACQgDADgEACQgFABgGABQgGAAgEgCgAobDbQgEgCgDgDQgCgDgCgEQgBgEAAgGQAAgGACgIQACgKAFgDQAEgDAMgCQAMgDATgCIgBgTQgQgFgFAAIgEAAIgDAAIAAANIgNgBIgKABQAAgHADgGQADgFAGgEIAMgFQAGgCAHAAQAJAAAHACQAGACAFAFQAEAEACAHQACAGAAAIIAAAdQABAUACANIgHAAIgQADIgEgNQgHAIgIADQgHADgIABQgFAAgFgCgAoBCwIgOAEIAAAXIAZgCIABgaIgMABgABvDYIACiJIAfAAIAgBFQAEAJAEAPIAEgBIgChXIAUAAIgBCDIgdAAIgXgvQgIgTgKgdIgEABIgBBfgAJ4DWIABiIIAZABIgBCIgAHwDWIAAgCIAAgQQAAgZgCgZIgYgBIAABEIgagBIAAhAIgZABIgBBAIgYACIABgoIgBgxIATAAIABARQAGgLAFgFQAEgEAFgBQAEgCAFAAQAFAAAEACQADABADADQAEAGAEAJQAFgLAFgFQADgCAFgBIAKgBQAZgBABAgIAAA/gAE+DUIABg8IAAgaIAQAAIABAMIAEABQADgKAFgFQAFgEAIAAQAFAAADACQAEABACADQACAEABAEQACAGAAAGIgBATIgUAAIAAgWIgSAAIADBIQgSgDgIAAgAmZDWIAAiIIAZABIgBCIgAnGDWIAAiIIAZABIgBCIgAAVDVQgEgCgCgDQgFgFAAgIQAAgKAEgFQAFgFAIABQAEgBADACQADACACAEQADAFAAAJQAAAGgEAFQgEAGgGAAQgEAAgDgBgAAPCXQgEgEAAgJQAAgJAEgFQADgEAIAAQAIgBAEAGQAEAFAAAJQAAAHgEAIQgCADgIAAQgIAAgFgGgAC5g2IABgxIhKAAIAAgoQASgeAUgdIArg7QARADAjADIABBwIAdAAIgCAnIgcAAIAAAygACeiTIAsAAIABhIQgcApgRAfgAing6QgNgFgKgJIgKgKQgEgFgDgGQgDgHgBgHIgBgQQAAgKAFgUIAGgLQADgHAFgEIALgJIAMgGQAJgEAVgCQAJAAAIACQAIACAHACIAMAIIAKAKIAIALIAFAOQAFAUAAAMQgsAAg1ADIAAAGIACATIApABIABgOIAygBQgCALgGAJQgFAKgKAGQgIAGgLADQgLACgNAAQgQAAgOgEgAh1iKIgCgaIgmABIAAAZIAoAAgAnMg6QgNgFgKgJIgKgKQgEgFgDgGQgDgHgBgHIgBgQQAAgKAFgUIAGgLQADgHAFgEIALgJIAMgGQAJgEAVgCQAJAAAIACQAIACAHACIAMAIIAKAKIAIALIAFAOQAFAUAAAMQgsAAg1ADIAAAGIACATIApABIABgOIAygBQgCALgGAJQgFAKgKAGQgIAGgLADQgLACgNAAQgQAAgOgEgAmaiKIgCgaIgmABIAAAZIAoAAgAqLg9IADhhIgBhaIA7gCIgBCUIBNgBIgCAugAgtg/QAChBgBh8IAyACIgCC+gAk5g/Igoh/IA2gCQACASAGAdIAKAuQAEgXAUhCIAlAAQgEARgJAZQgWA1gKAeg");
|
||||
this.shape_3.setTransform(100.4,-42.5);
|
||||
|
||||
this.instance_4 = new lib.lv5();
|
||||
this.instance_4.setTransform(-168.4,-70.2,0.206,0.206);
|
||||
|
||||
this.shape_4 = new cjs.Shape();
|
||||
this.shape_4.graphics.f("#000000").s().p("Aj3EAQgFgBgCgCQgDgDgCgFQgBgEAAgGIABgKIABABIAPACIgBAOIANABIADgZIgehjIAZgBIAKAoIAEAYIAEAAQAGgdAGglIARADIgOA7IgLAxQgDATgJAIQgFAEgKAAQgFAAgEgCgAiqD/IgDiEIAPACIADAKQAGgLAFgEIAHgDQAEgBAGAAQAIAAAGADQAHAEAEAGQAEAHACAHQACAHAAAIQAAAOgCAKQgDAKgEAIQgEAGgHAEQgGADgJAAQgGAAgLgFIAAAxgAiXDAIAfgBIAAguIgfAAgApzDXIgegCIACiIQAYgBAXAAQAJAAAHABQAGACAFAEQAHAEADAFQADAGAAAJQAAAZgYAKIAAAFQAHABAGAEQAFACAEAEQAEAFACAFQACAGAAAIQAAAIgDAHQgCAGgFAFQgEAEgHADQgHACgIAAIgdgCgApxDIIAhgCIgBgqIghgBgAp7CJIAigBIACgqIgjAAgAIkDXQgEgCgDgDQgDgDgBgEQgCgEAAgGQAAgGACgIQADgKAFgDQAEgDAMgCQALgDAUgCIgBgTQgRgFgFAAIgDAAIgDAAIgBANIgNgBIgKABQAAgHADgGQADgFAGgEIAMgFQAHgCAHAAQAJAAAGACQAHACAEAFQAFAEACAHQACAGAAAIIgBAdQABAUACANIgHAAIgPADIgEgNQgIAIgHADQgIADgIABQgFAAgEgCgAI9CsIgNAEIAAAXIAYgCIABgaIgMABgAD2DUQgHgFgGgIQgEgIgCgJQgCgIAAgKQAAgKACgIQACgJAEgGQAFgIAHgEQAHgDAKAAQAFAAAEABQAFABADACIAIAHIAGAIQAEAHACAKQADAJAAALQAAAIgDAIQgDAIgFAGQgFAHgHAEQgHADgJABQgJgBgIgEgAEVDBIgEg5IgXACIgEAyIAMADQAGACAIAAIAFAAgAg5DUQgIgDgFgIQgFgGgCgJQgDgIAAgLQAAgKACgJQACgIAFgIQAFgIAHgEQAIgFAJABQAGAAAEABIAIADIAHAGIAGAIQAIAOAAAWQgYAAgfADIACAZIAbAAIABgKIAXgCQgBAIgDAFQgDAGgEAEQgFADgGADQgFACgHAAQgKAAgIgFgAgaCfIgBgaIgaABIAAAZIAbAAgAkqDXQgFgCgDgDQgEgDgCgFQgCgEAAgGIAAgMQAAgJAEgfIgMgCIABgPIAMABIAKggIAKAAIgBAbIAWABIgBAVIgWAAIgBA4IASAAIgBgNIALAAIAAAJIgBAKQgCAFgDACQgDADgEACQgFABgGABQgGAAgEgCgAobDXQgEgCgDgDQgCgDgCgEQgBgEAAgGQAAgGACgIQACgKAFgDQAEgDAMgCQAMgDATgCIgBgTQgQgFgFAAIgEAAIgDAAIAAANIgNgBIgKABQAAgHADgGQADgFAGgEIAMgFQAGgCAHAAQAJAAAHACQAGACAFAFQAEAEACAHQACAGAAAIIAAAdQABAUACANIgHAAIgQADIgEgNQgHAIgIADQgHADgIABQgFAAgFgCgAoBCsIgOAEIAAAXIAZgCIABgaIgMABgABvDUIACiJIAfAAIAgBFQAEAJAEAPIAEgBIgChXIAUAAIgBCDIgdAAIgXgvQgIgTgKgdIgEABIgBBfgAJ4DSIABiIIAZABIgBCIgAHwDSIAAgCIAAgQQAAgZgCgZIgYgBIAABEIgagBIAAhAIgZABIgBBAIgYACIABgoIgBgxIATAAIABARQAGgLAFgFQAEgEAFgBQAEgCAFAAQAFAAAEACQADABADADQAEAGAEAJQAFgLAFgFQADgCAFgBIAKgBQAZgBABAgIAAA/gAE+DQIABg8IAAgaIAQAAIABAMIAEABQADgKAFgFQAFgEAIAAQAFAAADACQAEABACADQACAEABAEQACAGAAAGIgBATIgUAAIAAgWIgSAAIADBIQgSgDgIAAgAmZDSIAAiIIAZABIgBCIgAnGDSIAAiIIAZABIgBCIgAAVDRQgEgCgCgDQgFgFAAgIQAAgKAEgFQAFgFAIABQAEgBADACQADACACAEQADAFAAAJQAAAGgEAFQgEAGgGAAQgEAAgDgBgAAPCTQgEgEAAgJQAAgJAEgFQADgEAIAAQAIgBAEAGQAEAFAAAJQAAAHgEAIQgCADgIAAQgIAAgFgGgACng9QgNgEgKgGIgKgJQgEgFgDgGQgDgGgBgHQgCgGAAgIIA3gDIAAAeIALAAQAOAAALgCIAAg2IgtgBIgEALIgngCIAHh2IA9ADIA6gDQgDAXgBAUIgTABIg/gCIgCAnQAJgGAKgEQAKgDANAAQAOAAAMAEQAMAFAJAIQAJAIAEAMQAFALAAAOIgBAPQgCAHgDAGQgCAGgFAGIgJAKQgLAKgMAFQgNAEgPAAQgQAAgNgDgAing+QgNgFgKgJIgKgKQgEgFgDgGQgDgHgBgHIgBgQQAAgKAFgUIAGgLQADgHAFgEIALgJIAMgGQAJgEAVgCQAJAAAIACQAIACAHACIAMAIIAKAKIAIALIAFAOQAFAUAAAMQgsAAg1ADIAAAGIACATIApABIABgOIAygBQgCALgGAJQgFAKgKAGQgIAGgLADQgLACgNAAQgQAAgOgEgAh1iOIgCgaIgmABIAAAZIAoAAgAnMg+QgNgFgKgJIgKgKQgEgFgDgGQgDgHgBgHIgBgQQAAgKAFgUIAGgLQADgHAFgEIALgJIAMgGQAJgEAVgCQAJAAAIACQAIACAHACIAMAIIAKAKIAIALIAFAOQAFAUAAAMQgsAAg1ADIAAAGIACATIApABIABgOIAygBQgCALgGAJQgFAKgKAGQgIAGgLADQgLACgNAAQgQAAgOgEgAmaiOIgCgaIgmABIAAAZIAoAAgAqLhBIADhhIgBhaIA7gCIgBCUIBNgBIgCAugAgthDQAChBgBh8IAyACIgCC+gAk5hDIgoh/IA2gCQACASAGAdIAKAuQAEgXAUhCIAlAAQgEARgJAZQgWA1gKAeg");
|
||||
this.shape_4.setTransform(100.4,-42.1);
|
||||
|
||||
this.instance_5 = new lib.lv6();
|
||||
this.instance_5.setTransform(-168.4,-70.2,0.204,0.204);
|
||||
|
||||
this.shape_5 = new cjs.Shape();
|
||||
this.shape_5.graphics.f("#000000").s().p("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");
|
||||
this.shape_5.setTransform(100.4,-42.4);
|
||||
|
||||
this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape},{t:this.instance}]}).to({state:[{t:this.shape_1},{t:this.instance_1}]},1).to({state:[{t:this.shape_2},{t:this.instance_2}]},1).to({state:[{t:this.shape_3},{t:this.instance_3}]},1).to({state:[{t:this.shape_4},{t:this.instance_4}]},1).to({state:[{t:this.shape_5},{t:this.instance_5}]},1).wait(1));
|
||||
|
||||
}).prototype = p = new cjs.MovieClip();
|
||||
p.nominalBounds = new cjs.Rectangle(-168.4,-70.2,334.6,140.4);
|
||||
|
||||
|
||||
(lib.LeftButton = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#000000").p("Ah8ACID5C+IAAl/Ij5C+g");
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#FFFCE2").s().p("Ah8ACIAAgDID5i+IAAF/g");
|
||||
|
||||
this.addChild(this.shape_1,this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-13.5,-20.2,27,40.6);
|
||||
|
||||
|
||||
(lib.HoopSquare = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f("#C27400").s().p("AgxAyIAAhjIBjAAIAABjg");
|
||||
|
||||
this.addChild(this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-5,-5,10,10);
|
||||
|
||||
|
||||
(lib.HoopSensor = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f("rgba(102,255,0,0.62)").s().p("AjGAdIAAg5IGNAAIAAA5g");
|
||||
|
||||
this.addChild(this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-20,-3,40,6);
|
||||
|
||||
|
||||
(lib.HoopBoard = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#CC6633").ss(1,1,1).p("AgxmOIBjAAIAAMdIhjAAg");
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#C27400").s().p("AgxGPIAAsdIBjAAIAAMdg");
|
||||
|
||||
this.addChild(this.shape_1,this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-6,-41,12,82);
|
||||
|
||||
|
||||
(lib.Cross = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#CC6633").ss(1,1,1).p("ApXhjISvAAIAADHIyvAAg");
|
||||
this.shape.setTransform(0,0,1,1,90);
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#FFCC33").s().p("ApXBjIAAjFISvAAIAADFg");
|
||||
this.shape_1.setTransform(0,0,1,1,90);
|
||||
|
||||
this.shape_2 = new cjs.Shape();
|
||||
this.shape_2.graphics.f().s("#CC6633").ss(1,1,1).p("ApXhjISvAAIAADHIyvAAg");
|
||||
|
||||
this.shape_3 = new cjs.Shape();
|
||||
this.shape_3.graphics.f("#FFCC33").s().p("ApXBjIAAjFISvAAIAADFg");
|
||||
|
||||
this.addChild(this.shape_3,this.shape_2,this.shape_1,this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-61,-61,122,122);
|
||||
|
||||
|
||||
(lib.BrownSquare = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#CC6633").ss(1,1,1).p("AhjhjIDHAAIAADHIjHAAg");
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#663333").s().p("AhiBjIAAjFIDFAAIAADFg");
|
||||
|
||||
this.addChild(this.shape_1,this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-11,-11,22,22);
|
||||
|
||||
|
||||
(lib.BouncyBall = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#FFFF00").ss(1,1,1).p("AguhXQAVgMAZAAQAaAAAVAMQANAHALALQAdAdAAAoQAAApgdAeQgLALgNAHQgVALgaAAQgZAAgVgMQgMgGgLgLQgegeAAgpQAAgoAegdQALgLAMgHIAACvAAvhXIAACw");
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f("#FFFF00").s().p("AguBYIAAivQAVgMAZABQAaAAAVALIAACwQgVALgagBQgZAAgVgLg");
|
||||
|
||||
this.shape_2 = new cjs.Shape();
|
||||
this.shape_2.graphics.f("#FFCC00").s().p("AAuhXQAOAHALALQAdAdgBAoQABApgdAeQgLALgOAGgAhFBHQgegeABgpQgBgoAegdQALgLAMgHIAACvQgMgHgLgKg");
|
||||
|
||||
this.addChild(this.shape_2,this.shape_1,this.shape);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(-11,-11,22,22);
|
||||
|
||||
|
||||
(lib.PowerArrow = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.powerBar = new lib.PowerBar();
|
||||
this.powerBar.setTransform(10.2,0.3,1,1,90);
|
||||
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f("rgba(102,255,0,0.4)").s().p("ACoCJIpMAAIAAkRIJMAAIAAiaID9EiIj9EjgAk+AzIHjAAIAAhfInjAAg");
|
||||
this.shape.setTransform(42.2,0);
|
||||
|
||||
this.addChild(this.shape,this.powerBar);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(0,-29.2,84.3,58.4);
|
||||
|
||||
|
||||
(lib.LevelSelection = function() {
|
||||
this.initialize();
|
||||
|
||||
// Layer 1
|
||||
this.levels = new lib.Levels();
|
||||
this.levels.setTransform(239.9,171.9);
|
||||
|
||||
// Layer 1
|
||||
this.playButton = new lib.PlayButton();
|
||||
this.playButton.setTransform(241.6,286.3,1,1,0,0,0,0,1.1);
|
||||
|
||||
this.leftButton = new lib.LeftButton();
|
||||
this.leftButton.setTransform(22,191.7);
|
||||
|
||||
this.rightButton = new lib.RightButton();
|
||||
this.rightButton.setTransform(456,191.7);
|
||||
|
||||
this.text = new cjs.Text("Ball Game", "39px 'Andola'");
|
||||
this.text.lineHeight = 47;
|
||||
this.text.setTransform(137.6,19.1);
|
||||
|
||||
this.shape = new cjs.Shape();
|
||||
this.shape.graphics.f().s("#000000").ss(1,1,1).p("AewOuIAAFcMggBAAAQh3AIiWgCQhBgBjJgHQjDgHh6ADIjxAEQh1ACh2AAIoxAAIAAnKQgMikAEj6QAIkUAAiJIAA0NILMAAQCmgMEQAIQFVAJBcgCQAZAAA0ACQCZgCEzgGQEPgDC+AIQAZAAAxgCICWAAQCFgDDDABQBtABDZABIHbAAIAAUMQAKE+ABCXQACECgNDTg");
|
||||
this.shape.setTransform(237.7,194.5);
|
||||
|
||||
this.shape_1 = new cjs.Shape();
|
||||
this.shape_1.graphics.f().s("#000000").ss(1,1,1).p("AezhPIhnCfMg6aAAAIhkie");
|
||||
this.shape_1.setTransform(237.7,331.4);
|
||||
|
||||
this.shape_2 = new cjs.Shape();
|
||||
this.shape_2.graphics.f("#FFFFFF").s().p("AlRAAIgBAAIKlAAIh1AAg");
|
||||
this.shape_2.setTransform(74.5,323.4);
|
||||
|
||||
this.shape_3 = new cjs.Shape();
|
||||
this.shape_3.graphics.f("#FFFFFF").s().p("AwCADQhAAAjKgFMAoZAAAIAAABMggBAAAQhfAEh0AAIg7AAg");
|
||||
this.shape_3.setTransform(305.2,323.7);
|
||||
|
||||
this.shape_4 = new cjs.Shape();
|
||||
this.shape_4.graphics.f("#B1A793").s().p("A9OBQIhjieIIxAAQB1AAB1gBIIuAAQDJAHBBAAQCWACB3gIMAgBAAAIAAgBIADAAIhnCfg");
|
||||
this.shape_4.setTransform(237.7,331.4);
|
||||
|
||||
this.shape_5 = new cjs.Shape();
|
||||
this.shape_5.graphics.f("#EEDEC2").s().p("ApoUMQjDgHh6ADIjxAEIscAAIAAnIQgMikAEj6QAIkUAAiJIAA0NILMAAQCmgMEQAIQFVAJBcgCIBNACIHMgIQEPgDC+AIQAZAAAxgCICWAAQCFgDDDABIFGACIHbAAIAAUMQAKE+ABCXQACECgNDTIAAFag");
|
||||
this.shape_5.setTransform(237.7,194.1);
|
||||
|
||||
this.shape_6 = new cjs.Shape();
|
||||
this.shape_6.graphics.f("#DEF0E5").s().p("EglfAcIMAAAg4PMBK/AAAMAAAA4Pg");
|
||||
this.shape_6.setTransform(240,180);
|
||||
|
||||
this.addChild(this.shape_6,this.shape_5,this.shape_4,this.shape_3,this.shape_2,this.shape_1,this.shape,this.text,this.rightButton,this.leftButton,this.playButton,this.levels);
|
||||
}).prototype = p = new cjs.Container();
|
||||
p.nominalBounds = new cjs.Rectangle(0,0,480,360);
|
||||
|
||||
})(lib = lib||{}, images = images||{}, createjs = createjs||{});
|
||||
var lib, images, createjs;
|
|
@ -1,119 +0,0 @@
|
|||
var game = this.game || (this.game={});
|
||||
var createjs = createjs || {};
|
||||
var images = images||{};
|
||||
|
||||
;(function(game, cjs, b2d){
|
||||
game.load = function() {
|
||||
// load bitmap assets before starts the game
|
||||
var loader = new createjs.LoadQueue(false);
|
||||
loader.addEventListener("fileload", function(e){
|
||||
if (e.item.type === "image") { images[e.item.id] = e.result; } // assgin to images object for assets.js to use
|
||||
});
|
||||
loader.addEventListener("complete", game.start);
|
||||
loader.loadManifest(lib.properties.manifest);
|
||||
};
|
||||
|
||||
game.start = function() {
|
||||
console.log("Let's start.");
|
||||
|
||||
cjs.EventDispatcher.initialize(game); // allow the game object to listen and dispatch custom events.
|
||||
|
||||
game.canvas = document.getElementById('canvas');
|
||||
|
||||
game.stage = new cjs.Stage(game.canvas);
|
||||
cjs.Touch.enable(game.stage, /*single touch=*/ true, /*allow default=*/ true);
|
||||
|
||||
cjs.Ticker.setFPS(60);
|
||||
cjs.Ticker.addEventListener('tick', game.stage); // add game.stage to ticker make the stage.update call automatically.
|
||||
cjs.Ticker.addEventListener('tick', game.tick); // gameloop
|
||||
|
||||
game.physics.createWorld();
|
||||
game.view.initPowerIndicator();
|
||||
|
||||
var levelSelection = new lib.LevelSelection();
|
||||
game.stage.addChild(levelSelection);
|
||||
levelSelection.levels.stop();
|
||||
|
||||
levelSelection.rightButton.on('click', function(){
|
||||
var next = levelSelection.levels.currentFrame + 1;
|
||||
levelSelection.levels.gotoAndStop(next);
|
||||
});
|
||||
levelSelection.leftButton.on('click', function(){
|
||||
var prev = levelSelection.levels.currentFrame - 1;
|
||||
levelSelection.levels.gotoAndStop(prev);
|
||||
});
|
||||
|
||||
var isPlaying = false;
|
||||
levelSelection.playButton.on('click', function() {
|
||||
levelSelection.parent.removeChild(levelSelection);
|
||||
|
||||
// game.physics.showDebugDraw();
|
||||
|
||||
game.score = 0;
|
||||
|
||||
game.currentLevel = game.levels[levelSelection.levels.currentFrame];
|
||||
|
||||
game.physics.createLevel();
|
||||
|
||||
game.view.showScoreBoard();
|
||||
|
||||
isPlaying = true;
|
||||
});
|
||||
|
||||
game.tickWhenDown = 0;
|
||||
game.tickWhenUp = 0;
|
||||
game.stage.on('stagemousedown', function(e){
|
||||
if (!isPlaying) { return; }
|
||||
var position = game.physics.ballPosition();
|
||||
game.view.showPowerIndicator(position.x, position.y);
|
||||
|
||||
var rotation = game.physics.launchAngle(e.stageX, e.stageY);
|
||||
game.view.rotatePowerIndicator(rotation* 180 / Math.PI);
|
||||
|
||||
game.tickWhenDown = cjs.Ticker.getTicks();
|
||||
game.view.updatePowerBar(0);
|
||||
});
|
||||
game.stage.on('stagemousemove', function(e){
|
||||
if (!isPlaying) { return; }
|
||||
var rotation = game.physics.launchAngle(e.stageX, e.stageY);
|
||||
game.view.rotatePowerIndicator(rotation* 180 / Math.PI);
|
||||
});
|
||||
game.stage.on('stagemouseup', function(e){
|
||||
if (!isPlaying) { return; }
|
||||
game.view.hidePowerIndicator();
|
||||
game.tickWhenUp = cjs.Ticker.getTicks();
|
||||
ticksDiff = game.tickWhenUp - game.tickWhenDown;
|
||||
|
||||
game.physics.shootBall(e.stageX, e.stageY, ticksDiff);
|
||||
|
||||
setTimeout(game.spawnBall, 500);
|
||||
});
|
||||
|
||||
};
|
||||
|
||||
game.increaseScore = function() {
|
||||
game.score += 1;
|
||||
game.view.updateScore();
|
||||
console.log(game.score);
|
||||
};
|
||||
|
||||
game.spawnBall = function() {
|
||||
game.physics.spawnBall();
|
||||
};
|
||||
|
||||
game.tick = function(){
|
||||
if (cjs.Ticker.getPaused()) { return; } // run when not paused
|
||||
|
||||
game.physics.update();
|
||||
|
||||
// launch power preview
|
||||
var ticksDiff = cjs.Ticker.getTicks() - game.tickWhenDown;
|
||||
game.view.updatePowerBar(ticksDiff);
|
||||
};
|
||||
|
||||
game.load();
|
||||
|
||||
|
||||
}).call(this, game, createjs, Box2D);
|
||||
|
||||
|
|
@ -1,7 +0,0 @@
|
|||
var game = this.game || (this.game={});
|
||||
var createjs = createjs || {};
|
||||
|
||||
;(function(game, cjs){
|
||||
game.helper = game.helper || {};
|
||||
|
||||
}).call(this, game, createjs);
|
|
@ -1,126 +0,0 @@
|
|||
var game = this.game || (this.game={});
|
||||
|
||||
(function(game){
|
||||
|
||||
var degrees = Math.PI / 180
|
||||
|
||||
game.balls = {
|
||||
'slow ball': {
|
||||
className: 'SlowBall',
|
||||
radius: 13,
|
||||
density: 0.6,
|
||||
friction: 0.8,
|
||||
restitution: 0.1
|
||||
},
|
||||
'bouncy ball': {
|
||||
className: 'BouncyBall',
|
||||
radius: 10,
|
||||
density: 1.1,
|
||||
friction: 0.8,
|
||||
restitution: 0.4
|
||||
}
|
||||
};
|
||||
game.levels = [
|
||||
{
|
||||
hoopPosition: {x:50, y:150},
|
||||
ballName: 'slow ball',
|
||||
ballPosition: {x:350, y:250},
|
||||
ballRandomRange: {x:60, y:60},
|
||||
obstacles: []
|
||||
},
|
||||
{
|
||||
hoopPosition: {x:50, y:200},
|
||||
ballName: 'slow ball',
|
||||
ballPosition: {x:350, y:200},
|
||||
ballRandomRange: {x:160, y:0},
|
||||
obstacles: []
|
||||
},
|
||||
{
|
||||
hoopPosition: {x:50, y:160},
|
||||
ballName: 'bouncy ball',
|
||||
ballPosition: {x:350, y:250},
|
||||
ballRandomRange: {x:80, y:80},
|
||||
obstacles: []
|
||||
},
|
||||
{
|
||||
hoopPosition: {x:50, y:160},
|
||||
ballName: 'slow ball',
|
||||
ballPosition: {x:350, y:250},
|
||||
ballRandomRange: {x:80, y:80},
|
||||
obstacles: [
|
||||
{
|
||||
type: 'rect',
|
||||
graphicName: 'BrownSquare',
|
||||
position: {x: 200, y: 160},
|
||||
dimension: {width: 10, height:10},
|
||||
angle: 0
|
||||
},
|
||||
{
|
||||
type: 'rect',
|
||||
graphicName: 'BrownSquare',
|
||||
position: {x: 200, y: 120},
|
||||
dimension: {width: 10, height:10},
|
||||
angle: 0
|
||||
},
|
||||
]
|
||||
},
|
||||
{
|
||||
hoopPosition: {x:50, y:160},
|
||||
ballName: 'slow ball',
|
||||
ballPosition: {x:350, y:250},
|
||||
ballRandomRange: {x:80, y:80},
|
||||
obstacles: [
|
||||
{
|
||||
type: 'cross',
|
||||
graphicName: 'Cross',
|
||||
position: {x: 165, y: 140},
|
||||
length: 60,
|
||||
width: 10,
|
||||
enableMotor: true,
|
||||
maxTorque: 25,
|
||||
motorSpeed: 3.0
|
||||
},
|
||||
]
|
||||
},
|
||||
{
|
||||
hoopPosition: {x:50, y:150},
|
||||
ballName: 'slow ball',
|
||||
ballPosition: {x:350, y:250},
|
||||
ballRandomRange: {x:60, y:60},
|
||||
obstacles: [
|
||||
{
|
||||
type: 'cross',
|
||||
graphicName: 'Cross',
|
||||
position: {x: 165, y: 140},
|
||||
length: 60,
|
||||
width: 10,
|
||||
enableMotor: true,
|
||||
maxTorque: 25,
|
||||
motorSpeed: 3.0
|
||||
},
|
||||
{
|
||||
type: 'rect',
|
||||
graphicName: 'BrownSquare',
|
||||
position: {x: 200, y: 55},
|
||||
dimension: {width: 10, height:10},
|
||||
angle: 0
|
||||
},
|
||||
{
|
||||
type: 'rect',
|
||||
graphicName: 'BrownSquare',
|
||||
position: {x: 260, y: 100},
|
||||
dimension: {width: 10, height:10},
|
||||
angle: 0
|
||||
},
|
||||
{
|
||||
type: 'rect',
|
||||
graphicName: 'BrownSquare',
|
||||
position: {x: 300, y: 100},
|
||||
dimension: {width: 10, height:10},
|
||||
angle: 0
|
||||
}
|
||||
]
|
||||
}
|
||||
];
|
||||
game.currentLevel = game.levels[0]; // default the 1st level.
|
||||
}).call(this, game);
|
|
@ -1,370 +0,0 @@
|
|||
var game = this.game || (this.game={});
|
||||
var createjs = createjs || {};
|
||||
|
||||
;(function(game, cjs, b2d){
|
||||
|
||||
var b2Vec2 = Box2D.Common.Math.b2Vec2
|
||||
, b2AABB = Box2D.Collision.b2AABB
|
||||
, b2BodyDef = Box2D.Dynamics.b2BodyDef
|
||||
, b2Body = Box2D.Dynamics.b2Body
|
||||
, b2FixtureDef = Box2D.Dynamics.b2FixtureDef
|
||||
, b2Fixture = Box2D.Dynamics.b2Fixture
|
||||
, b2World = Box2D.Dynamics.b2World
|
||||
, b2MassData = Box2D.Collision.Shapes.b2MassData
|
||||
, b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape
|
||||
, b2CircleShape = Box2D.Collision.Shapes.b2CircleShape
|
||||
, b2DebugDraw = Box2D.Dynamics.b2DebugDraw
|
||||
, b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef
|
||||
, b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef
|
||||
;
|
||||
|
||||
var pxPerMeter = 30; // 30 pixels = 1 meter. Box3D uses meters and we use pixels.
|
||||
var shouldDrawDebug = false;
|
||||
|
||||
var physics = game.physics = {};
|
||||
|
||||
physics.bodiesToBeRemove = [];
|
||||
|
||||
physics.createWorld = function() {
|
||||
var gravity = new b2Vec2(0, 9.8);
|
||||
this.world = new b2World(gravity, /*allow sleep= */ true);
|
||||
};
|
||||
|
||||
physics.createLevel = function() {
|
||||
|
||||
var level = game.currentLevel;
|
||||
|
||||
this.createObstacles(level);
|
||||
this.createHoop(level);
|
||||
|
||||
this.createWorldBoundary();
|
||||
|
||||
this.setupContactListener();
|
||||
|
||||
// the first ball
|
||||
game.spawnBall();
|
||||
};
|
||||
|
||||
physics.clearWorld = function() {
|
||||
var body = this.world.GetBodyList();
|
||||
while (body) {
|
||||
var sprite = body.GetUserData();
|
||||
if (sprite) {
|
||||
sprite.parent.removeChild(sprite);
|
||||
}
|
||||
var b = body;
|
||||
body = body.GetNext();
|
||||
this.world.DestroyBody(b);
|
||||
}
|
||||
};
|
||||
|
||||
physics.createWorldBoundary = function() {
|
||||
var bodyDef = new b2BodyDef;
|
||||
var fixDef = new b2FixtureDef;
|
||||
|
||||
bodyDef.type = b2Body.b2_staticBody;
|
||||
bodyDef.position.x = -800/pxPerMeter;
|
||||
bodyDef.position.y = 500/pxPerMeter;
|
||||
bodyDef.angle = 0;
|
||||
|
||||
fixDef.isSensor = true;
|
||||
fixDef.shape = new b2PolygonShape();
|
||||
fixDef.shape.SetAsBox(2000/pxPerMeter, 10/pxPerMeter);
|
||||
|
||||
body = this.world.CreateBody(bodyDef);
|
||||
body.CreateFixture(fixDef);
|
||||
};
|
||||
|
||||
physics.createObstacles = function(level) {
|
||||
var bodyDef = new b2BodyDef;
|
||||
var fixDef = new b2FixtureDef;
|
||||
|
||||
// default fixture
|
||||
fixDef.density = 1.0;
|
||||
fixDef.friction = 0.5;
|
||||
fixDef.restitution = 0.2;
|
||||
|
||||
// obstacles
|
||||
var body, sprite;
|
||||
for(var i=0, len=level.obstacles.length; i<len; i++) {
|
||||
var o = level.obstacles[i];
|
||||
|
||||
bodyDef.type = b2Body.b2_staticBody;
|
||||
bodyDef.position.x = o.position.x/pxPerMeter;
|
||||
bodyDef.position.y = o.position.y/pxPerMeter;
|
||||
|
||||
bodyDef.angle = o.angle;
|
||||
|
||||
if (o.type === 'rect') {
|
||||
fixDef.shape = new b2PolygonShape();
|
||||
fixDef.shape.SetAsBox(o.dimension.width/pxPerMeter, o.dimension.height/pxPerMeter);
|
||||
body = this.world.CreateBody(bodyDef);
|
||||
body.CreateFixture(fixDef);
|
||||
|
||||
game.view.addSpriteToBody(body, o.graphicName);
|
||||
} else if (o.type === 'cross') {
|
||||
this.createCross(o);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
physics.createCross = function(obstacle) {
|
||||
var bodyDef = new b2BodyDef;
|
||||
var fixDef = new b2FixtureDef;
|
||||
|
||||
// default fixture
|
||||
fixDef.density = 0.2;
|
||||
fixDef.friction = 0.5;
|
||||
fixDef.restitution = 0.2;
|
||||
|
||||
bodyDef.type = b2Body.b2_dynamicBody;
|
||||
bodyDef.position.x = obstacle.position.x/pxPerMeter;
|
||||
bodyDef.position.y = obstacle.position.y/pxPerMeter;
|
||||
fixDef.shape = new b2PolygonShape();
|
||||
fixDef.shape.SetAsBox(obstacle.length/pxPerMeter, obstacle.width/pxPerMeter);
|
||||
var cross = this.world.CreateBody(bodyDef);
|
||||
cross.CreateFixture(fixDef);
|
||||
fixDef.shape.SetAsBox(obstacle.width/pxPerMeter, obstacle.length/pxPerMeter);
|
||||
cross.CreateFixture(fixDef);
|
||||
|
||||
game.view.addSpriteToBody(cross, obstacle.graphicName);
|
||||
|
||||
// a circel as the spinning joint
|
||||
bodyDef.type = b2Body.b2_staticBody;
|
||||
fixDef.shape = new b2CircleShape(10/pxPerMeter);
|
||||
var circle = this.world.CreateBody(bodyDef);
|
||||
circle.CreateFixture(fixDef);
|
||||
|
||||
var revoluteJointDef = new b2RevoluteJointDef;
|
||||
revoluteJointDef.bodyA = cross;
|
||||
revoluteJointDef.bodyB = circle;
|
||||
revoluteJointDef.collideConnected = false;
|
||||
|
||||
revoluteJointDef.maxMotorTorque = obstacle.maxTorque;
|
||||
revoluteJointDef.motorSpeed = obstacle.motorSpeed;
|
||||
revoluteJointDef.enableMotor = obstacle.enableMotor;
|
||||
|
||||
this.world.CreateJoint(revoluteJointDef);
|
||||
};
|
||||
|
||||
physics.createHoop = function(level) {
|
||||
var bodyDef = new b2BodyDef;
|
||||
var fixDef = new b2FixtureDef;
|
||||
|
||||
// default fixture
|
||||
fixDef.density = 1.0;
|
||||
fixDef.friction = 0.5;
|
||||
fixDef.restitution = 0.2;
|
||||
|
||||
var hoopX = level.hoopPosition.x;
|
||||
var hoopY = level.hoopPosition.y;
|
||||
|
||||
// hoop
|
||||
bodyDef.type = b2Body.b2_staticBody;
|
||||
bodyDef.position.x = hoopX/pxPerMeter;
|
||||
bodyDef.position.y = hoopY/pxPerMeter;
|
||||
bodyDef.angle = 0;
|
||||
|
||||
fixDef.shape = new b2PolygonShape();
|
||||
fixDef.shape.SetAsBox(5/pxPerMeter, 5/pxPerMeter);
|
||||
|
||||
var body = this.world.CreateBody(bodyDef);
|
||||
body.CreateFixture(fixDef);
|
||||
|
||||
game.view.addSpriteToBody(body, 'HoopSquare');
|
||||
|
||||
bodyDef.type = b2Body.b2_staticBody;
|
||||
bodyDef.position.x = (hoopX+45)/pxPerMeter;
|
||||
bodyDef.position.y = hoopY/pxPerMeter;
|
||||
bodyDef.angle = 0;
|
||||
|
||||
fixDef.shape = new b2PolygonShape();
|
||||
fixDef.shape.SetAsBox(5/pxPerMeter, 5/pxPerMeter);
|
||||
|
||||
body = this.world.CreateBody(bodyDef);
|
||||
body.CreateFixture(fixDef);
|
||||
|
||||
game.view.addSpriteToBody(body, 'HoopSquare');
|
||||
|
||||
|
||||
// hoop board
|
||||
bodyDef.type = b2Body.b2_staticBody;
|
||||
bodyDef.position.x = (hoopX-5)/pxPerMeter;
|
||||
bodyDef.position.y = (hoopY-40)/pxPerMeter;
|
||||
bodyDef.angle = 0;
|
||||
|
||||
fixDef.shape = new b2PolygonShape();
|
||||
fixDef.shape.SetAsBox(5/pxPerMeter, 40/pxPerMeter);
|
||||
fixDef.restitution = 0.05;
|
||||
|
||||
var board = this.world.CreateBody(bodyDef);
|
||||
board.CreateFixture(fixDef);
|
||||
|
||||
game.view.addSpriteToBody(board, 'HoopBoard');
|
||||
|
||||
|
||||
// hoop sensor
|
||||
bodyDef.type = b2Body.b2_staticBody;
|
||||
bodyDef.position.x = (hoopX+20)/pxPerMeter;
|
||||
bodyDef.position.y = hoopY/pxPerMeter;
|
||||
bodyDef.angle = 0;
|
||||
|
||||
fixDef.isSensor = true;
|
||||
fixDef.shape = new b2PolygonShape();
|
||||
fixDef.shape.SetAsBox(20/pxPerMeter, 3/pxPerMeter);
|
||||
|
||||
body = this.world.CreateBody(bodyDef);
|
||||
body.CreateFixture(fixDef);
|
||||
|
||||
game.view.addSpriteToBody(body, 'HoopSensor', 0);
|
||||
};
|
||||
|
||||
physics.setupContactListener = function() {
|
||||
// contact
|
||||
var contactListener = new Box2D.Dynamics.b2ContactListener;
|
||||
contactListener.BeginContact = function(contact, manifold) {
|
||||
if (contact.GetFixtureA().IsSensor() || contact.GetFixtureB().IsSensor()) {
|
||||
// is hoop sensor or world boundary?
|
||||
var sensor = contact.GetFixtureA().GetBody();
|
||||
var body = contact.GetFixtureB().GetBody();
|
||||
|
||||
if (contact.GetFixtureB().IsSensor()) {
|
||||
sensor = contact.GetFixtureB().GetBody();
|
||||
body = contact.GetFixtureA().GetBody();
|
||||
}
|
||||
|
||||
// hoop sensor has sprite as user data
|
||||
if (sensor.GetUserData() !== null) {
|
||||
game.increaseScore();
|
||||
} else {
|
||||
physics.bodiesToBeRemove.push(body);
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
this.world.SetContactListener(contactListener);
|
||||
|
||||
};
|
||||
|
||||
physics.spawnBall = function() {
|
||||
var level = game.currentLevel;
|
||||
var ball = game.balls[level.ballName];
|
||||
|
||||
var bodyDef = new b2BodyDef;
|
||||
|
||||
var fixDef = new b2FixtureDef;
|
||||
fixDef.density = ball.density;
|
||||
fixDef.friction = ball.friction;
|
||||
fixDef.restitution = ball.restitution;
|
||||
|
||||
bodyDef.type = b2Body.b2_staticBody;
|
||||
|
||||
var positionX = level.ballPosition.x + Math.random()*level.ballRandomRange.x - level.ballRandomRange.x/2;
|
||||
var positionY = level.ballPosition.y + Math.random()*level.ballRandomRange.y - level.ballRandomRange.y/2;
|
||||
bodyDef.position.x = positionX/pxPerMeter;
|
||||
bodyDef.position.y = positionY/pxPerMeter;
|
||||
|
||||
fixDef.shape = new b2CircleShape(ball.radius/pxPerMeter);
|
||||
|
||||
this.ball = this.world.CreateBody(bodyDef);
|
||||
this.ball.CreateFixture(fixDef);
|
||||
|
||||
game.view.addSpriteToBody(this.ball, ball.className);
|
||||
|
||||
};
|
||||
|
||||
physics.ballPosition = function(){
|
||||
var pos = this.ball.GetPosition();
|
||||
return {
|
||||
x: pos.x * pxPerMeter,
|
||||
y: pos.y * pxPerMeter
|
||||
};
|
||||
};
|
||||
|
||||
physics.launchAngle = function(stageX, stageY) {
|
||||
var ballPos = this.ballPosition();
|
||||
|
||||
var diffX = stageX - ballPos.x;
|
||||
var diffY = stageY - ballPos.y;
|
||||
|
||||
// Quadrant
|
||||
var degreeAddition = 0; // Quadrant I
|
||||
if (diffX < 0 && diffY > 0) {
|
||||
degreeAddition = Math.PI; // Quadrant II
|
||||
} else if (diffX < 0 && diffY < 0) {
|
||||
degreeAddition = Math.PI; // Quadrant III
|
||||
} else if (diffX > 0 && diffY < 0) {
|
||||
degreeAddition = Math.PI * 2; // Quadrant IV
|
||||
}
|
||||
|
||||
var theta = Math.atan(diffY / diffX) + degreeAddition;
|
||||
return theta;
|
||||
};
|
||||
|
||||
physics.shootBall = function(stageX, stageY, ticksDiff) {
|
||||
this.ball.SetType(b2Body.b2_dynamicBody);
|
||||
|
||||
var theta = this.launchAngle(stageX, stageY);
|
||||
|
||||
var r = Math.log(ticksDiff) * 50; // power
|
||||
|
||||
var resultX = r * Math.cos(theta);
|
||||
var resultY = r * Math.sin(theta);
|
||||
|
||||
this.ball.ApplyTorque(30); // rotate it
|
||||
|
||||
// shoot the ball
|
||||
this.ball.ApplyImpulse(new b2Vec2(resultX/pxPerMeter, resultY/pxPerMeter), this.ball.GetWorldCenter());
|
||||
|
||||
this.ball = undefined;
|
||||
};
|
||||
|
||||
physics.update = function() {
|
||||
this.world.Step(1 / 60, 10, 10);
|
||||
if (shouldDrawDebug) {
|
||||
this.world.DrawDebugData();
|
||||
}
|
||||
this.world.ClearForces();
|
||||
|
||||
// draw sprites
|
||||
var body = this.world.GetBodyList();
|
||||
while (body) {
|
||||
var sprite = body.GetUserData();
|
||||
|
||||
if (sprite) {
|
||||
var position = body.GetWorldCenter();
|
||||
sprite.x = position.x * pxPerMeter;
|
||||
sprite.y = position.y * pxPerMeter;
|
||||
sprite.rotation = body.GetAngle() * 180 / Math.PI; // rad to degree
|
||||
}
|
||||
|
||||
body = body.GetNext();
|
||||
}
|
||||
|
||||
// remove bodies
|
||||
for (var i=0, len=this.bodiesToBeRemove.length; i<len; i++) {
|
||||
var body = this.bodiesToBeRemove[i];
|
||||
var sprite = body.GetUserData();
|
||||
if (sprite) {
|
||||
sprite.parent.removeChild(sprite);
|
||||
}
|
||||
this.world.DestroyBody(body);
|
||||
}
|
||||
this.bodiesToBeRemove.length = 0;
|
||||
};
|
||||
|
||||
physics.showDebugDraw = function() {
|
||||
shouldDrawDebug = true;
|
||||
|
||||
//setup debug draw
|
||||
var debugDraw = new b2DebugDraw();
|
||||
debugDraw.SetSprite(document.getElementById("debug-canvas").getContext("2d"));
|
||||
debugDraw.SetDrawScale(pxPerMeter);
|
||||
debugDraw.SetFillAlpha(0.3);
|
||||
debugDraw.SetLineThickness(1.0);
|
||||
debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit);
|
||||
this.world.SetDebugDraw(debugDraw);
|
||||
};
|
||||
|
||||
|
||||
}).call(this, game, createjs, Box2D);
|
|
@ -1,50 +0,0 @@
|
|||
var game = this.game || (this.game={});
|
||||
var createjs = createjs || {};
|
||||
|
||||
;(function(game, cjs){
|
||||
game.view = game.view || {};
|
||||
|
||||
game.view.showScoreBoard = function(){
|
||||
this.scoreBoard = new lib.ScoreBoard();
|
||||
this.scoreBoard.x = 10;
|
||||
this.scoreBoard.y = 10;
|
||||
game.stage.addChild(this.scoreBoard);
|
||||
};
|
||||
game.view.updateScore = function() {
|
||||
this.scoreBoard.textField.text = game.score + '';
|
||||
};
|
||||
|
||||
game.view.addSpriteToBody = function(body, spriteName, index) {
|
||||
var sprite = new lib[spriteName]();
|
||||
sprite.x = -99;
|
||||
if (index !== undefined) {
|
||||
game.stage.addChildAt(sprite, index);
|
||||
} else {
|
||||
game.stage.addChild(sprite);
|
||||
}
|
||||
body.SetUserData(sprite);
|
||||
};
|
||||
|
||||
game.view.initPowerIndicator = function() {
|
||||
this.power = new lib.PowerArrow();
|
||||
game.stage.addChild(this.power);
|
||||
this.power.visible = false;
|
||||
};
|
||||
|
||||
game.view.showPowerIndicator = function(x, y) {
|
||||
this.power.visible = true;
|
||||
this.power.x = x;
|
||||
this.power.y = y;
|
||||
};
|
||||
game.view.hidePowerIndicator = function() {
|
||||
this.power.visible = false;
|
||||
};
|
||||
game.view.rotatePowerIndicator = function(rotation) {
|
||||
this.power.rotation = rotation;
|
||||
};
|
||||
game.view.updatePowerBar = function(value) {
|
||||
this.power.powerBar.scaleY = Math.min(30, value);
|
||||
};
|
||||
|
||||
|
||||
}).call(this, game, createjs);
|
|
@ -1,70 +0,0 @@
|
|||
/* normalize */
|
||||
body, h1, h2, p {
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
}
|
||||
|
||||
* {
|
||||
box-sizing: border-box;
|
||||
}
|
||||
|
||||
/* page layout */
|
||||
body {
|
||||
background: #333;
|
||||
color: ghostwhite;
|
||||
}
|
||||
.row {
|
||||
width: 480px;
|
||||
max-width: 100%;
|
||||
margin: 0 auto;
|
||||
}
|
||||
|
||||
/* Scenes */
|
||||
#game {
|
||||
width: 480px;
|
||||
height: 360px;
|
||||
max-width: 100%;
|
||||
margin: 0 auto;
|
||||
border-radius: 8px;
|
||||
text-align: center;
|
||||
position: relative;
|
||||
background-color: #DEF0E5;
|
||||
}
|
||||
|
||||
|
||||
canvas {
|
||||
position: absolute;
|
||||
top: 0;
|
||||
left: 0;
|
||||
}
|
||||
|
||||
#hud {
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: 60px;
|
||||
background: rgba(0, 0, 0, 0.5);
|
||||
color: white;
|
||||
}
|
||||
|
||||
.add-buttons {
|
||||
position: absolute;
|
||||
width: 100%;
|
||||
height: 60px;
|
||||
bottom: 0;
|
||||
background: rgba(0, 0, 0, 0.5);
|
||||
}
|
||||
|
||||
.add-button {
|
||||
display: inline-block;
|
||||
width: 50px;
|
||||
height: 50px;
|
||||
background-color: rgba(255, 255, 255, 0.3);
|
||||
color: white;
|
||||
text-decoration: none;
|
||||
text-align: center;
|
||||
line-height: 50px;
|
||||
cursor: pointer;
|
||||
}
|
||||
.add-button:hover {
|
||||
background-color: rgba(255, 255, 255, 0.6);
|
||||
}
|
|
@ -1,445 +0,0 @@
|
|||
var Box2D={};
|
||||
(function(F,G){function K(){}if(!(Object.prototype.defineProperty instanceof Function)&&Object.prototype.__defineGetter__ instanceof Function&&Object.prototype.__defineSetter__ instanceof Function)Object.defineProperty=function(y,w,A){A.get instanceof Function&&y.__defineGetter__(w,A.get);A.set instanceof Function&&y.__defineSetter__(w,A.set)};F.inherit=function(y,w){K.prototype=w.prototype;y.prototype=new K;y.prototype.constructor=y};F.generateCallback=function(y,w){return function(){w.apply(y,arguments)}};
|
||||
F.NVector=function(y){if(y===G)y=0;for(var w=Array(y||0),A=0;A<y;++A)w[A]=0;return w};F.is=function(y,w){if(y===null)return false;if(w instanceof Function&&y instanceof w)return true;if(y.constructor.__implements!=G&&y.constructor.__implements[w])return true;return false};F.parseUInt=function(y){return Math.abs(parseInt(y))}})(Box2D);var Vector=Array,Vector_a2j_Number=Box2D.NVector;if(typeof Box2D==="undefined")Box2D={};if(typeof Box2D.Collision==="undefined")Box2D.Collision={};
|
||||
if(typeof Box2D.Collision.Shapes==="undefined")Box2D.Collision.Shapes={};if(typeof Box2D.Common==="undefined")Box2D.Common={};if(typeof Box2D.Common.Math==="undefined")Box2D.Common.Math={};if(typeof Box2D.Dynamics==="undefined")Box2D.Dynamics={};if(typeof Box2D.Dynamics.Contacts==="undefined")Box2D.Dynamics.Contacts={};if(typeof Box2D.Dynamics.Controllers==="undefined")Box2D.Dynamics.Controllers={};if(typeof Box2D.Dynamics.Joints==="undefined")Box2D.Dynamics.Joints={};
|
||||
(function(){function F(){F.b2AABB.apply(this,arguments)}function G(){G.b2Bound.apply(this,arguments)}function K(){K.b2BoundValues.apply(this,arguments);this.constructor===K&&this.b2BoundValues.apply(this,arguments)}function y(){y.b2Collision.apply(this,arguments)}function w(){w.b2ContactID.apply(this,arguments);this.constructor===w&&this.b2ContactID.apply(this,arguments)}function A(){A.b2ContactPoint.apply(this,arguments)}function U(){U.b2Distance.apply(this,arguments)}function p(){p.b2DistanceInput.apply(this,
|
||||
arguments)}function B(){B.b2DistanceOutput.apply(this,arguments)}function Q(){Q.b2DistanceProxy.apply(this,arguments)}function V(){V.b2DynamicTree.apply(this,arguments);this.constructor===V&&this.b2DynamicTree.apply(this,arguments)}function M(){M.b2DynamicTreeBroadPhase.apply(this,arguments)}function L(){L.b2DynamicTreeNode.apply(this,arguments)}function I(){I.b2DynamicTreePair.apply(this,arguments)}function W(){W.b2Manifold.apply(this,arguments);this.constructor===W&&this.b2Manifold.apply(this,arguments)}
|
||||
function Y(){Y.b2ManifoldPoint.apply(this,arguments);this.constructor===Y&&this.b2ManifoldPoint.apply(this,arguments)}function k(){k.b2Point.apply(this,arguments)}function z(){z.b2RayCastInput.apply(this,arguments);this.constructor===z&&this.b2RayCastInput.apply(this,arguments)}function u(){u.b2RayCastOutput.apply(this,arguments)}function D(){D.b2Segment.apply(this,arguments)}function H(){H.b2SeparationFunction.apply(this,arguments)}function O(){O.b2Simplex.apply(this,arguments);this.constructor===
|
||||
O&&this.b2Simplex.apply(this,arguments)}function E(){E.b2SimplexCache.apply(this,arguments)}function R(){R.b2SimplexVertex.apply(this,arguments)}function N(){N.b2TimeOfImpact.apply(this,arguments)}function S(){S.b2TOIInput.apply(this,arguments)}function aa(){aa.b2WorldManifold.apply(this,arguments);this.constructor===aa&&this.b2WorldManifold.apply(this,arguments)}function Z(){Z.ClipVertex.apply(this,arguments)}function d(){d.Features.apply(this,arguments)}function h(){h.b2CircleShape.apply(this,arguments);
|
||||
this.constructor===h&&this.b2CircleShape.apply(this,arguments)}function l(){l.b2EdgeChainDef.apply(this,arguments);this.constructor===l&&this.b2EdgeChainDef.apply(this,arguments)}function j(){j.b2EdgeShape.apply(this,arguments);this.constructor===j&&this.b2EdgeShape.apply(this,arguments)}function o(){o.b2MassData.apply(this,arguments)}function q(){q.b2PolygonShape.apply(this,arguments);this.constructor===q&&this.b2PolygonShape.apply(this,arguments)}function n(){n.b2Shape.apply(this,arguments);this.constructor===
|
||||
n&&this.b2Shape.apply(this,arguments)}function a(){a.b2Color.apply(this,arguments);this.constructor===a&&this.b2Color.apply(this,arguments)}function c(){c.b2Settings.apply(this,arguments)}function g(){g.b2Mat22.apply(this,arguments);this.constructor===g&&this.b2Mat22.apply(this,arguments)}function b(){b.b2Mat33.apply(this,arguments);this.constructor===b&&this.b2Mat33.apply(this,arguments)}function e(){e.b2Math.apply(this,arguments)}function f(){f.b2Sweep.apply(this,arguments)}function m(){m.b2Transform.apply(this,
|
||||
arguments);this.constructor===m&&this.b2Transform.apply(this,arguments)}function r(){r.b2Vec2.apply(this,arguments);this.constructor===r&&this.b2Vec2.apply(this,arguments)}function s(){s.b2Vec3.apply(this,arguments);this.constructor===s&&this.b2Vec3.apply(this,arguments)}function v(){v.b2Body.apply(this,arguments);this.constructor===v&&this.b2Body.apply(this,arguments)}function t(){t.b2BodyDef.apply(this,arguments);this.constructor===t&&this.b2BodyDef.apply(this,arguments)}function x(){x.b2ContactFilter.apply(this,
|
||||
arguments)}function C(){C.b2ContactImpulse.apply(this,arguments)}function J(){J.b2ContactListener.apply(this,arguments)}function T(){T.b2ContactManager.apply(this,arguments);this.constructor===T&&this.b2ContactManager.apply(this,arguments)}function P(){P.b2DebugDraw.apply(this,arguments);this.constructor===P&&this.b2DebugDraw.apply(this,arguments)}function X(){X.b2DestructionListener.apply(this,arguments)}function $(){$.b2FilterData.apply(this,arguments)}function ba(){ba.b2Fixture.apply(this,arguments);
|
||||
this.constructor===ba&&this.b2Fixture.apply(this,arguments)}function ca(){ca.b2FixtureDef.apply(this,arguments);this.constructor===ca&&this.b2FixtureDef.apply(this,arguments)}function da(){da.b2Island.apply(this,arguments);this.constructor===da&&this.b2Island.apply(this,arguments)}function Fa(){Fa.b2TimeStep.apply(this,arguments)}function ea(){ea.b2World.apply(this,arguments);this.constructor===ea&&this.b2World.apply(this,arguments)}function Ga(){Ga.b2CircleContact.apply(this,arguments)}function fa(){fa.b2Contact.apply(this,
|
||||
arguments);this.constructor===fa&&this.b2Contact.apply(this,arguments)}function ga(){ga.b2ContactConstraint.apply(this,arguments);this.constructor===ga&&this.b2ContactConstraint.apply(this,arguments)}function Ha(){Ha.b2ContactConstraintPoint.apply(this,arguments)}function Ia(){Ia.b2ContactEdge.apply(this,arguments)}function ha(){ha.b2ContactFactory.apply(this,arguments);this.constructor===ha&&this.b2ContactFactory.apply(this,arguments)}function Ja(){Ja.b2ContactRegister.apply(this,arguments)}function Ka(){Ka.b2ContactResult.apply(this,
|
||||
arguments)}function ia(){ia.b2ContactSolver.apply(this,arguments);this.constructor===ia&&this.b2ContactSolver.apply(this,arguments)}function La(){La.b2EdgeAndCircleContact.apply(this,arguments)}function ja(){ja.b2NullContact.apply(this,arguments);this.constructor===ja&&this.b2NullContact.apply(this,arguments)}function Ma(){Ma.b2PolyAndCircleContact.apply(this,arguments)}function Na(){Na.b2PolyAndEdgeContact.apply(this,arguments)}function Oa(){Oa.b2PolygonContact.apply(this,arguments)}function ka(){ka.b2PositionSolverManifold.apply(this,
|
||||
arguments);this.constructor===ka&&this.b2PositionSolverManifold.apply(this,arguments)}function Pa(){Pa.b2BuoyancyController.apply(this,arguments)}function Qa(){Qa.b2ConstantAccelController.apply(this,arguments)}function Ra(){Ra.b2ConstantForceController.apply(this,arguments)}function Sa(){Sa.b2Controller.apply(this,arguments)}function Ta(){Ta.b2ControllerEdge.apply(this,arguments)}function Ua(){Ua.b2GravityController.apply(this,arguments)}function Va(){Va.b2TensorDampingController.apply(this,arguments)}
|
||||
function la(){la.b2DistanceJoint.apply(this,arguments);this.constructor===la&&this.b2DistanceJoint.apply(this,arguments)}function ma(){ma.b2DistanceJointDef.apply(this,arguments);this.constructor===ma&&this.b2DistanceJointDef.apply(this,arguments)}function na(){na.b2FrictionJoint.apply(this,arguments);this.constructor===na&&this.b2FrictionJoint.apply(this,arguments)}function oa(){oa.b2FrictionJointDef.apply(this,arguments);this.constructor===oa&&this.b2FrictionJointDef.apply(this,arguments)}function pa(){pa.b2GearJoint.apply(this,
|
||||
arguments);this.constructor===pa&&this.b2GearJoint.apply(this,arguments)}function qa(){qa.b2GearJointDef.apply(this,arguments);this.constructor===qa&&this.b2GearJointDef.apply(this,arguments)}function Wa(){Wa.b2Jacobian.apply(this,arguments)}function ra(){ra.b2Joint.apply(this,arguments);this.constructor===ra&&this.b2Joint.apply(this,arguments)}function sa(){sa.b2JointDef.apply(this,arguments);this.constructor===sa&&this.b2JointDef.apply(this,arguments)}function Xa(){Xa.b2JointEdge.apply(this,arguments)}
|
||||
function ta(){ta.b2LineJoint.apply(this,arguments);this.constructor===ta&&this.b2LineJoint.apply(this,arguments)}function ua(){ua.b2LineJointDef.apply(this,arguments);this.constructor===ua&&this.b2LineJointDef.apply(this,arguments)}function va(){va.b2MouseJoint.apply(this,arguments);this.constructor===va&&this.b2MouseJoint.apply(this,arguments)}function wa(){wa.b2MouseJointDef.apply(this,arguments);this.constructor===wa&&this.b2MouseJointDef.apply(this,arguments)}function xa(){xa.b2PrismaticJoint.apply(this,
|
||||
arguments);this.constructor===xa&&this.b2PrismaticJoint.apply(this,arguments)}function ya(){ya.b2PrismaticJointDef.apply(this,arguments);this.constructor===ya&&this.b2PrismaticJointDef.apply(this,arguments)}function za(){za.b2PulleyJoint.apply(this,arguments);this.constructor===za&&this.b2PulleyJoint.apply(this,arguments)}function Aa(){Aa.b2PulleyJointDef.apply(this,arguments);this.constructor===Aa&&this.b2PulleyJointDef.apply(this,arguments)}function Ba(){Ba.b2RevoluteJoint.apply(this,arguments);
|
||||
this.constructor===Ba&&this.b2RevoluteJoint.apply(this,arguments)}function Ca(){Ca.b2RevoluteJointDef.apply(this,arguments);this.constructor===Ca&&this.b2RevoluteJointDef.apply(this,arguments)}function Da(){Da.b2WeldJoint.apply(this,arguments);this.constructor===Da&&this.b2WeldJoint.apply(this,arguments)}function Ea(){Ea.b2WeldJointDef.apply(this,arguments);this.constructor===Ea&&this.b2WeldJointDef.apply(this,arguments)}Box2D.Collision.IBroadPhase="Box2D.Collision.IBroadPhase";Box2D.Collision.b2AABB=
|
||||
F;Box2D.Collision.b2Bound=G;Box2D.Collision.b2BoundValues=K;Box2D.Collision.b2Collision=y;Box2D.Collision.b2ContactID=w;Box2D.Collision.b2ContactPoint=A;Box2D.Collision.b2Distance=U;Box2D.Collision.b2DistanceInput=p;Box2D.Collision.b2DistanceOutput=B;Box2D.Collision.b2DistanceProxy=Q;Box2D.Collision.b2DynamicTree=V;Box2D.Collision.b2DynamicTreeBroadPhase=M;Box2D.Collision.b2DynamicTreeNode=L;Box2D.Collision.b2DynamicTreePair=I;Box2D.Collision.b2Manifold=W;Box2D.Collision.b2ManifoldPoint=Y;Box2D.Collision.b2Point=
|
||||
k;Box2D.Collision.b2RayCastInput=z;Box2D.Collision.b2RayCastOutput=u;Box2D.Collision.b2Segment=D;Box2D.Collision.b2SeparationFunction=H;Box2D.Collision.b2Simplex=O;Box2D.Collision.b2SimplexCache=E;Box2D.Collision.b2SimplexVertex=R;Box2D.Collision.b2TimeOfImpact=N;Box2D.Collision.b2TOIInput=S;Box2D.Collision.b2WorldManifold=aa;Box2D.Collision.ClipVertex=Z;Box2D.Collision.Features=d;Box2D.Collision.Shapes.b2CircleShape=h;Box2D.Collision.Shapes.b2EdgeChainDef=l;Box2D.Collision.Shapes.b2EdgeShape=j;Box2D.Collision.Shapes.b2MassData=
|
||||
o;Box2D.Collision.Shapes.b2PolygonShape=q;Box2D.Collision.Shapes.b2Shape=n;Box2D.Common.b2internal="Box2D.Common.b2internal";Box2D.Common.b2Color=a;Box2D.Common.b2Settings=c;Box2D.Common.Math.b2Mat22=g;Box2D.Common.Math.b2Mat33=b;Box2D.Common.Math.b2Math=e;Box2D.Common.Math.b2Sweep=f;Box2D.Common.Math.b2Transform=m;Box2D.Common.Math.b2Vec2=r;Box2D.Common.Math.b2Vec3=s;Box2D.Dynamics.b2Body=v;Box2D.Dynamics.b2BodyDef=t;Box2D.Dynamics.b2ContactFilter=x;Box2D.Dynamics.b2ContactImpulse=C;Box2D.Dynamics.b2ContactListener=
|
||||
J;Box2D.Dynamics.b2ContactManager=T;Box2D.Dynamics.b2DebugDraw=P;Box2D.Dynamics.b2DestructionListener=X;Box2D.Dynamics.b2FilterData=$;Box2D.Dynamics.b2Fixture=ba;Box2D.Dynamics.b2FixtureDef=ca;Box2D.Dynamics.b2Island=da;Box2D.Dynamics.b2TimeStep=Fa;Box2D.Dynamics.b2World=ea;Box2D.Dynamics.Contacts.b2CircleContact=Ga;Box2D.Dynamics.Contacts.b2Contact=fa;Box2D.Dynamics.Contacts.b2ContactConstraint=ga;Box2D.Dynamics.Contacts.b2ContactConstraintPoint=Ha;Box2D.Dynamics.Contacts.b2ContactEdge=Ia;Box2D.Dynamics.Contacts.b2ContactFactory=
|
||||
ha;Box2D.Dynamics.Contacts.b2ContactRegister=Ja;Box2D.Dynamics.Contacts.b2ContactResult=Ka;Box2D.Dynamics.Contacts.b2ContactSolver=ia;Box2D.Dynamics.Contacts.b2EdgeAndCircleContact=La;Box2D.Dynamics.Contacts.b2NullContact=ja;Box2D.Dynamics.Contacts.b2PolyAndCircleContact=Ma;Box2D.Dynamics.Contacts.b2PolyAndEdgeContact=Na;Box2D.Dynamics.Contacts.b2PolygonContact=Oa;Box2D.Dynamics.Contacts.b2PositionSolverManifold=ka;Box2D.Dynamics.Controllers.b2BuoyancyController=Pa;Box2D.Dynamics.Controllers.b2ConstantAccelController=
|
||||
Qa;Box2D.Dynamics.Controllers.b2ConstantForceController=Ra;Box2D.Dynamics.Controllers.b2Controller=Sa;Box2D.Dynamics.Controllers.b2ControllerEdge=Ta;Box2D.Dynamics.Controllers.b2GravityController=Ua;Box2D.Dynamics.Controllers.b2TensorDampingController=Va;Box2D.Dynamics.Joints.b2DistanceJoint=la;Box2D.Dynamics.Joints.b2DistanceJointDef=ma;Box2D.Dynamics.Joints.b2FrictionJoint=na;Box2D.Dynamics.Joints.b2FrictionJointDef=oa;Box2D.Dynamics.Joints.b2GearJoint=pa;Box2D.Dynamics.Joints.b2GearJointDef=qa;
|
||||
Box2D.Dynamics.Joints.b2Jacobian=Wa;Box2D.Dynamics.Joints.b2Joint=ra;Box2D.Dynamics.Joints.b2JointDef=sa;Box2D.Dynamics.Joints.b2JointEdge=Xa;Box2D.Dynamics.Joints.b2LineJoint=ta;Box2D.Dynamics.Joints.b2LineJointDef=ua;Box2D.Dynamics.Joints.b2MouseJoint=va;Box2D.Dynamics.Joints.b2MouseJointDef=wa;Box2D.Dynamics.Joints.b2PrismaticJoint=xa;Box2D.Dynamics.Joints.b2PrismaticJointDef=ya;Box2D.Dynamics.Joints.b2PulleyJoint=za;Box2D.Dynamics.Joints.b2PulleyJointDef=Aa;Box2D.Dynamics.Joints.b2RevoluteJoint=
|
||||
Ba;Box2D.Dynamics.Joints.b2RevoluteJointDef=Ca;Box2D.Dynamics.Joints.b2WeldJoint=Da;Box2D.Dynamics.Joints.b2WeldJointDef=Ea})();Box2D.postDefs=[];
|
||||
(function(){var F=Box2D.Collision.Shapes.b2CircleShape,G=Box2D.Collision.Shapes.b2PolygonShape,K=Box2D.Collision.Shapes.b2Shape,y=Box2D.Common.b2Settings,w=Box2D.Common.Math.b2Math,A=Box2D.Common.Math.b2Sweep,U=Box2D.Common.Math.b2Transform,p=Box2D.Common.Math.b2Vec2,B=Box2D.Collision.b2AABB,Q=Box2D.Collision.b2Bound,V=Box2D.Collision.b2BoundValues,M=Box2D.Collision.b2Collision,L=Box2D.Collision.b2ContactID,I=Box2D.Collision.b2ContactPoint,W=Box2D.Collision.b2Distance,Y=Box2D.Collision.b2DistanceInput,
|
||||
k=Box2D.Collision.b2DistanceOutput,z=Box2D.Collision.b2DistanceProxy,u=Box2D.Collision.b2DynamicTree,D=Box2D.Collision.b2DynamicTreeBroadPhase,H=Box2D.Collision.b2DynamicTreeNode,O=Box2D.Collision.b2DynamicTreePair,E=Box2D.Collision.b2Manifold,R=Box2D.Collision.b2ManifoldPoint,N=Box2D.Collision.b2Point,S=Box2D.Collision.b2RayCastInput,aa=Box2D.Collision.b2RayCastOutput,Z=Box2D.Collision.b2Segment,d=Box2D.Collision.b2SeparationFunction,h=Box2D.Collision.b2Simplex,l=Box2D.Collision.b2SimplexCache,j=
|
||||
Box2D.Collision.b2SimplexVertex,o=Box2D.Collision.b2TimeOfImpact,q=Box2D.Collision.b2TOIInput,n=Box2D.Collision.b2WorldManifold,a=Box2D.Collision.ClipVertex,c=Box2D.Collision.Features,g=Box2D.Collision.IBroadPhase;B.b2AABB=function(){this.lowerBound=new p;this.upperBound=new p};B.prototype.IsValid=function(){var b=this.upperBound.y-this.lowerBound.y;return b=(b=this.upperBound.x-this.lowerBound.x>=0&&b>=0)&&this.lowerBound.IsValid()&&this.upperBound.IsValid()};B.prototype.GetCenter=function(){return new p((this.lowerBound.x+
|
||||
this.upperBound.x)/2,(this.lowerBound.y+this.upperBound.y)/2)};B.prototype.GetExtents=function(){return new p((this.upperBound.x-this.lowerBound.x)/2,(this.upperBound.y-this.lowerBound.y)/2)};B.prototype.Contains=function(b){var e=true;return e=(e=(e=(e=e&&this.lowerBound.x<=b.lowerBound.x)&&this.lowerBound.y<=b.lowerBound.y)&&b.upperBound.x<=this.upperBound.x)&&b.upperBound.y<=this.upperBound.y};B.prototype.RayCast=function(b,e){var f=-Number.MAX_VALUE,m=Number.MAX_VALUE,r=e.p1.x,s=e.p1.y,v=e.p2.x-
|
||||
e.p1.x,t=e.p2.y-e.p1.y,x=Math.abs(t),C=b.normal,J=0,T=0,P=J=0;P=0;if(Math.abs(v)<Number.MIN_VALUE){if(r<this.lowerBound.x||this.upperBound.x<r)return false}else{J=1/v;T=(this.lowerBound.x-r)*J;J=(this.upperBound.x-r)*J;P=-1;if(T>J){P=T;T=J;J=P;P=1}if(T>f){C.x=P;C.y=0;f=T}m=Math.min(m,J);if(f>m)return false}if(x<Number.MIN_VALUE){if(s<this.lowerBound.y||this.upperBound.y<s)return false}else{J=1/t;T=(this.lowerBound.y-s)*J;J=(this.upperBound.y-s)*J;P=-1;if(T>J){P=T;T=J;J=P;P=1}if(T>f){C.y=P;C.x=0;f=
|
||||
T}m=Math.min(m,J);if(f>m)return false}b.fraction=f;return true};B.prototype.TestOverlap=function(b){var e=b.lowerBound.y-this.upperBound.y,f=this.lowerBound.y-b.upperBound.y;if(b.lowerBound.x-this.upperBound.x>0||e>0)return false;if(this.lowerBound.x-b.upperBound.x>0||f>0)return false;return true};B.Combine=function(b,e){var f=new B;f.Combine(b,e);return f};B.prototype.Combine=function(b,e){this.lowerBound.x=Math.min(b.lowerBound.x,e.lowerBound.x);this.lowerBound.y=Math.min(b.lowerBound.y,e.lowerBound.y);
|
||||
this.upperBound.x=Math.max(b.upperBound.x,e.upperBound.x);this.upperBound.y=Math.max(b.upperBound.y,e.upperBound.y)};Q.b2Bound=function(){};Q.prototype.IsLower=function(){return(this.value&1)==0};Q.prototype.IsUpper=function(){return(this.value&1)==1};Q.prototype.Swap=function(b){var e=this.value,f=this.proxy,m=this.stabbingCount;this.value=b.value;this.proxy=b.proxy;this.stabbingCount=b.stabbingCount;b.value=e;b.proxy=f;b.stabbingCount=m};V.b2BoundValues=function(){};V.prototype.b2BoundValues=function(){this.lowerValues=
|
||||
new Vector_a2j_Number;this.lowerValues[0]=0;this.lowerValues[1]=0;this.upperValues=new Vector_a2j_Number;this.upperValues[0]=0;this.upperValues[1]=0};M.b2Collision=function(){};M.ClipSegmentToLine=function(b,e,f,m){if(m===undefined)m=0;var r,s=0;r=e[0];var v=r.v;r=e[1];var t=r.v,x=f.x*v.x+f.y*v.y-m;r=f.x*t.x+f.y*t.y-m;x<=0&&b[s++].Set(e[0]);r<=0&&b[s++].Set(e[1]);if(x*r<0){f=x/(x-r);r=b[s];r=r.v;r.x=v.x+f*(t.x-v.x);r.y=v.y+f*(t.y-v.y);r=b[s];r.id=(x>0?e[0]:e[1]).id;++s}return s};M.EdgeSeparation=
|
||||
function(b,e,f,m,r){if(f===undefined)f=0;parseInt(b.m_vertexCount);var s=b.m_vertices;b=b.m_normals;var v=parseInt(m.m_vertexCount),t=m.m_vertices,x,C;x=e.R;C=b[f];b=x.col1.x*C.x+x.col2.x*C.y;m=x.col1.y*C.x+x.col2.y*C.y;x=r.R;var J=x.col1.x*b+x.col1.y*m;x=x.col2.x*b+x.col2.y*m;for(var T=0,P=Number.MAX_VALUE,X=0;X<v;++X){C=t[X];C=C.x*J+C.y*x;if(C<P){P=C;T=X}}C=s[f];x=e.R;f=e.position.x+(x.col1.x*C.x+x.col2.x*C.y);e=e.position.y+(x.col1.y*C.x+x.col2.y*C.y);C=t[T];x=r.R;s=r.position.x+(x.col1.x*C.x+
|
||||
x.col2.x*C.y);r=r.position.y+(x.col1.y*C.x+x.col2.y*C.y);s-=f;r-=e;return s*b+r*m};M.FindMaxSeparation=function(b,e,f,m,r){var s=parseInt(e.m_vertexCount),v=e.m_normals,t,x;x=r.R;t=m.m_centroid;var C=r.position.x+(x.col1.x*t.x+x.col2.x*t.y),J=r.position.y+(x.col1.y*t.x+x.col2.y*t.y);x=f.R;t=e.m_centroid;C-=f.position.x+(x.col1.x*t.x+x.col2.x*t.y);J-=f.position.y+(x.col1.y*t.x+x.col2.y*t.y);x=C*f.R.col1.x+J*f.R.col1.y;J=C*f.R.col2.x+J*f.R.col2.y;C=0;for(var T=-Number.MAX_VALUE,P=0;P<s;++P){t=v[P];
|
||||
t=t.x*x+t.y*J;if(t>T){T=t;C=P}}v=M.EdgeSeparation(e,f,C,m,r);t=parseInt(C-1>=0?C-1:s-1);x=M.EdgeSeparation(e,f,t,m,r);J=parseInt(C+1<s?C+1:0);T=M.EdgeSeparation(e,f,J,m,r);var X=P=0,$=0;if(x>v&&x>T){$=-1;P=t;X=x}else if(T>v){$=1;P=J;X=T}else{b[0]=C;return v}for(;;){C=$==-1?P-1>=0?P-1:s-1:P+1<s?P+1:0;v=M.EdgeSeparation(e,f,C,m,r);if(v>X){P=C;X=v}else break}b[0]=P;return X};M.FindIncidentEdge=function(b,e,f,m,r,s){if(m===undefined)m=0;parseInt(e.m_vertexCount);var v=e.m_normals,t=parseInt(r.m_vertexCount);
|
||||
e=r.m_vertices;r=r.m_normals;var x;x=f.R;f=v[m];v=x.col1.x*f.x+x.col2.x*f.y;var C=x.col1.y*f.x+x.col2.y*f.y;x=s.R;f=x.col1.x*v+x.col1.y*C;C=x.col2.x*v+x.col2.y*C;v=f;x=0;for(var J=Number.MAX_VALUE,T=0;T<t;++T){f=r[T];f=v*f.x+C*f.y;if(f<J){J=f;x=T}}r=parseInt(x);v=parseInt(r+1<t?r+1:0);t=b[0];f=e[r];x=s.R;t.v.x=s.position.x+(x.col1.x*f.x+x.col2.x*f.y);t.v.y=s.position.y+(x.col1.y*f.x+x.col2.y*f.y);t.id.features.referenceEdge=m;t.id.features.incidentEdge=r;t.id.features.incidentVertex=0;t=b[1];f=e[v];
|
||||
x=s.R;t.v.x=s.position.x+(x.col1.x*f.x+x.col2.x*f.y);t.v.y=s.position.y+(x.col1.y*f.x+x.col2.y*f.y);t.id.features.referenceEdge=m;t.id.features.incidentEdge=v;t.id.features.incidentVertex=1};M.MakeClipPointVector=function(){var b=new Vector(2);b[0]=new a;b[1]=new a;return b};M.CollidePolygons=function(b,e,f,m,r){var s;b.m_pointCount=0;var v=e.m_radius+m.m_radius;s=0;M.s_edgeAO[0]=s;var t=M.FindMaxSeparation(M.s_edgeAO,e,f,m,r);s=M.s_edgeAO[0];if(!(t>v)){var x=0;M.s_edgeBO[0]=x;var C=M.FindMaxSeparation(M.s_edgeBO,
|
||||
m,r,e,f);x=M.s_edgeBO[0];if(!(C>v)){var J=0,T=0;if(C>0.98*t+0.0010){t=m;m=e;e=r;f=f;J=x;b.m_type=E.e_faceB;T=1}else{t=e;m=m;e=f;f=r;J=s;b.m_type=E.e_faceA;T=0}s=M.s_incidentEdge;M.FindIncidentEdge(s,t,e,J,m,f);x=parseInt(t.m_vertexCount);r=t.m_vertices;t=r[J];var P;P=J+1<x?r[parseInt(J+1)]:r[0];J=M.s_localTangent;J.Set(P.x-t.x,P.y-t.y);J.Normalize();r=M.s_localNormal;r.x=J.y;r.y=-J.x;m=M.s_planePoint;m.Set(0.5*(t.x+P.x),0.5*(t.y+P.y));C=M.s_tangent;x=e.R;C.x=x.col1.x*J.x+x.col2.x*J.y;C.y=x.col1.y*
|
||||
J.x+x.col2.y*J.y;var X=M.s_tangent2;X.x=-C.x;X.y=-C.y;J=M.s_normal;J.x=C.y;J.y=-C.x;var $=M.s_v11,ba=M.s_v12;$.x=e.position.x+(x.col1.x*t.x+x.col2.x*t.y);$.y=e.position.y+(x.col1.y*t.x+x.col2.y*t.y);ba.x=e.position.x+(x.col1.x*P.x+x.col2.x*P.y);ba.y=e.position.y+(x.col1.y*P.x+x.col2.y*P.y);e=J.x*$.x+J.y*$.y;x=C.x*ba.x+C.y*ba.y+v;P=M.s_clipPoints1;t=M.s_clipPoints2;ba=0;ba=M.ClipSegmentToLine(P,s,X,-C.x*$.x-C.y*$.y+v);if(!(ba<2)){ba=M.ClipSegmentToLine(t,P,C,x);if(!(ba<2)){b.m_localPlaneNormal.SetV(r);
|
||||
b.m_localPoint.SetV(m);for(m=r=0;m<y.b2_maxManifoldPoints;++m){s=t[m];if(J.x*s.v.x+J.y*s.v.y-e<=v){C=b.m_points[r];x=f.R;X=s.v.x-f.position.x;$=s.v.y-f.position.y;C.m_localPoint.x=X*x.col1.x+$*x.col1.y;C.m_localPoint.y=X*x.col2.x+$*x.col2.y;C.m_id.Set(s.id);C.m_id.features.flip=T;++r}}b.m_pointCount=r}}}}};M.CollideCircles=function(b,e,f,m,r){b.m_pointCount=0;var s,v;s=f.R;v=e.m_p;var t=f.position.x+(s.col1.x*v.x+s.col2.x*v.y);f=f.position.y+(s.col1.y*v.x+s.col2.y*v.y);s=r.R;v=m.m_p;t=r.position.x+
|
||||
(s.col1.x*v.x+s.col2.x*v.y)-t;r=r.position.y+(s.col1.y*v.x+s.col2.y*v.y)-f;s=e.m_radius+m.m_radius;if(!(t*t+r*r>s*s)){b.m_type=E.e_circles;b.m_localPoint.SetV(e.m_p);b.m_localPlaneNormal.SetZero();b.m_pointCount=1;b.m_points[0].m_localPoint.SetV(m.m_p);b.m_points[0].m_id.key=0}};M.CollidePolygonAndCircle=function(b,e,f,m,r){var s=b.m_pointCount=0,v=0,t,x;x=r.R;t=m.m_p;var C=r.position.y+(x.col1.y*t.x+x.col2.y*t.y);s=r.position.x+(x.col1.x*t.x+x.col2.x*t.y)-f.position.x;v=C-f.position.y;x=f.R;f=s*
|
||||
x.col1.x+v*x.col1.y;x=s*x.col2.x+v*x.col2.y;var J=0;C=-Number.MAX_VALUE;r=e.m_radius+m.m_radius;var T=parseInt(e.m_vertexCount),P=e.m_vertices;e=e.m_normals;for(var X=0;X<T;++X){t=P[X];s=f-t.x;v=x-t.y;t=e[X];s=t.x*s+t.y*v;if(s>r)return;if(s>C){C=s;J=X}}s=parseInt(J);v=parseInt(s+1<T?s+1:0);t=P[s];P=P[v];if(C<Number.MIN_VALUE){b.m_pointCount=1;b.m_type=E.e_faceA;b.m_localPlaneNormal.SetV(e[J]);b.m_localPoint.x=0.5*(t.x+P.x);b.m_localPoint.y=0.5*(t.y+P.y)}else{C=(f-P.x)*(t.x-P.x)+(x-P.y)*(t.y-P.y);
|
||||
if((f-t.x)*(P.x-t.x)+(x-t.y)*(P.y-t.y)<=0){if((f-t.x)*(f-t.x)+(x-t.y)*(x-t.y)>r*r)return;b.m_pointCount=1;b.m_type=E.e_faceA;b.m_localPlaneNormal.x=f-t.x;b.m_localPlaneNormal.y=x-t.y;b.m_localPlaneNormal.Normalize();b.m_localPoint.SetV(t)}else if(C<=0){if((f-P.x)*(f-P.x)+(x-P.y)*(x-P.y)>r*r)return;b.m_pointCount=1;b.m_type=E.e_faceA;b.m_localPlaneNormal.x=f-P.x;b.m_localPlaneNormal.y=x-P.y;b.m_localPlaneNormal.Normalize();b.m_localPoint.SetV(P)}else{J=0.5*(t.x+P.x);t=0.5*(t.y+P.y);C=(f-J)*e[s].x+
|
||||
(x-t)*e[s].y;if(C>r)return;b.m_pointCount=1;b.m_type=E.e_faceA;b.m_localPlaneNormal.x=e[s].x;b.m_localPlaneNormal.y=e[s].y;b.m_localPlaneNormal.Normalize();b.m_localPoint.Set(J,t)}}b.m_points[0].m_localPoint.SetV(m.m_p);b.m_points[0].m_id.key=0};M.TestOverlap=function(b,e){var f=e.lowerBound,m=b.upperBound,r=f.x-m.x,s=f.y-m.y;f=b.lowerBound;m=e.upperBound;var v=f.y-m.y;if(r>0||s>0)return false;if(f.x-m.x>0||v>0)return false;return true};Box2D.postDefs.push(function(){Box2D.Collision.b2Collision.s_incidentEdge=
|
||||
M.MakeClipPointVector();Box2D.Collision.b2Collision.s_clipPoints1=M.MakeClipPointVector();Box2D.Collision.b2Collision.s_clipPoints2=M.MakeClipPointVector();Box2D.Collision.b2Collision.s_edgeAO=new Vector_a2j_Number(1);Box2D.Collision.b2Collision.s_edgeBO=new Vector_a2j_Number(1);Box2D.Collision.b2Collision.s_localTangent=new p;Box2D.Collision.b2Collision.s_localNormal=new p;Box2D.Collision.b2Collision.s_planePoint=new p;Box2D.Collision.b2Collision.s_normal=new p;Box2D.Collision.b2Collision.s_tangent=
|
||||
new p;Box2D.Collision.b2Collision.s_tangent2=new p;Box2D.Collision.b2Collision.s_v11=new p;Box2D.Collision.b2Collision.s_v12=new p;Box2D.Collision.b2Collision.b2CollidePolyTempVec=new p;Box2D.Collision.b2Collision.b2_nullFeature=255});L.b2ContactID=function(){this.features=new c};L.prototype.b2ContactID=function(){this.features._m_id=this};L.prototype.Set=function(b){this.key=b._key};L.prototype.Copy=function(){var b=new L;b.key=this.key;return b};Object.defineProperty(L.prototype,"key",{enumerable:false,
|
||||
configurable:true,get:function(){return this._key}});Object.defineProperty(L.prototype,"key",{enumerable:false,configurable:true,set:function(b){if(b===undefined)b=0;this._key=b;this.features._referenceEdge=this._key&255;this.features._incidentEdge=(this._key&65280)>>8&255;this.features._incidentVertex=(this._key&16711680)>>16&255;this.features._flip=(this._key&4278190080)>>24&255}});I.b2ContactPoint=function(){this.position=new p;this.velocity=new p;this.normal=new p;this.id=new L};W.b2Distance=
|
||||
function(){};W.Distance=function(b,e,f){++W.b2_gjkCalls;var m=f.proxyA,r=f.proxyB,s=f.transformA,v=f.transformB,t=W.s_simplex;t.ReadCache(e,m,s,r,v);var x=t.m_vertices,C=W.s_saveA,J=W.s_saveB,T=0;t.GetClosestPoint().LengthSquared();for(var P=0,X,$=0;$<20;){T=t.m_count;for(P=0;P<T;P++){C[P]=x[P].indexA;J[P]=x[P].indexB}switch(t.m_count){case 1:break;case 2:t.Solve2();break;case 3:t.Solve3();break;default:y.b2Assert(false)}if(t.m_count==3)break;X=t.GetClosestPoint();X.LengthSquared();P=t.GetSearchDirection();
|
||||
if(P.LengthSquared()<Number.MIN_VALUE*Number.MIN_VALUE)break;X=x[t.m_count];X.indexA=m.GetSupport(w.MulTMV(s.R,P.GetNegative()));X.wA=w.MulX(s,m.GetVertex(X.indexA));X.indexB=r.GetSupport(w.MulTMV(v.R,P));X.wB=w.MulX(v,r.GetVertex(X.indexB));X.w=w.SubtractVV(X.wB,X.wA);++$;++W.b2_gjkIters;var ba=false;for(P=0;P<T;P++)if(X.indexA==C[P]&&X.indexB==J[P]){ba=true;break}if(ba)break;++t.m_count}W.b2_gjkMaxIters=w.Max(W.b2_gjkMaxIters,$);t.GetWitnessPoints(b.pointA,b.pointB);b.distance=w.SubtractVV(b.pointA,
|
||||
b.pointB).Length();b.iterations=$;t.WriteCache(e);if(f.useRadii){e=m.m_radius;r=r.m_radius;if(b.distance>e+r&&b.distance>Number.MIN_VALUE){b.distance-=e+r;f=w.SubtractVV(b.pointB,b.pointA);f.Normalize();b.pointA.x+=e*f.x;b.pointA.y+=e*f.y;b.pointB.x-=r*f.x;b.pointB.y-=r*f.y}else{X=new p;X.x=0.5*(b.pointA.x+b.pointB.x);X.y=0.5*(b.pointA.y+b.pointB.y);b.pointA.x=b.pointB.x=X.x;b.pointA.y=b.pointB.y=X.y;b.distance=0}}};Box2D.postDefs.push(function(){Box2D.Collision.b2Distance.s_simplex=new h;Box2D.Collision.b2Distance.s_saveA=
|
||||
new Vector_a2j_Number(3);Box2D.Collision.b2Distance.s_saveB=new Vector_a2j_Number(3)});Y.b2DistanceInput=function(){};k.b2DistanceOutput=function(){this.pointA=new p;this.pointB=new p};z.b2DistanceProxy=function(){};z.prototype.Set=function(b){switch(b.GetType()){case K.e_circleShape:b=b instanceof F?b:null;this.m_vertices=new Vector(1,true);this.m_vertices[0]=b.m_p;this.m_count=1;this.m_radius=b.m_radius;break;case K.e_polygonShape:b=b instanceof G?b:null;this.m_vertices=b.m_vertices;this.m_count=
|
||||
b.m_vertexCount;this.m_radius=b.m_radius;break;default:y.b2Assert(false)}};z.prototype.GetSupport=function(b){for(var e=0,f=this.m_vertices[0].x*b.x+this.m_vertices[0].y*b.y,m=1;m<this.m_count;++m){var r=this.m_vertices[m].x*b.x+this.m_vertices[m].y*b.y;if(r>f){e=m;f=r}}return e};z.prototype.GetSupportVertex=function(b){for(var e=0,f=this.m_vertices[0].x*b.x+this.m_vertices[0].y*b.y,m=1;m<this.m_count;++m){var r=this.m_vertices[m].x*b.x+this.m_vertices[m].y*b.y;if(r>f){e=m;f=r}}return this.m_vertices[e]};
|
||||
z.prototype.GetVertexCount=function(){return this.m_count};z.prototype.GetVertex=function(b){if(b===undefined)b=0;y.b2Assert(0<=b&&b<this.m_count);return this.m_vertices[b]};u.b2DynamicTree=function(){};u.prototype.b2DynamicTree=function(){this.m_freeList=this.m_root=null;this.m_insertionCount=this.m_path=0};u.prototype.CreateProxy=function(b,e){var f=this.AllocateNode(),m=y.b2_aabbExtension,r=y.b2_aabbExtension;f.aabb.lowerBound.x=b.lowerBound.x-m;f.aabb.lowerBound.y=b.lowerBound.y-r;f.aabb.upperBound.x=
|
||||
b.upperBound.x+m;f.aabb.upperBound.y=b.upperBound.y+r;f.userData=e;this.InsertLeaf(f);return f};u.prototype.DestroyProxy=function(b){this.RemoveLeaf(b);this.FreeNode(b)};u.prototype.MoveProxy=function(b,e,f){y.b2Assert(b.IsLeaf());if(b.aabb.Contains(e))return false;this.RemoveLeaf(b);var m=y.b2_aabbExtension+y.b2_aabbMultiplier*(f.x>0?f.x:-f.x);f=y.b2_aabbExtension+y.b2_aabbMultiplier*(f.y>0?f.y:-f.y);b.aabb.lowerBound.x=e.lowerBound.x-m;b.aabb.lowerBound.y=e.lowerBound.y-f;b.aabb.upperBound.x=e.upperBound.x+
|
||||
m;b.aabb.upperBound.y=e.upperBound.y+f;this.InsertLeaf(b);return true};u.prototype.Rebalance=function(b){if(b===undefined)b=0;if(this.m_root!=null)for(var e=0;e<b;e++){for(var f=this.m_root,m=0;f.IsLeaf()==false;){f=this.m_path>>m&1?f.child2:f.child1;m=m+1&31}++this.m_path;this.RemoveLeaf(f);this.InsertLeaf(f)}};u.prototype.GetFatAABB=function(b){return b.aabb};u.prototype.GetUserData=function(b){return b.userData};u.prototype.Query=function(b,e){if(this.m_root!=null){var f=new Vector,m=0;for(f[m++]=
|
||||
this.m_root;m>0;){var r=f[--m];if(r.aabb.TestOverlap(e))if(r.IsLeaf()){if(!b(r))break}else{f[m++]=r.child1;f[m++]=r.child2}}}};u.prototype.RayCast=function(b,e){if(this.m_root!=null){var f=e.p1,m=e.p2,r=w.SubtractVV(f,m);r.Normalize();r=w.CrossFV(1,r);var s=w.AbsV(r),v=e.maxFraction,t=new B,x=0,C=0;x=f.x+v*(m.x-f.x);C=f.y+v*(m.y-f.y);t.lowerBound.x=Math.min(f.x,x);t.lowerBound.y=Math.min(f.y,C);t.upperBound.x=Math.max(f.x,x);t.upperBound.y=Math.max(f.y,C);var J=new Vector,T=0;for(J[T++]=this.m_root;T>
|
||||
0;){v=J[--T];if(v.aabb.TestOverlap(t)!=false){x=v.aabb.GetCenter();C=v.aabb.GetExtents();if(!(Math.abs(r.x*(f.x-x.x)+r.y*(f.y-x.y))-s.x*C.x-s.y*C.y>0))if(v.IsLeaf()){x=new S;x.p1=e.p1;x.p2=e.p2;x.maxFraction=e.maxFraction;v=b(x,v);if(v==0)break;if(v>0){x=f.x+v*(m.x-f.x);C=f.y+v*(m.y-f.y);t.lowerBound.x=Math.min(f.x,x);t.lowerBound.y=Math.min(f.y,C);t.upperBound.x=Math.max(f.x,x);t.upperBound.y=Math.max(f.y,C)}}else{J[T++]=v.child1;J[T++]=v.child2}}}}};u.prototype.AllocateNode=function(){if(this.m_freeList){var b=
|
||||
this.m_freeList;this.m_freeList=b.parent;b.parent=null;b.child1=null;b.child2=null;return b}return new H};u.prototype.FreeNode=function(b){b.parent=this.m_freeList;this.m_freeList=b};u.prototype.InsertLeaf=function(b){++this.m_insertionCount;if(this.m_root==null){this.m_root=b;this.m_root.parent=null}else{var e=b.aabb.GetCenter(),f=this.m_root;if(f.IsLeaf()==false){do{var m=f.child1;f=f.child2;f=Math.abs((m.aabb.lowerBound.x+m.aabb.upperBound.x)/2-e.x)+Math.abs((m.aabb.lowerBound.y+m.aabb.upperBound.y)/
|
||||
2-e.y)<Math.abs((f.aabb.lowerBound.x+f.aabb.upperBound.x)/2-e.x)+Math.abs((f.aabb.lowerBound.y+f.aabb.upperBound.y)/2-e.y)?m:f}while(f.IsLeaf()==false)}e=f.parent;m=this.AllocateNode();m.parent=e;m.userData=null;m.aabb.Combine(b.aabb,f.aabb);if(e){if(f.parent.child1==f)e.child1=m;else e.child2=m;m.child1=f;m.child2=b;f.parent=m;b.parent=m;do{if(e.aabb.Contains(m.aabb))break;e.aabb.Combine(e.child1.aabb,e.child2.aabb);m=e;e=e.parent}while(e)}else{m.child1=f;m.child2=b;f.parent=m;this.m_root=b.parent=
|
||||
m}}};u.prototype.RemoveLeaf=function(b){if(b==this.m_root)this.m_root=null;else{var e=b.parent,f=e.parent;b=e.child1==b?e.child2:e.child1;if(f){if(f.child1==e)f.child1=b;else f.child2=b;b.parent=f;for(this.FreeNode(e);f;){e=f.aabb;f.aabb=B.Combine(f.child1.aabb,f.child2.aabb);if(e.Contains(f.aabb))break;f=f.parent}}else{this.m_root=b;b.parent=null;this.FreeNode(e)}}};D.b2DynamicTreeBroadPhase=function(){this.m_tree=new u;this.m_moveBuffer=new Vector;this.m_pairBuffer=new Vector;this.m_pairCount=0};
|
||||
D.prototype.CreateProxy=function(b,e){var f=this.m_tree.CreateProxy(b,e);++this.m_proxyCount;this.BufferMove(f);return f};D.prototype.DestroyProxy=function(b){this.UnBufferMove(b);--this.m_proxyCount;this.m_tree.DestroyProxy(b)};D.prototype.MoveProxy=function(b,e,f){this.m_tree.MoveProxy(b,e,f)&&this.BufferMove(b)};D.prototype.TestOverlap=function(b,e){var f=this.m_tree.GetFatAABB(b),m=this.m_tree.GetFatAABB(e);return f.TestOverlap(m)};D.prototype.GetUserData=function(b){return this.m_tree.GetUserData(b)};
|
||||
D.prototype.GetFatAABB=function(b){return this.m_tree.GetFatAABB(b)};D.prototype.GetProxyCount=function(){return this.m_proxyCount};D.prototype.UpdatePairs=function(b){var e=this;var f=e.m_pairCount=0,m;for(f=0;f<e.m_moveBuffer.length;++f){m=e.m_moveBuffer[f];var r=e.m_tree.GetFatAABB(m);e.m_tree.Query(function(t){if(t==m)return true;if(e.m_pairCount==e.m_pairBuffer.length)e.m_pairBuffer[e.m_pairCount]=new O;var x=e.m_pairBuffer[e.m_pairCount];x.proxyA=t<m?t:m;x.proxyB=t>=m?t:m;++e.m_pairCount;return true},
|
||||
r)}for(f=e.m_moveBuffer.length=0;f<e.m_pairCount;){r=e.m_pairBuffer[f];var s=e.m_tree.GetUserData(r.proxyA),v=e.m_tree.GetUserData(r.proxyB);b(s,v);for(++f;f<e.m_pairCount;){s=e.m_pairBuffer[f];if(s.proxyA!=r.proxyA||s.proxyB!=r.proxyB)break;++f}}};D.prototype.Query=function(b,e){this.m_tree.Query(b,e)};D.prototype.RayCast=function(b,e){this.m_tree.RayCast(b,e)};D.prototype.Validate=function(){};D.prototype.Rebalance=function(b){if(b===undefined)b=0;this.m_tree.Rebalance(b)};D.prototype.BufferMove=
|
||||
function(b){this.m_moveBuffer[this.m_moveBuffer.length]=b};D.prototype.UnBufferMove=function(b){this.m_moveBuffer.splice(parseInt(this.m_moveBuffer.indexOf(b)),1)};D.prototype.ComparePairs=function(){return 0};D.__implements={};D.__implements[g]=true;H.b2DynamicTreeNode=function(){this.aabb=new B};H.prototype.IsLeaf=function(){return this.child1==null};O.b2DynamicTreePair=function(){};E.b2Manifold=function(){this.m_pointCount=0};E.prototype.b2Manifold=function(){this.m_points=new Vector(y.b2_maxManifoldPoints);
|
||||
for(var b=0;b<y.b2_maxManifoldPoints;b++)this.m_points[b]=new R;this.m_localPlaneNormal=new p;this.m_localPoint=new p};E.prototype.Reset=function(){for(var b=0;b<y.b2_maxManifoldPoints;b++)(this.m_points[b]instanceof R?this.m_points[b]:null).Reset();this.m_localPlaneNormal.SetZero();this.m_localPoint.SetZero();this.m_pointCount=this.m_type=0};E.prototype.Set=function(b){this.m_pointCount=b.m_pointCount;for(var e=0;e<y.b2_maxManifoldPoints;e++)(this.m_points[e]instanceof R?this.m_points[e]:null).Set(b.m_points[e]);
|
||||
this.m_localPlaneNormal.SetV(b.m_localPlaneNormal);this.m_localPoint.SetV(b.m_localPoint);this.m_type=b.m_type};E.prototype.Copy=function(){var b=new E;b.Set(this);return b};Box2D.postDefs.push(function(){Box2D.Collision.b2Manifold.e_circles=1;Box2D.Collision.b2Manifold.e_faceA=2;Box2D.Collision.b2Manifold.e_faceB=4});R.b2ManifoldPoint=function(){this.m_localPoint=new p;this.m_id=new L};R.prototype.b2ManifoldPoint=function(){this.Reset()};R.prototype.Reset=function(){this.m_localPoint.SetZero();this.m_tangentImpulse=
|
||||
this.m_normalImpulse=0;this.m_id.key=0};R.prototype.Set=function(b){this.m_localPoint.SetV(b.m_localPoint);this.m_normalImpulse=b.m_normalImpulse;this.m_tangentImpulse=b.m_tangentImpulse;this.m_id.Set(b.m_id)};N.b2Point=function(){this.p=new p};N.prototype.Support=function(){return this.p};N.prototype.GetFirstVertex=function(){return this.p};S.b2RayCastInput=function(){this.p1=new p;this.p2=new p};S.prototype.b2RayCastInput=function(b,e,f){if(b===undefined)b=null;if(e===undefined)e=null;if(f===undefined)f=
|
||||
1;b&&this.p1.SetV(b);e&&this.p2.SetV(e);this.maxFraction=f};aa.b2RayCastOutput=function(){this.normal=new p};Z.b2Segment=function(){this.p1=new p;this.p2=new p};Z.prototype.TestSegment=function(b,e,f,m){if(m===undefined)m=0;var r=f.p1,s=f.p2.x-r.x,v=f.p2.y-r.y;f=this.p2.y-this.p1.y;var t=-(this.p2.x-this.p1.x),x=100*Number.MIN_VALUE,C=-(s*f+v*t);if(C>x){var J=r.x-this.p1.x,T=r.y-this.p1.y;r=J*f+T*t;if(0<=r&&r<=m*C){m=-s*T+v*J;if(-x*C<=m&&m<=C*(1+x)){r/=C;m=Math.sqrt(f*f+t*t);f/=m;t/=m;b[0]=r;e.Set(f,
|
||||
t);return true}}}return false};Z.prototype.Extend=function(b){this.ExtendForward(b);this.ExtendBackward(b)};Z.prototype.ExtendForward=function(b){var e=this.p2.x-this.p1.x,f=this.p2.y-this.p1.y;b=Math.min(e>0?(b.upperBound.x-this.p1.x)/e:e<0?(b.lowerBound.x-this.p1.x)/e:Number.POSITIVE_INFINITY,f>0?(b.upperBound.y-this.p1.y)/f:f<0?(b.lowerBound.y-this.p1.y)/f:Number.POSITIVE_INFINITY);this.p2.x=this.p1.x+e*b;this.p2.y=this.p1.y+f*b};Z.prototype.ExtendBackward=function(b){var e=-this.p2.x+this.p1.x,
|
||||
f=-this.p2.y+this.p1.y;b=Math.min(e>0?(b.upperBound.x-this.p2.x)/e:e<0?(b.lowerBound.x-this.p2.x)/e:Number.POSITIVE_INFINITY,f>0?(b.upperBound.y-this.p2.y)/f:f<0?(b.lowerBound.y-this.p2.y)/f:Number.POSITIVE_INFINITY);this.p1.x=this.p2.x+e*b;this.p1.y=this.p2.y+f*b};d.b2SeparationFunction=function(){this.m_localPoint=new p;this.m_axis=new p};d.prototype.Initialize=function(b,e,f,m,r){this.m_proxyA=e;this.m_proxyB=m;var s=parseInt(b.count);y.b2Assert(0<s&&s<3);var v,t,x,C,J=C=x=m=e=0,T=0;J=0;if(s==
|
||||
1){this.m_type=d.e_points;v=this.m_proxyA.GetVertex(b.indexA[0]);t=this.m_proxyB.GetVertex(b.indexB[0]);s=v;b=f.R;e=f.position.x+(b.col1.x*s.x+b.col2.x*s.y);m=f.position.y+(b.col1.y*s.x+b.col2.y*s.y);s=t;b=r.R;x=r.position.x+(b.col1.x*s.x+b.col2.x*s.y);C=r.position.y+(b.col1.y*s.x+b.col2.y*s.y);this.m_axis.x=x-e;this.m_axis.y=C-m;this.m_axis.Normalize()}else{if(b.indexB[0]==b.indexB[1]){this.m_type=d.e_faceA;e=this.m_proxyA.GetVertex(b.indexA[0]);m=this.m_proxyA.GetVertex(b.indexA[1]);t=this.m_proxyB.GetVertex(b.indexB[0]);
|
||||
this.m_localPoint.x=0.5*(e.x+m.x);this.m_localPoint.y=0.5*(e.y+m.y);this.m_axis=w.CrossVF(w.SubtractVV(m,e),1);this.m_axis.Normalize();s=this.m_axis;b=f.R;J=b.col1.x*s.x+b.col2.x*s.y;T=b.col1.y*s.x+b.col2.y*s.y;s=this.m_localPoint;b=f.R;e=f.position.x+(b.col1.x*s.x+b.col2.x*s.y);m=f.position.y+(b.col1.y*s.x+b.col2.y*s.y);s=t;b=r.R;x=r.position.x+(b.col1.x*s.x+b.col2.x*s.y);C=r.position.y+(b.col1.y*s.x+b.col2.y*s.y);J=(x-e)*J+(C-m)*T}else if(b.indexA[0]==b.indexA[0]){this.m_type=d.e_faceB;x=this.m_proxyB.GetVertex(b.indexB[0]);
|
||||
C=this.m_proxyB.GetVertex(b.indexB[1]);v=this.m_proxyA.GetVertex(b.indexA[0]);this.m_localPoint.x=0.5*(x.x+C.x);this.m_localPoint.y=0.5*(x.y+C.y);this.m_axis=w.CrossVF(w.SubtractVV(C,x),1);this.m_axis.Normalize();s=this.m_axis;b=r.R;J=b.col1.x*s.x+b.col2.x*s.y;T=b.col1.y*s.x+b.col2.y*s.y;s=this.m_localPoint;b=r.R;x=r.position.x+(b.col1.x*s.x+b.col2.x*s.y);C=r.position.y+(b.col1.y*s.x+b.col2.y*s.y);s=v;b=f.R;e=f.position.x+(b.col1.x*s.x+b.col2.x*s.y);m=f.position.y+(b.col1.y*s.x+b.col2.y*s.y);J=(e-
|
||||
x)*J+(m-C)*T}else{e=this.m_proxyA.GetVertex(b.indexA[0]);m=this.m_proxyA.GetVertex(b.indexA[1]);x=this.m_proxyB.GetVertex(b.indexB[0]);C=this.m_proxyB.GetVertex(b.indexB[1]);w.MulX(f,v);v=w.MulMV(f.R,w.SubtractVV(m,e));w.MulX(r,t);J=w.MulMV(r.R,w.SubtractVV(C,x));r=v.x*v.x+v.y*v.y;t=J.x*J.x+J.y*J.y;b=w.SubtractVV(J,v);f=v.x*b.x+v.y*b.y;b=J.x*b.x+J.y*b.y;v=v.x*J.x+v.y*J.y;T=r*t-v*v;J=0;if(T!=0)J=w.Clamp((v*b-f*t)/T,0,1);if((v*J+b)/t<0)J=w.Clamp((v-f)/r,0,1);v=new p;v.x=e.x+J*(m.x-e.x);v.y=e.y+J*(m.y-
|
||||
e.y);t=new p;t.x=x.x+J*(C.x-x.x);t.y=x.y+J*(C.y-x.y);if(J==0||J==1){this.m_type=d.e_faceB;this.m_axis=w.CrossVF(w.SubtractVV(C,x),1);this.m_axis.Normalize();this.m_localPoint=t}else{this.m_type=d.e_faceA;this.m_axis=w.CrossVF(w.SubtractVV(m,e),1);this.m_localPoint=v}}J<0&&this.m_axis.NegativeSelf()}};d.prototype.Evaluate=function(b,e){var f,m,r=0;switch(this.m_type){case d.e_points:f=w.MulTMV(b.R,this.m_axis);m=w.MulTMV(e.R,this.m_axis.GetNegative());f=this.m_proxyA.GetSupportVertex(f);m=this.m_proxyB.GetSupportVertex(m);
|
||||
f=w.MulX(b,f);m=w.MulX(e,m);return r=(m.x-f.x)*this.m_axis.x+(m.y-f.y)*this.m_axis.y;case d.e_faceA:r=w.MulMV(b.R,this.m_axis);f=w.MulX(b,this.m_localPoint);m=w.MulTMV(e.R,r.GetNegative());m=this.m_proxyB.GetSupportVertex(m);m=w.MulX(e,m);return r=(m.x-f.x)*r.x+(m.y-f.y)*r.y;case d.e_faceB:r=w.MulMV(e.R,this.m_axis);m=w.MulX(e,this.m_localPoint);f=w.MulTMV(b.R,r.GetNegative());f=this.m_proxyA.GetSupportVertex(f);f=w.MulX(b,f);return r=(f.x-m.x)*r.x+(f.y-m.y)*r.y;default:y.b2Assert(false);return 0}};
|
||||
Box2D.postDefs.push(function(){Box2D.Collision.b2SeparationFunction.e_points=1;Box2D.Collision.b2SeparationFunction.e_faceA=2;Box2D.Collision.b2SeparationFunction.e_faceB=4});h.b2Simplex=function(){this.m_v1=new j;this.m_v2=new j;this.m_v3=new j;this.m_vertices=new Vector(3)};h.prototype.b2Simplex=function(){this.m_vertices[0]=this.m_v1;this.m_vertices[1]=this.m_v2;this.m_vertices[2]=this.m_v3};h.prototype.ReadCache=function(b,e,f,m,r){y.b2Assert(0<=b.count&&b.count<=3);var s,v;this.m_count=b.count;
|
||||
for(var t=this.m_vertices,x=0;x<this.m_count;x++){var C=t[x];C.indexA=b.indexA[x];C.indexB=b.indexB[x];s=e.GetVertex(C.indexA);v=m.GetVertex(C.indexB);C.wA=w.MulX(f,s);C.wB=w.MulX(r,v);C.w=w.SubtractVV(C.wB,C.wA);C.a=0}if(this.m_count>1){b=b.metric;s=this.GetMetric();if(s<0.5*b||2*b<s||s<Number.MIN_VALUE)this.m_count=0}if(this.m_count==0){C=t[0];C.indexA=0;C.indexB=0;s=e.GetVertex(0);v=m.GetVertex(0);C.wA=w.MulX(f,s);C.wB=w.MulX(r,v);C.w=w.SubtractVV(C.wB,C.wA);this.m_count=1}};h.prototype.WriteCache=
|
||||
function(b){b.metric=this.GetMetric();b.count=Box2D.parseUInt(this.m_count);for(var e=this.m_vertices,f=0;f<this.m_count;f++){b.indexA[f]=Box2D.parseUInt(e[f].indexA);b.indexB[f]=Box2D.parseUInt(e[f].indexB)}};h.prototype.GetSearchDirection=function(){switch(this.m_count){case 1:return this.m_v1.w.GetNegative();case 2:var b=w.SubtractVV(this.m_v2.w,this.m_v1.w);return w.CrossVV(b,this.m_v1.w.GetNegative())>0?w.CrossFV(1,b):w.CrossVF(b,1);default:y.b2Assert(false);return new p}};h.prototype.GetClosestPoint=
|
||||
function(){switch(this.m_count){case 0:y.b2Assert(false);return new p;case 1:return this.m_v1.w;case 2:return new p(this.m_v1.a*this.m_v1.w.x+this.m_v2.a*this.m_v2.w.x,this.m_v1.a*this.m_v1.w.y+this.m_v2.a*this.m_v2.w.y);default:y.b2Assert(false);return new p}};h.prototype.GetWitnessPoints=function(b,e){switch(this.m_count){case 0:y.b2Assert(false);break;case 1:b.SetV(this.m_v1.wA);e.SetV(this.m_v1.wB);break;case 2:b.x=this.m_v1.a*this.m_v1.wA.x+this.m_v2.a*this.m_v2.wA.x;b.y=this.m_v1.a*this.m_v1.wA.y+
|
||||
this.m_v2.a*this.m_v2.wA.y;e.x=this.m_v1.a*this.m_v1.wB.x+this.m_v2.a*this.m_v2.wB.x;e.y=this.m_v1.a*this.m_v1.wB.y+this.m_v2.a*this.m_v2.wB.y;break;case 3:e.x=b.x=this.m_v1.a*this.m_v1.wA.x+this.m_v2.a*this.m_v2.wA.x+this.m_v3.a*this.m_v3.wA.x;e.y=b.y=this.m_v1.a*this.m_v1.wA.y+this.m_v2.a*this.m_v2.wA.y+this.m_v3.a*this.m_v3.wA.y;break;default:y.b2Assert(false)}};h.prototype.GetMetric=function(){switch(this.m_count){case 0:y.b2Assert(false);return 0;case 1:return 0;case 2:return w.SubtractVV(this.m_v1.w,
|
||||
this.m_v2.w).Length();case 3:return w.CrossVV(w.SubtractVV(this.m_v2.w,this.m_v1.w),w.SubtractVV(this.m_v3.w,this.m_v1.w));default:y.b2Assert(false);return 0}};h.prototype.Solve2=function(){var b=this.m_v1.w,e=this.m_v2.w,f=w.SubtractVV(e,b);b=-(b.x*f.x+b.y*f.y);if(b<=0)this.m_count=this.m_v1.a=1;else{e=e.x*f.x+e.y*f.y;if(e<=0){this.m_count=this.m_v2.a=1;this.m_v1.Set(this.m_v2)}else{f=1/(e+b);this.m_v1.a=e*f;this.m_v2.a=b*f;this.m_count=2}}};h.prototype.Solve3=function(){var b=this.m_v1.w,e=this.m_v2.w,
|
||||
f=this.m_v3.w,m=w.SubtractVV(e,b),r=w.Dot(b,m),s=w.Dot(e,m);r=-r;var v=w.SubtractVV(f,b),t=w.Dot(b,v),x=w.Dot(f,v);t=-t;var C=w.SubtractVV(f,e),J=w.Dot(e,C);C=w.Dot(f,C);J=-J;v=w.CrossVV(m,v);m=v*w.CrossVV(e,f);f=v*w.CrossVV(f,b);b=v*w.CrossVV(b,e);if(r<=0&&t<=0)this.m_count=this.m_v1.a=1;else if(s>0&&r>0&&b<=0){x=1/(s+r);this.m_v1.a=s*x;this.m_v2.a=r*x;this.m_count=2}else if(x>0&&t>0&&f<=0){s=1/(x+t);this.m_v1.a=x*s;this.m_v3.a=t*s;this.m_count=2;this.m_v2.Set(this.m_v3)}else if(s<=0&&J<=0){this.m_count=
|
||||
this.m_v2.a=1;this.m_v1.Set(this.m_v2)}else if(x<=0&&C<=0){this.m_count=this.m_v3.a=1;this.m_v1.Set(this.m_v3)}else if(C>0&&J>0&&m<=0){s=1/(C+J);this.m_v2.a=C*s;this.m_v3.a=J*s;this.m_count=2;this.m_v1.Set(this.m_v3)}else{s=1/(m+f+b);this.m_v1.a=m*s;this.m_v2.a=f*s;this.m_v3.a=b*s;this.m_count=3}};l.b2SimplexCache=function(){this.indexA=new Vector_a2j_Number(3);this.indexB=new Vector_a2j_Number(3)};j.b2SimplexVertex=function(){};j.prototype.Set=function(b){this.wA.SetV(b.wA);this.wB.SetV(b.wB);this.w.SetV(b.w);
|
||||
this.a=b.a;this.indexA=b.indexA;this.indexB=b.indexB};o.b2TimeOfImpact=function(){};o.TimeOfImpact=function(b){++o.b2_toiCalls;var e=b.proxyA,f=b.proxyB,m=b.sweepA,r=b.sweepB;y.b2Assert(m.t0==r.t0);y.b2Assert(1-m.t0>Number.MIN_VALUE);var s=e.m_radius+f.m_radius;b=b.tolerance;var v=0,t=0,x=0;o.s_cache.count=0;for(o.s_distanceInput.useRadii=false;;){m.GetTransform(o.s_xfA,v);r.GetTransform(o.s_xfB,v);o.s_distanceInput.proxyA=e;o.s_distanceInput.proxyB=f;o.s_distanceInput.transformA=o.s_xfA;o.s_distanceInput.transformB=
|
||||
o.s_xfB;W.Distance(o.s_distanceOutput,o.s_cache,o.s_distanceInput);if(o.s_distanceOutput.distance<=0){v=1;break}o.s_fcn.Initialize(o.s_cache,e,o.s_xfA,f,o.s_xfB);var C=o.s_fcn.Evaluate(o.s_xfA,o.s_xfB);if(C<=0){v=1;break}if(t==0)x=C>s?w.Max(s-b,0.75*s):w.Max(C-b,0.02*s);if(C-x<0.5*b){if(t==0){v=1;break}break}var J=v,T=v,P=1;C=C;m.GetTransform(o.s_xfA,P);r.GetTransform(o.s_xfB,P);var X=o.s_fcn.Evaluate(o.s_xfA,o.s_xfB);if(X>=x){v=1;break}for(var $=0;;){var ba=0;ba=$&1?T+(x-C)*(P-T)/(X-C):0.5*(T+P);
|
||||
m.GetTransform(o.s_xfA,ba);r.GetTransform(o.s_xfB,ba);var ca=o.s_fcn.Evaluate(o.s_xfA,o.s_xfB);if(w.Abs(ca-x)<0.025*b){J=ba;break}if(ca>x){T=ba;C=ca}else{P=ba;X=ca}++$;++o.b2_toiRootIters;if($==50)break}o.b2_toiMaxRootIters=w.Max(o.b2_toiMaxRootIters,$);if(J<(1+100*Number.MIN_VALUE)*v)break;v=J;t++;++o.b2_toiIters;if(t==1E3)break}o.b2_toiMaxIters=w.Max(o.b2_toiMaxIters,t);return v};Box2D.postDefs.push(function(){Box2D.Collision.b2TimeOfImpact.b2_toiCalls=0;Box2D.Collision.b2TimeOfImpact.b2_toiIters=
|
||||
0;Box2D.Collision.b2TimeOfImpact.b2_toiMaxIters=0;Box2D.Collision.b2TimeOfImpact.b2_toiRootIters=0;Box2D.Collision.b2TimeOfImpact.b2_toiMaxRootIters=0;Box2D.Collision.b2TimeOfImpact.s_cache=new l;Box2D.Collision.b2TimeOfImpact.s_distanceInput=new Y;Box2D.Collision.b2TimeOfImpact.s_xfA=new U;Box2D.Collision.b2TimeOfImpact.s_xfB=new U;Box2D.Collision.b2TimeOfImpact.s_fcn=new d;Box2D.Collision.b2TimeOfImpact.s_distanceOutput=new k});q.b2TOIInput=function(){this.proxyA=new z;this.proxyB=new z;this.sweepA=
|
||||
new A;this.sweepB=new A};n.b2WorldManifold=function(){this.m_normal=new p};n.prototype.b2WorldManifold=function(){this.m_points=new Vector(y.b2_maxManifoldPoints);for(var b=0;b<y.b2_maxManifoldPoints;b++)this.m_points[b]=new p};n.prototype.Initialize=function(b,e,f,m,r){if(f===undefined)f=0;if(r===undefined)r=0;if(b.m_pointCount!=0){var s=0,v,t,x=0,C=0,J=0,T=0,P=0;v=0;switch(b.m_type){case E.e_circles:t=e.R;v=b.m_localPoint;s=e.position.x+t.col1.x*v.x+t.col2.x*v.y;e=e.position.y+t.col1.y*v.x+t.col2.y*
|
||||
v.y;t=m.R;v=b.m_points[0].m_localPoint;b=m.position.x+t.col1.x*v.x+t.col2.x*v.y;m=m.position.y+t.col1.y*v.x+t.col2.y*v.y;v=b-s;t=m-e;x=v*v+t*t;if(x>Number.MIN_VALUE*Number.MIN_VALUE){x=Math.sqrt(x);this.m_normal.x=v/x;this.m_normal.y=t/x}else{this.m_normal.x=1;this.m_normal.y=0}v=e+f*this.m_normal.y;m=m-r*this.m_normal.y;this.m_points[0].x=0.5*(s+f*this.m_normal.x+(b-r*this.m_normal.x));this.m_points[0].y=0.5*(v+m);break;case E.e_faceA:t=e.R;v=b.m_localPlaneNormal;x=t.col1.x*v.x+t.col2.x*v.y;C=t.col1.y*
|
||||
v.x+t.col2.y*v.y;t=e.R;v=b.m_localPoint;J=e.position.x+t.col1.x*v.x+t.col2.x*v.y;T=e.position.y+t.col1.y*v.x+t.col2.y*v.y;this.m_normal.x=x;this.m_normal.y=C;for(s=0;s<b.m_pointCount;s++){t=m.R;v=b.m_points[s].m_localPoint;P=m.position.x+t.col1.x*v.x+t.col2.x*v.y;v=m.position.y+t.col1.y*v.x+t.col2.y*v.y;this.m_points[s].x=P+0.5*(f-(P-J)*x-(v-T)*C-r)*x;this.m_points[s].y=v+0.5*(f-(P-J)*x-(v-T)*C-r)*C}break;case E.e_faceB:t=m.R;v=b.m_localPlaneNormal;x=t.col1.x*v.x+t.col2.x*v.y;C=t.col1.y*v.x+t.col2.y*
|
||||
v.y;t=m.R;v=b.m_localPoint;J=m.position.x+t.col1.x*v.x+t.col2.x*v.y;T=m.position.y+t.col1.y*v.x+t.col2.y*v.y;this.m_normal.x=-x;this.m_normal.y=-C;for(s=0;s<b.m_pointCount;s++){t=e.R;v=b.m_points[s].m_localPoint;P=e.position.x+t.col1.x*v.x+t.col2.x*v.y;v=e.position.y+t.col1.y*v.x+t.col2.y*v.y;this.m_points[s].x=P+0.5*(r-(P-J)*x-(v-T)*C-f)*x;this.m_points[s].y=v+0.5*(r-(P-J)*x-(v-T)*C-f)*C}}}};a.ClipVertex=function(){this.v=new p;this.id=new L};a.prototype.Set=function(b){this.v.SetV(b.v);this.id.Set(b.id)};
|
||||
c.Features=function(){};Object.defineProperty(c.prototype,"referenceEdge",{enumerable:false,configurable:true,get:function(){return this._referenceEdge}});Object.defineProperty(c.prototype,"referenceEdge",{enumerable:false,configurable:true,set:function(b){if(b===undefined)b=0;this._referenceEdge=b;this._m_id._key=this._m_id._key&4294967040|this._referenceEdge&255}});Object.defineProperty(c.prototype,"incidentEdge",{enumerable:false,configurable:true,get:function(){return this._incidentEdge}});Object.defineProperty(c.prototype,
|
||||
"incidentEdge",{enumerable:false,configurable:true,set:function(b){if(b===undefined)b=0;this._incidentEdge=b;this._m_id._key=this._m_id._key&4294902015|this._incidentEdge<<8&65280}});Object.defineProperty(c.prototype,"incidentVertex",{enumerable:false,configurable:true,get:function(){return this._incidentVertex}});Object.defineProperty(c.prototype,"incidentVertex",{enumerable:false,configurable:true,set:function(b){if(b===undefined)b=0;this._incidentVertex=b;this._m_id._key=this._m_id._key&4278255615|
|
||||
this._incidentVertex<<16&16711680}});Object.defineProperty(c.prototype,"flip",{enumerable:false,configurable:true,get:function(){return this._flip}});Object.defineProperty(c.prototype,"flip",{enumerable:false,configurable:true,set:function(b){if(b===undefined)b=0;this._flip=b;this._m_id._key=this._m_id._key&16777215|this._flip<<24&4278190080}})})();
|
||||
(function(){var F=Box2D.Common.b2Settings,G=Box2D.Collision.Shapes.b2CircleShape,K=Box2D.Collision.Shapes.b2EdgeChainDef,y=Box2D.Collision.Shapes.b2EdgeShape,w=Box2D.Collision.Shapes.b2MassData,A=Box2D.Collision.Shapes.b2PolygonShape,U=Box2D.Collision.Shapes.b2Shape,p=Box2D.Common.Math.b2Mat22,B=Box2D.Common.Math.b2Math,Q=Box2D.Common.Math.b2Transform,V=Box2D.Common.Math.b2Vec2,M=Box2D.Collision.b2Distance,L=Box2D.Collision.b2DistanceInput,I=Box2D.Collision.b2DistanceOutput,W=Box2D.Collision.b2DistanceProxy,
|
||||
Y=Box2D.Collision.b2SimplexCache;Box2D.inherit(G,Box2D.Collision.Shapes.b2Shape);G.prototype.__super=Box2D.Collision.Shapes.b2Shape.prototype;G.b2CircleShape=function(){Box2D.Collision.Shapes.b2Shape.b2Shape.apply(this,arguments);this.m_p=new V};G.prototype.Copy=function(){var k=new G;k.Set(this);return k};G.prototype.Set=function(k){this.__super.Set.call(this,k);if(Box2D.is(k,G))this.m_p.SetV((k instanceof G?k:null).m_p)};G.prototype.TestPoint=function(k,z){var u=k.R,D=k.position.x+(u.col1.x*this.m_p.x+
|
||||
u.col2.x*this.m_p.y);u=k.position.y+(u.col1.y*this.m_p.x+u.col2.y*this.m_p.y);D=z.x-D;u=z.y-u;return D*D+u*u<=this.m_radius*this.m_radius};G.prototype.RayCast=function(k,z,u){var D=u.R,H=z.p1.x-(u.position.x+(D.col1.x*this.m_p.x+D.col2.x*this.m_p.y));u=z.p1.y-(u.position.y+(D.col1.y*this.m_p.x+D.col2.y*this.m_p.y));D=z.p2.x-z.p1.x;var O=z.p2.y-z.p1.y,E=H*D+u*O,R=D*D+O*O,N=E*E-R*(H*H+u*u-this.m_radius*this.m_radius);if(N<0||R<Number.MIN_VALUE)return false;E=-(E+Math.sqrt(N));if(0<=E&&E<=z.maxFraction*
|
||||
R){E/=R;k.fraction=E;k.normal.x=H+E*D;k.normal.y=u+E*O;k.normal.Normalize();return true}return false};G.prototype.ComputeAABB=function(k,z){var u=z.R,D=z.position.x+(u.col1.x*this.m_p.x+u.col2.x*this.m_p.y);u=z.position.y+(u.col1.y*this.m_p.x+u.col2.y*this.m_p.y);k.lowerBound.Set(D-this.m_radius,u-this.m_radius);k.upperBound.Set(D+this.m_radius,u+this.m_radius)};G.prototype.ComputeMass=function(k,z){if(z===undefined)z=0;k.mass=z*F.b2_pi*this.m_radius*this.m_radius;k.center.SetV(this.m_p);k.I=k.mass*
|
||||
(0.5*this.m_radius*this.m_radius+(this.m_p.x*this.m_p.x+this.m_p.y*this.m_p.y))};G.prototype.ComputeSubmergedArea=function(k,z,u,D){if(z===undefined)z=0;u=B.MulX(u,this.m_p);var H=-(B.Dot(k,u)-z);if(H<-this.m_radius+Number.MIN_VALUE)return 0;if(H>this.m_radius){D.SetV(u);return Math.PI*this.m_radius*this.m_radius}z=this.m_radius*this.m_radius;var O=H*H;H=z*(Math.asin(H/this.m_radius)+Math.PI/2)+H*Math.sqrt(z-O);z=-2/3*Math.pow(z-O,1.5)/H;D.x=u.x+k.x*z;D.y=u.y+k.y*z;return H};G.prototype.GetLocalPosition=
|
||||
function(){return this.m_p};G.prototype.SetLocalPosition=function(k){this.m_p.SetV(k)};G.prototype.GetRadius=function(){return this.m_radius};G.prototype.SetRadius=function(k){if(k===undefined)k=0;this.m_radius=k};G.prototype.b2CircleShape=function(k){if(k===undefined)k=0;this.__super.b2Shape.call(this);this.m_type=U.e_circleShape;this.m_radius=k};K.b2EdgeChainDef=function(){};K.prototype.b2EdgeChainDef=function(){this.vertexCount=0;this.isALoop=true;this.vertices=[]};Box2D.inherit(y,Box2D.Collision.Shapes.b2Shape);
|
||||
y.prototype.__super=Box2D.Collision.Shapes.b2Shape.prototype;y.b2EdgeShape=function(){Box2D.Collision.Shapes.b2Shape.b2Shape.apply(this,arguments);this.s_supportVec=new V;this.m_v1=new V;this.m_v2=new V;this.m_coreV1=new V;this.m_coreV2=new V;this.m_normal=new V;this.m_direction=new V;this.m_cornerDir1=new V;this.m_cornerDir2=new V};y.prototype.TestPoint=function(){return false};y.prototype.RayCast=function(k,z,u){var D,H=z.p2.x-z.p1.x,O=z.p2.y-z.p1.y;D=u.R;var E=u.position.x+(D.col1.x*this.m_v1.x+
|
||||
D.col2.x*this.m_v1.y),R=u.position.y+(D.col1.y*this.m_v1.x+D.col2.y*this.m_v1.y),N=u.position.y+(D.col1.y*this.m_v2.x+D.col2.y*this.m_v2.y)-R;u=-(u.position.x+(D.col1.x*this.m_v2.x+D.col2.x*this.m_v2.y)-E);D=100*Number.MIN_VALUE;var S=-(H*N+O*u);if(S>D){E=z.p1.x-E;var aa=z.p1.y-R;R=E*N+aa*u;if(0<=R&&R<=z.maxFraction*S){z=-H*aa+O*E;if(-D*S<=z&&z<=S*(1+D)){R/=S;k.fraction=R;z=Math.sqrt(N*N+u*u);k.normal.x=N/z;k.normal.y=u/z;return true}}}return false};y.prototype.ComputeAABB=function(k,z){var u=z.R,
|
||||
D=z.position.x+(u.col1.x*this.m_v1.x+u.col2.x*this.m_v1.y),H=z.position.y+(u.col1.y*this.m_v1.x+u.col2.y*this.m_v1.y),O=z.position.x+(u.col1.x*this.m_v2.x+u.col2.x*this.m_v2.y);u=z.position.y+(u.col1.y*this.m_v2.x+u.col2.y*this.m_v2.y);if(D<O){k.lowerBound.x=D;k.upperBound.x=O}else{k.lowerBound.x=O;k.upperBound.x=D}if(H<u){k.lowerBound.y=H;k.upperBound.y=u}else{k.lowerBound.y=u;k.upperBound.y=H}};y.prototype.ComputeMass=function(k){k.mass=0;k.center.SetV(this.m_v1);k.I=0};y.prototype.ComputeSubmergedArea=
|
||||
function(k,z,u,D){if(z===undefined)z=0;var H=new V(k.x*z,k.y*z),O=B.MulX(u,this.m_v1);u=B.MulX(u,this.m_v2);var E=B.Dot(k,O)-z;k=B.Dot(k,u)-z;if(E>0)if(k>0)return 0;else{O.x=-k/(E-k)*O.x+E/(E-k)*u.x;O.y=-k/(E-k)*O.y+E/(E-k)*u.y}else if(k>0){u.x=-k/(E-k)*O.x+E/(E-k)*u.x;u.y=-k/(E-k)*O.y+E/(E-k)*u.y}D.x=(H.x+O.x+u.x)/3;D.y=(H.y+O.y+u.y)/3;return 0.5*((O.x-H.x)*(u.y-H.y)-(O.y-H.y)*(u.x-H.x))};y.prototype.GetLength=function(){return this.m_length};y.prototype.GetVertex1=function(){return this.m_v1};y.prototype.GetVertex2=
|
||||
function(){return this.m_v2};y.prototype.GetCoreVertex1=function(){return this.m_coreV1};y.prototype.GetCoreVertex2=function(){return this.m_coreV2};y.prototype.GetNormalVector=function(){return this.m_normal};y.prototype.GetDirectionVector=function(){return this.m_direction};y.prototype.GetCorner1Vector=function(){return this.m_cornerDir1};y.prototype.GetCorner2Vector=function(){return this.m_cornerDir2};y.prototype.Corner1IsConvex=function(){return this.m_cornerConvex1};y.prototype.Corner2IsConvex=
|
||||
function(){return this.m_cornerConvex2};y.prototype.GetFirstVertex=function(k){var z=k.R;return new V(k.position.x+(z.col1.x*this.m_coreV1.x+z.col2.x*this.m_coreV1.y),k.position.y+(z.col1.y*this.m_coreV1.x+z.col2.y*this.m_coreV1.y))};y.prototype.GetNextEdge=function(){return this.m_nextEdge};y.prototype.GetPrevEdge=function(){return this.m_prevEdge};y.prototype.Support=function(k,z,u){if(z===undefined)z=0;if(u===undefined)u=0;var D=k.R,H=k.position.x+(D.col1.x*this.m_coreV1.x+D.col2.x*this.m_coreV1.y),
|
||||
O=k.position.y+(D.col1.y*this.m_coreV1.x+D.col2.y*this.m_coreV1.y),E=k.position.x+(D.col1.x*this.m_coreV2.x+D.col2.x*this.m_coreV2.y);k=k.position.y+(D.col1.y*this.m_coreV2.x+D.col2.y*this.m_coreV2.y);if(H*z+O*u>E*z+k*u){this.s_supportVec.x=H;this.s_supportVec.y=O}else{this.s_supportVec.x=E;this.s_supportVec.y=k}return this.s_supportVec};y.prototype.b2EdgeShape=function(k,z){this.__super.b2Shape.call(this);this.m_type=U.e_edgeShape;this.m_nextEdge=this.m_prevEdge=null;this.m_v1=k;this.m_v2=z;this.m_direction.Set(this.m_v2.x-
|
||||
this.m_v1.x,this.m_v2.y-this.m_v1.y);this.m_length=this.m_direction.Normalize();this.m_normal.Set(this.m_direction.y,-this.m_direction.x);this.m_coreV1.Set(-F.b2_toiSlop*(this.m_normal.x-this.m_direction.x)+this.m_v1.x,-F.b2_toiSlop*(this.m_normal.y-this.m_direction.y)+this.m_v1.y);this.m_coreV2.Set(-F.b2_toiSlop*(this.m_normal.x+this.m_direction.x)+this.m_v2.x,-F.b2_toiSlop*(this.m_normal.y+this.m_direction.y)+this.m_v2.y);this.m_cornerDir1=this.m_normal;this.m_cornerDir2.Set(-this.m_normal.x,-this.m_normal.y)};
|
||||
y.prototype.SetPrevEdge=function(k,z,u,D){this.m_prevEdge=k;this.m_coreV1=z;this.m_cornerDir1=u;this.m_cornerConvex1=D};y.prototype.SetNextEdge=function(k,z,u,D){this.m_nextEdge=k;this.m_coreV2=z;this.m_cornerDir2=u;this.m_cornerConvex2=D};w.b2MassData=function(){this.mass=0;this.center=new V(0,0);this.I=0};Box2D.inherit(A,Box2D.Collision.Shapes.b2Shape);A.prototype.__super=Box2D.Collision.Shapes.b2Shape.prototype;A.b2PolygonShape=function(){Box2D.Collision.Shapes.b2Shape.b2Shape.apply(this,arguments)};
|
||||
A.prototype.Copy=function(){var k=new A;k.Set(this);return k};A.prototype.Set=function(k){this.__super.Set.call(this,k);if(Box2D.is(k,A)){k=k instanceof A?k:null;this.m_centroid.SetV(k.m_centroid);this.m_vertexCount=k.m_vertexCount;this.Reserve(this.m_vertexCount);for(var z=0;z<this.m_vertexCount;z++){this.m_vertices[z].SetV(k.m_vertices[z]);this.m_normals[z].SetV(k.m_normals[z])}}};A.prototype.SetAsArray=function(k,z){if(z===undefined)z=0;var u=new Vector,D=0,H;for(D=0;D<k.length;++D){H=k[D];u.push(H)}this.SetAsVector(u,
|
||||
z)};A.AsArray=function(k,z){if(z===undefined)z=0;var u=new A;u.SetAsArray(k,z);return u};A.prototype.SetAsVector=function(k,z){if(z===undefined)z=0;if(z==0)z=k.length;F.b2Assert(2<=z);this.m_vertexCount=z;this.Reserve(z);var u=0;for(u=0;u<this.m_vertexCount;u++)this.m_vertices[u].SetV(k[u]);for(u=0;u<this.m_vertexCount;++u){var D=parseInt(u),H=parseInt(u+1<this.m_vertexCount?u+1:0);D=B.SubtractVV(this.m_vertices[H],this.m_vertices[D]);F.b2Assert(D.LengthSquared()>Number.MIN_VALUE);this.m_normals[u].SetV(B.CrossVF(D,
|
||||
1));this.m_normals[u].Normalize()}this.m_centroid=A.ComputeCentroid(this.m_vertices,this.m_vertexCount)};A.AsVector=function(k,z){if(z===undefined)z=0;var u=new A;u.SetAsVector(k,z);return u};A.prototype.SetAsBox=function(k,z){if(k===undefined)k=0;if(z===undefined)z=0;this.m_vertexCount=4;this.Reserve(4);this.m_vertices[0].Set(-k,-z);this.m_vertices[1].Set(k,-z);this.m_vertices[2].Set(k,z);this.m_vertices[3].Set(-k,z);this.m_normals[0].Set(0,-1);this.m_normals[1].Set(1,0);this.m_normals[2].Set(0,
|
||||
1);this.m_normals[3].Set(-1,0);this.m_centroid.SetZero()};A.AsBox=function(k,z){if(k===undefined)k=0;if(z===undefined)z=0;var u=new A;u.SetAsBox(k,z);return u};A.prototype.SetAsOrientedBox=function(k,z,u,D){if(k===undefined)k=0;if(z===undefined)z=0;if(u===undefined)u=null;if(D===undefined)D=0;this.m_vertexCount=4;this.Reserve(4);this.m_vertices[0].Set(-k,-z);this.m_vertices[1].Set(k,-z);this.m_vertices[2].Set(k,z);this.m_vertices[3].Set(-k,z);this.m_normals[0].Set(0,-1);this.m_normals[1].Set(1,0);
|
||||
this.m_normals[2].Set(0,1);this.m_normals[3].Set(-1,0);this.m_centroid=u;k=new Q;k.position=u;k.R.Set(D);for(u=0;u<this.m_vertexCount;++u){this.m_vertices[u]=B.MulX(k,this.m_vertices[u]);this.m_normals[u]=B.MulMV(k.R,this.m_normals[u])}};A.AsOrientedBox=function(k,z,u,D){if(k===undefined)k=0;if(z===undefined)z=0;if(u===undefined)u=null;if(D===undefined)D=0;var H=new A;H.SetAsOrientedBox(k,z,u,D);return H};A.prototype.SetAsEdge=function(k,z){this.m_vertexCount=2;this.Reserve(2);this.m_vertices[0].SetV(k);
|
||||
this.m_vertices[1].SetV(z);this.m_centroid.x=0.5*(k.x+z.x);this.m_centroid.y=0.5*(k.y+z.y);this.m_normals[0]=B.CrossVF(B.SubtractVV(z,k),1);this.m_normals[0].Normalize();this.m_normals[1].x=-this.m_normals[0].x;this.m_normals[1].y=-this.m_normals[0].y};A.AsEdge=function(k,z){var u=new A;u.SetAsEdge(k,z);return u};A.prototype.TestPoint=function(k,z){var u;u=k.R;for(var D=z.x-k.position.x,H=z.y-k.position.y,O=D*u.col1.x+H*u.col1.y,E=D*u.col2.x+H*u.col2.y,R=0;R<this.m_vertexCount;++R){u=this.m_vertices[R];
|
||||
D=O-u.x;H=E-u.y;u=this.m_normals[R];if(u.x*D+u.y*H>0)return false}return true};A.prototype.RayCast=function(k,z,u){var D=0,H=z.maxFraction,O=0,E=0,R,N;O=z.p1.x-u.position.x;E=z.p1.y-u.position.y;R=u.R;var S=O*R.col1.x+E*R.col1.y,aa=O*R.col2.x+E*R.col2.y;O=z.p2.x-u.position.x;E=z.p2.y-u.position.y;R=u.R;z=O*R.col1.x+E*R.col1.y-S;R=O*R.col2.x+E*R.col2.y-aa;for(var Z=parseInt(-1),d=0;d<this.m_vertexCount;++d){N=this.m_vertices[d];O=N.x-S;E=N.y-aa;N=this.m_normals[d];O=N.x*O+N.y*E;E=N.x*z+N.y*R;if(E==
|
||||
0){if(O<0)return false}else if(E<0&&O<D*E){D=O/E;Z=d}else if(E>0&&O<H*E)H=O/E;if(H<D-Number.MIN_VALUE)return false}if(Z>=0){k.fraction=D;R=u.R;N=this.m_normals[Z];k.normal.x=R.col1.x*N.x+R.col2.x*N.y;k.normal.y=R.col1.y*N.x+R.col2.y*N.y;return true}return false};A.prototype.ComputeAABB=function(k,z){for(var u=z.R,D=this.m_vertices[0],H=z.position.x+(u.col1.x*D.x+u.col2.x*D.y),O=z.position.y+(u.col1.y*D.x+u.col2.y*D.y),E=H,R=O,N=1;N<this.m_vertexCount;++N){D=this.m_vertices[N];var S=z.position.x+(u.col1.x*
|
||||
D.x+u.col2.x*D.y);D=z.position.y+(u.col1.y*D.x+u.col2.y*D.y);H=H<S?H:S;O=O<D?O:D;E=E>S?E:S;R=R>D?R:D}k.lowerBound.x=H-this.m_radius;k.lowerBound.y=O-this.m_radius;k.upperBound.x=E+this.m_radius;k.upperBound.y=R+this.m_radius};A.prototype.ComputeMass=function(k,z){if(z===undefined)z=0;if(this.m_vertexCount==2){k.center.x=0.5*(this.m_vertices[0].x+this.m_vertices[1].x);k.center.y=0.5*(this.m_vertices[0].y+this.m_vertices[1].y);k.mass=0;k.I=0}else{for(var u=0,D=0,H=0,O=0,E=1/3,R=0;R<this.m_vertexCount;++R){var N=
|
||||
this.m_vertices[R],S=R+1<this.m_vertexCount?this.m_vertices[parseInt(R+1)]:this.m_vertices[0],aa=N.x-0,Z=N.y-0,d=S.x-0,h=S.y-0,l=aa*h-Z*d,j=0.5*l;H+=j;u+=j*E*(0+N.x+S.x);D+=j*E*(0+N.y+S.y);N=aa;Z=Z;d=d;h=h;O+=l*(E*(0.25*(N*N+d*N+d*d)+(0*N+0*d))+0+(E*(0.25*(Z*Z+h*Z+h*h)+(0*Z+0*h))+0))}k.mass=z*H;u*=1/H;D*=1/H;k.center.Set(u,D);k.I=z*O}};A.prototype.ComputeSubmergedArea=function(k,z,u,D){if(z===undefined)z=0;var H=B.MulTMV(u.R,k),O=z-B.Dot(k,u.position),E=new Vector_a2j_Number,R=0,N=parseInt(-1);z=
|
||||
parseInt(-1);var S=false;for(k=k=0;k<this.m_vertexCount;++k){E[k]=B.Dot(H,this.m_vertices[k])-O;var aa=E[k]<-Number.MIN_VALUE;if(k>0)if(aa){if(!S){N=k-1;R++}}else if(S){z=k-1;R++}S=aa}switch(R){case 0:if(S){k=new w;this.ComputeMass(k,1);D.SetV(B.MulX(u,k.center));return k.mass}else return 0;case 1:if(N==-1)N=this.m_vertexCount-1;else z=this.m_vertexCount-1}k=parseInt((N+1)%this.m_vertexCount);H=parseInt((z+1)%this.m_vertexCount);O=(0-E[N])/(E[k]-E[N]);E=(0-E[z])/(E[H]-E[z]);N=new V(this.m_vertices[N].x*
|
||||
(1-O)+this.m_vertices[k].x*O,this.m_vertices[N].y*(1-O)+this.m_vertices[k].y*O);z=new V(this.m_vertices[z].x*(1-E)+this.m_vertices[H].x*E,this.m_vertices[z].y*(1-E)+this.m_vertices[H].y*E);E=0;O=new V;R=this.m_vertices[k];for(k=k;k!=H;){k=(k+1)%this.m_vertexCount;S=k==H?z:this.m_vertices[k];aa=0.5*((R.x-N.x)*(S.y-N.y)-(R.y-N.y)*(S.x-N.x));E+=aa;O.x+=aa*(N.x+R.x+S.x)/3;O.y+=aa*(N.y+R.y+S.y)/3;R=S}O.Multiply(1/E);D.SetV(B.MulX(u,O));return E};A.prototype.GetVertexCount=function(){return this.m_vertexCount};
|
||||
A.prototype.GetVertices=function(){return this.m_vertices};A.prototype.GetNormals=function(){return this.m_normals};A.prototype.GetSupport=function(k){for(var z=0,u=this.m_vertices[0].x*k.x+this.m_vertices[0].y*k.y,D=1;D<this.m_vertexCount;++D){var H=this.m_vertices[D].x*k.x+this.m_vertices[D].y*k.y;if(H>u){z=D;u=H}}return z};A.prototype.GetSupportVertex=function(k){for(var z=0,u=this.m_vertices[0].x*k.x+this.m_vertices[0].y*k.y,D=1;D<this.m_vertexCount;++D){var H=this.m_vertices[D].x*k.x+this.m_vertices[D].y*
|
||||
k.y;if(H>u){z=D;u=H}}return this.m_vertices[z]};A.prototype.Validate=function(){return false};A.prototype.b2PolygonShape=function(){this.__super.b2Shape.call(this);this.m_type=U.e_polygonShape;this.m_centroid=new V;this.m_vertices=new Vector;this.m_normals=new Vector};A.prototype.Reserve=function(k){if(k===undefined)k=0;for(var z=parseInt(this.m_vertices.length);z<k;z++){this.m_vertices[z]=new V;this.m_normals[z]=new V}};A.ComputeCentroid=function(k,z){if(z===undefined)z=0;for(var u=new V,D=0,H=1/
|
||||
3,O=0;O<z;++O){var E=k[O],R=O+1<z?k[parseInt(O+1)]:k[0],N=0.5*((E.x-0)*(R.y-0)-(E.y-0)*(R.x-0));D+=N;u.x+=N*H*(0+E.x+R.x);u.y+=N*H*(0+E.y+R.y)}u.x*=1/D;u.y*=1/D;return u};A.ComputeOBB=function(k,z,u){if(u===undefined)u=0;var D=0,H=new Vector(u+1);for(D=0;D<u;++D)H[D]=z[D];H[u]=H[0];z=Number.MAX_VALUE;for(D=1;D<=u;++D){var O=H[parseInt(D-1)],E=H[D].x-O.x,R=H[D].y-O.y,N=Math.sqrt(E*E+R*R);E/=N;R/=N;for(var S=-R,aa=E,Z=N=Number.MAX_VALUE,d=-Number.MAX_VALUE,h=-Number.MAX_VALUE,l=0;l<u;++l){var j=H[l].x-
|
||||
O.x,o=H[l].y-O.y,q=E*j+R*o;j=S*j+aa*o;if(q<N)N=q;if(j<Z)Z=j;if(q>d)d=q;if(j>h)h=j}l=(d-N)*(h-Z);if(l<0.95*z){z=l;k.R.col1.x=E;k.R.col1.y=R;k.R.col2.x=S;k.R.col2.y=aa;E=0.5*(N+d);R=0.5*(Z+h);S=k.R;k.center.x=O.x+(S.col1.x*E+S.col2.x*R);k.center.y=O.y+(S.col1.y*E+S.col2.y*R);k.extents.x=0.5*(d-N);k.extents.y=0.5*(h-Z)}}};Box2D.postDefs.push(function(){Box2D.Collision.Shapes.b2PolygonShape.s_mat=new p});U.b2Shape=function(){};U.prototype.Copy=function(){return null};U.prototype.Set=function(k){this.m_radius=
|
||||
k.m_radius};U.prototype.GetType=function(){return this.m_type};U.prototype.TestPoint=function(){return false};U.prototype.RayCast=function(){return false};U.prototype.ComputeAABB=function(){};U.prototype.ComputeMass=function(){};U.prototype.ComputeSubmergedArea=function(){return 0};U.TestOverlap=function(k,z,u,D){var H=new L;H.proxyA=new W;H.proxyA.Set(k);H.proxyB=new W;H.proxyB.Set(u);H.transformA=z;H.transformB=D;H.useRadii=true;k=new Y;k.count=0;z=new I;M.Distance(z,k,H);return z.distance<10*Number.MIN_VALUE};
|
||||
U.prototype.b2Shape=function(){this.m_type=U.e_unknownShape;this.m_radius=F.b2_linearSlop};Box2D.postDefs.push(function(){Box2D.Collision.Shapes.b2Shape.e_unknownShape=parseInt(-1);Box2D.Collision.Shapes.b2Shape.e_circleShape=0;Box2D.Collision.Shapes.b2Shape.e_polygonShape=1;Box2D.Collision.Shapes.b2Shape.e_edgeShape=2;Box2D.Collision.Shapes.b2Shape.e_shapeTypeCount=3;Box2D.Collision.Shapes.b2Shape.e_hitCollide=1;Box2D.Collision.Shapes.b2Shape.e_missCollide=0;Box2D.Collision.Shapes.b2Shape.e_startsInsideCollide=
|
||||
parseInt(-1)})})();
|
||||
(function(){var F=Box2D.Common.b2Color,G=Box2D.Common.b2Settings,K=Box2D.Common.Math.b2Math;F.b2Color=function(){this._b=this._g=this._r=0};F.prototype.b2Color=function(y,w,A){if(y===undefined)y=0;if(w===undefined)w=0;if(A===undefined)A=0;this._r=Box2D.parseUInt(255*K.Clamp(y,0,1));this._g=Box2D.parseUInt(255*K.Clamp(w,0,1));this._b=Box2D.parseUInt(255*K.Clamp(A,0,1))};F.prototype.Set=function(y,w,A){if(y===undefined)y=0;if(w===undefined)w=0;if(A===undefined)A=0;this._r=Box2D.parseUInt(255*K.Clamp(y,
|
||||
0,1));this._g=Box2D.parseUInt(255*K.Clamp(w,0,1));this._b=Box2D.parseUInt(255*K.Clamp(A,0,1))};Object.defineProperty(F.prototype,"r",{enumerable:false,configurable:true,set:function(y){if(y===undefined)y=0;this._r=Box2D.parseUInt(255*K.Clamp(y,0,1))}});Object.defineProperty(F.prototype,"g",{enumerable:false,configurable:true,set:function(y){if(y===undefined)y=0;this._g=Box2D.parseUInt(255*K.Clamp(y,0,1))}});Object.defineProperty(F.prototype,"b",{enumerable:false,configurable:true,set:function(y){if(y===
|
||||
undefined)y=0;this._b=Box2D.parseUInt(255*K.Clamp(y,0,1))}});Object.defineProperty(F.prototype,"color",{enumerable:false,configurable:true,get:function(){return this._r<<16|this._g<<8|this._b}});G.b2Settings=function(){};G.b2MixFriction=function(y,w){if(y===undefined)y=0;if(w===undefined)w=0;return Math.sqrt(y*w)};G.b2MixRestitution=function(y,w){if(y===undefined)y=0;if(w===undefined)w=0;return y>w?y:w};G.b2Assert=function(y){if(!y)throw"Assertion Failed";};Box2D.postDefs.push(function(){Box2D.Common.b2Settings.VERSION=
|
||||
"2.1alpha";Box2D.Common.b2Settings.USHRT_MAX=65535;Box2D.Common.b2Settings.b2_pi=Math.PI;Box2D.Common.b2Settings.b2_maxManifoldPoints=2;Box2D.Common.b2Settings.b2_aabbExtension=0.1;Box2D.Common.b2Settings.b2_aabbMultiplier=2;Box2D.Common.b2Settings.b2_polygonRadius=2*G.b2_linearSlop;Box2D.Common.b2Settings.b2_linearSlop=0.0050;Box2D.Common.b2Settings.b2_angularSlop=2/180*G.b2_pi;Box2D.Common.b2Settings.b2_toiSlop=8*G.b2_linearSlop;Box2D.Common.b2Settings.b2_maxTOIContactsPerIsland=32;Box2D.Common.b2Settings.b2_maxTOIJointsPerIsland=
|
||||
32;Box2D.Common.b2Settings.b2_velocityThreshold=1;Box2D.Common.b2Settings.b2_maxLinearCorrection=0.2;Box2D.Common.b2Settings.b2_maxAngularCorrection=8/180*G.b2_pi;Box2D.Common.b2Settings.b2_maxTranslation=2;Box2D.Common.b2Settings.b2_maxTranslationSquared=G.b2_maxTranslation*G.b2_maxTranslation;Box2D.Common.b2Settings.b2_maxRotation=0.5*G.b2_pi;Box2D.Common.b2Settings.b2_maxRotationSquared=G.b2_maxRotation*G.b2_maxRotation;Box2D.Common.b2Settings.b2_contactBaumgarte=0.2;Box2D.Common.b2Settings.b2_timeToSleep=
|
||||
0.5;Box2D.Common.b2Settings.b2_linearSleepTolerance=0.01;Box2D.Common.b2Settings.b2_angularSleepTolerance=2/180*G.b2_pi})})();
|
||||
(function(){var F=Box2D.Common.Math.b2Mat22,G=Box2D.Common.Math.b2Mat33,K=Box2D.Common.Math.b2Math,y=Box2D.Common.Math.b2Sweep,w=Box2D.Common.Math.b2Transform,A=Box2D.Common.Math.b2Vec2,U=Box2D.Common.Math.b2Vec3;F.b2Mat22=function(){this.col1=new A;this.col2=new A};F.prototype.b2Mat22=function(){this.SetIdentity()};F.FromAngle=function(p){if(p===undefined)p=0;var B=new F;B.Set(p);return B};F.FromVV=function(p,B){var Q=new F;Q.SetVV(p,B);return Q};F.prototype.Set=function(p){if(p===undefined)p=0;
|
||||
var B=Math.cos(p);p=Math.sin(p);this.col1.x=B;this.col2.x=-p;this.col1.y=p;this.col2.y=B};F.prototype.SetVV=function(p,B){this.col1.SetV(p);this.col2.SetV(B)};F.prototype.Copy=function(){var p=new F;p.SetM(this);return p};F.prototype.SetM=function(p){this.col1.SetV(p.col1);this.col2.SetV(p.col2)};F.prototype.AddM=function(p){this.col1.x+=p.col1.x;this.col1.y+=p.col1.y;this.col2.x+=p.col2.x;this.col2.y+=p.col2.y};F.prototype.SetIdentity=function(){this.col1.x=1;this.col2.x=0;this.col1.y=0;this.col2.y=
|
||||
1};F.prototype.SetZero=function(){this.col1.x=0;this.col2.x=0;this.col1.y=0;this.col2.y=0};F.prototype.GetAngle=function(){return Math.atan2(this.col1.y,this.col1.x)};F.prototype.GetInverse=function(p){var B=this.col1.x,Q=this.col2.x,V=this.col1.y,M=this.col2.y,L=B*M-Q*V;if(L!=0)L=1/L;p.col1.x=L*M;p.col2.x=-L*Q;p.col1.y=-L*V;p.col2.y=L*B;return p};F.prototype.Solve=function(p,B,Q){if(B===undefined)B=0;if(Q===undefined)Q=0;var V=this.col1.x,M=this.col2.x,L=this.col1.y,I=this.col2.y,W=V*I-M*L;if(W!=
|
||||
0)W=1/W;p.x=W*(I*B-M*Q);p.y=W*(V*Q-L*B);return p};F.prototype.Abs=function(){this.col1.Abs();this.col2.Abs()};G.b2Mat33=function(){this.col1=new U;this.col2=new U;this.col3=new U};G.prototype.b2Mat33=function(p,B,Q){if(p===undefined)p=null;if(B===undefined)B=null;if(Q===undefined)Q=null;if(!p&&!B&&!Q){this.col1.SetZero();this.col2.SetZero();this.col3.SetZero()}else{this.col1.SetV(p);this.col2.SetV(B);this.col3.SetV(Q)}};G.prototype.SetVVV=function(p,B,Q){this.col1.SetV(p);this.col2.SetV(B);this.col3.SetV(Q)};
|
||||
G.prototype.Copy=function(){return new G(this.col1,this.col2,this.col3)};G.prototype.SetM=function(p){this.col1.SetV(p.col1);this.col2.SetV(p.col2);this.col3.SetV(p.col3)};G.prototype.AddM=function(p){this.col1.x+=p.col1.x;this.col1.y+=p.col1.y;this.col1.z+=p.col1.z;this.col2.x+=p.col2.x;this.col2.y+=p.col2.y;this.col2.z+=p.col2.z;this.col3.x+=p.col3.x;this.col3.y+=p.col3.y;this.col3.z+=p.col3.z};G.prototype.SetIdentity=function(){this.col1.x=1;this.col2.x=0;this.col3.x=0;this.col1.y=0;this.col2.y=
|
||||
1;this.col3.y=0;this.col1.z=0;this.col2.z=0;this.col3.z=1};G.prototype.SetZero=function(){this.col1.x=0;this.col2.x=0;this.col3.x=0;this.col1.y=0;this.col2.y=0;this.col3.y=0;this.col1.z=0;this.col2.z=0;this.col3.z=0};G.prototype.Solve22=function(p,B,Q){if(B===undefined)B=0;if(Q===undefined)Q=0;var V=this.col1.x,M=this.col2.x,L=this.col1.y,I=this.col2.y,W=V*I-M*L;if(W!=0)W=1/W;p.x=W*(I*B-M*Q);p.y=W*(V*Q-L*B);return p};G.prototype.Solve33=function(p,B,Q,V){if(B===undefined)B=0;if(Q===undefined)Q=0;
|
||||
if(V===undefined)V=0;var M=this.col1.x,L=this.col1.y,I=this.col1.z,W=this.col2.x,Y=this.col2.y,k=this.col2.z,z=this.col3.x,u=this.col3.y,D=this.col3.z,H=M*(Y*D-k*u)+L*(k*z-W*D)+I*(W*u-Y*z);if(H!=0)H=1/H;p.x=H*(B*(Y*D-k*u)+Q*(k*z-W*D)+V*(W*u-Y*z));p.y=H*(M*(Q*D-V*u)+L*(V*z-B*D)+I*(B*u-Q*z));p.z=H*(M*(Y*V-k*Q)+L*(k*B-W*V)+I*(W*Q-Y*B));return p};K.b2Math=function(){};K.IsValid=function(p){if(p===undefined)p=0;return isFinite(p)};K.Dot=function(p,B){return p.x*B.x+p.y*B.y};K.CrossVV=function(p,B){return p.x*
|
||||
B.y-p.y*B.x};K.CrossVF=function(p,B){if(B===undefined)B=0;return new A(B*p.y,-B*p.x)};K.CrossFV=function(p,B){if(p===undefined)p=0;return new A(-p*B.y,p*B.x)};K.MulMV=function(p,B){return new A(p.col1.x*B.x+p.col2.x*B.y,p.col1.y*B.x+p.col2.y*B.y)};K.MulTMV=function(p,B){return new A(K.Dot(B,p.col1),K.Dot(B,p.col2))};K.MulX=function(p,B){var Q=K.MulMV(p.R,B);Q.x+=p.position.x;Q.y+=p.position.y;return Q};K.MulXT=function(p,B){var Q=K.SubtractVV(B,p.position),V=Q.x*p.R.col1.x+Q.y*p.R.col1.y;Q.y=Q.x*
|
||||
p.R.col2.x+Q.y*p.R.col2.y;Q.x=V;return Q};K.AddVV=function(p,B){return new A(p.x+B.x,p.y+B.y)};K.SubtractVV=function(p,B){return new A(p.x-B.x,p.y-B.y)};K.Distance=function(p,B){var Q=p.x-B.x,V=p.y-B.y;return Math.sqrt(Q*Q+V*V)};K.DistanceSquared=function(p,B){var Q=p.x-B.x,V=p.y-B.y;return Q*Q+V*V};K.MulFV=function(p,B){if(p===undefined)p=0;return new A(p*B.x,p*B.y)};K.AddMM=function(p,B){return F.FromVV(K.AddVV(p.col1,B.col1),K.AddVV(p.col2,B.col2))};K.MulMM=function(p,B){return F.FromVV(K.MulMV(p,
|
||||
B.col1),K.MulMV(p,B.col2))};K.MulTMM=function(p,B){var Q=new A(K.Dot(p.col1,B.col1),K.Dot(p.col2,B.col1)),V=new A(K.Dot(p.col1,B.col2),K.Dot(p.col2,B.col2));return F.FromVV(Q,V)};K.Abs=function(p){if(p===undefined)p=0;return p>0?p:-p};K.AbsV=function(p){return new A(K.Abs(p.x),K.Abs(p.y))};K.AbsM=function(p){return F.FromVV(K.AbsV(p.col1),K.AbsV(p.col2))};K.Min=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;return p<B?p:B};K.MinV=function(p,B){return new A(K.Min(p.x,B.x),K.Min(p.y,B.y))};
|
||||
K.Max=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;return p>B?p:B};K.MaxV=function(p,B){return new A(K.Max(p.x,B.x),K.Max(p.y,B.y))};K.Clamp=function(p,B,Q){if(p===undefined)p=0;if(B===undefined)B=0;if(Q===undefined)Q=0;return p<B?B:p>Q?Q:p};K.ClampV=function(p,B,Q){return K.MaxV(B,K.MinV(p,Q))};K.Swap=function(p,B){var Q=p[0];p[0]=B[0];B[0]=Q};K.Random=function(){return Math.random()*2-1};K.RandomRange=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;var Q=Math.random();return Q=
|
||||
(B-p)*Q+p};K.NextPowerOfTwo=function(p){if(p===undefined)p=0;p|=p>>1&2147483647;p|=p>>2&1073741823;p|=p>>4&268435455;p|=p>>8&16777215;p|=p>>16&65535;return p+1};K.IsPowerOfTwo=function(p){if(p===undefined)p=0;return p>0&&(p&p-1)==0};Box2D.postDefs.push(function(){Box2D.Common.Math.b2Math.b2Vec2_zero=new A(0,0);Box2D.Common.Math.b2Math.b2Mat22_identity=F.FromVV(new A(1,0),new A(0,1));Box2D.Common.Math.b2Math.b2Transform_identity=new w(K.b2Vec2_zero,K.b2Mat22_identity)});y.b2Sweep=function(){this.localCenter=
|
||||
new A;this.c0=new A;this.c=new A};y.prototype.Set=function(p){this.localCenter.SetV(p.localCenter);this.c0.SetV(p.c0);this.c.SetV(p.c);this.a0=p.a0;this.a=p.a;this.t0=p.t0};y.prototype.Copy=function(){var p=new y;p.localCenter.SetV(this.localCenter);p.c0.SetV(this.c0);p.c.SetV(this.c);p.a0=this.a0;p.a=this.a;p.t0=this.t0;return p};y.prototype.GetTransform=function(p,B){if(B===undefined)B=0;p.position.x=(1-B)*this.c0.x+B*this.c.x;p.position.y=(1-B)*this.c0.y+B*this.c.y;p.R.Set((1-B)*this.a0+B*this.a);
|
||||
var Q=p.R;p.position.x-=Q.col1.x*this.localCenter.x+Q.col2.x*this.localCenter.y;p.position.y-=Q.col1.y*this.localCenter.x+Q.col2.y*this.localCenter.y};y.prototype.Advance=function(p){if(p===undefined)p=0;if(this.t0<p&&1-this.t0>Number.MIN_VALUE){var B=(p-this.t0)/(1-this.t0);this.c0.x=(1-B)*this.c0.x+B*this.c.x;this.c0.y=(1-B)*this.c0.y+B*this.c.y;this.a0=(1-B)*this.a0+B*this.a;this.t0=p}};w.b2Transform=function(){this.position=new A;this.R=new F};w.prototype.b2Transform=function(p,B){if(p===undefined)p=
|
||||
null;if(B===undefined)B=null;if(p){this.position.SetV(p);this.R.SetM(B)}};w.prototype.Initialize=function(p,B){this.position.SetV(p);this.R.SetM(B)};w.prototype.SetIdentity=function(){this.position.SetZero();this.R.SetIdentity()};w.prototype.Set=function(p){this.position.SetV(p.position);this.R.SetM(p.R)};w.prototype.GetAngle=function(){return Math.atan2(this.R.col1.y,this.R.col1.x)};A.b2Vec2=function(){};A.prototype.b2Vec2=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;this.x=p;this.y=B};
|
||||
A.prototype.SetZero=function(){this.y=this.x=0};A.prototype.Set=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;this.x=p;this.y=B};A.prototype.SetV=function(p){this.x=p.x;this.y=p.y};A.prototype.GetNegative=function(){return new A(-this.x,-this.y)};A.prototype.NegativeSelf=function(){this.x=-this.x;this.y=-this.y};A.Make=function(p,B){if(p===undefined)p=0;if(B===undefined)B=0;return new A(p,B)};A.prototype.Copy=function(){return new A(this.x,this.y)};A.prototype.Add=function(p){this.x+=p.x;
|
||||
this.y+=p.y};A.prototype.Subtract=function(p){this.x-=p.x;this.y-=p.y};A.prototype.Multiply=function(p){if(p===undefined)p=0;this.x*=p;this.y*=p};A.prototype.MulM=function(p){var B=this.x;this.x=p.col1.x*B+p.col2.x*this.y;this.y=p.col1.y*B+p.col2.y*this.y};A.prototype.MulTM=function(p){var B=K.Dot(this,p.col1);this.y=K.Dot(this,p.col2);this.x=B};A.prototype.CrossVF=function(p){if(p===undefined)p=0;var B=this.x;this.x=p*this.y;this.y=-p*B};A.prototype.CrossFV=function(p){if(p===undefined)p=0;var B=
|
||||
this.x;this.x=-p*this.y;this.y=p*B};A.prototype.MinV=function(p){this.x=this.x<p.x?this.x:p.x;this.y=this.y<p.y?this.y:p.y};A.prototype.MaxV=function(p){this.x=this.x>p.x?this.x:p.x;this.y=this.y>p.y?this.y:p.y};A.prototype.Abs=function(){if(this.x<0)this.x=-this.x;if(this.y<0)this.y=-this.y};A.prototype.Length=function(){return Math.sqrt(this.x*this.x+this.y*this.y)};A.prototype.LengthSquared=function(){return this.x*this.x+this.y*this.y};A.prototype.Normalize=function(){var p=Math.sqrt(this.x*this.x+
|
||||
this.y*this.y);if(p<Number.MIN_VALUE)return 0;var B=1/p;this.x*=B;this.y*=B;return p};A.prototype.IsValid=function(){return K.IsValid(this.x)&&K.IsValid(this.y)};U.b2Vec3=function(){};U.prototype.b2Vec3=function(p,B,Q){if(p===undefined)p=0;if(B===undefined)B=0;if(Q===undefined)Q=0;this.x=p;this.y=B;this.z=Q};U.prototype.SetZero=function(){this.x=this.y=this.z=0};U.prototype.Set=function(p,B,Q){if(p===undefined)p=0;if(B===undefined)B=0;if(Q===undefined)Q=0;this.x=p;this.y=B;this.z=Q};U.prototype.SetV=
|
||||
function(p){this.x=p.x;this.y=p.y;this.z=p.z};U.prototype.GetNegative=function(){return new U(-this.x,-this.y,-this.z)};U.prototype.NegativeSelf=function(){this.x=-this.x;this.y=-this.y;this.z=-this.z};U.prototype.Copy=function(){return new U(this.x,this.y,this.z)};U.prototype.Add=function(p){this.x+=p.x;this.y+=p.y;this.z+=p.z};U.prototype.Subtract=function(p){this.x-=p.x;this.y-=p.y;this.z-=p.z};U.prototype.Multiply=function(p){if(p===undefined)p=0;this.x*=p;this.y*=p;this.z*=p}})();
|
||||
(function(){var F=Box2D.Common.Math.b2Math,G=Box2D.Common.Math.b2Sweep,K=Box2D.Common.Math.b2Transform,y=Box2D.Common.Math.b2Vec2,w=Box2D.Common.b2Color,A=Box2D.Common.b2Settings,U=Box2D.Collision.b2AABB,p=Box2D.Collision.b2ContactPoint,B=Box2D.Collision.b2DynamicTreeBroadPhase,Q=Box2D.Collision.b2RayCastInput,V=Box2D.Collision.b2RayCastOutput,M=Box2D.Collision.Shapes.b2CircleShape,L=Box2D.Collision.Shapes.b2EdgeShape,I=Box2D.Collision.Shapes.b2MassData,W=Box2D.Collision.Shapes.b2PolygonShape,Y=Box2D.Collision.Shapes.b2Shape,
|
||||
k=Box2D.Dynamics.b2Body,z=Box2D.Dynamics.b2BodyDef,u=Box2D.Dynamics.b2ContactFilter,D=Box2D.Dynamics.b2ContactImpulse,H=Box2D.Dynamics.b2ContactListener,O=Box2D.Dynamics.b2ContactManager,E=Box2D.Dynamics.b2DebugDraw,R=Box2D.Dynamics.b2DestructionListener,N=Box2D.Dynamics.b2FilterData,S=Box2D.Dynamics.b2Fixture,aa=Box2D.Dynamics.b2FixtureDef,Z=Box2D.Dynamics.b2Island,d=Box2D.Dynamics.b2TimeStep,h=Box2D.Dynamics.b2World,l=Box2D.Dynamics.Contacts.b2Contact,j=Box2D.Dynamics.Contacts.b2ContactFactory,
|
||||
o=Box2D.Dynamics.Contacts.b2ContactSolver,q=Box2D.Dynamics.Joints.b2Joint,n=Box2D.Dynamics.Joints.b2PulleyJoint;k.b2Body=function(){this.m_xf=new K;this.m_sweep=new G;this.m_linearVelocity=new y;this.m_force=new y};k.prototype.connectEdges=function(a,c,g){if(g===undefined)g=0;var b=Math.atan2(c.GetDirectionVector().y,c.GetDirectionVector().x);g=F.MulFV(Math.tan((b-g)*0.5),c.GetDirectionVector());g=F.SubtractVV(g,c.GetNormalVector());g=F.MulFV(A.b2_toiSlop,g);g=F.AddVV(g,c.GetVertex1());var e=F.AddVV(a.GetDirectionVector(),
|
||||
c.GetDirectionVector());e.Normalize();var f=F.Dot(a.GetDirectionVector(),c.GetNormalVector())>0;a.SetNextEdge(c,g,e,f);c.SetPrevEdge(a,g,e,f);return b};k.prototype.CreateFixture=function(a){if(this.m_world.IsLocked()==true)return null;var c=new S;c.Create(this,this.m_xf,a);this.m_flags&k.e_activeFlag&&c.CreateProxy(this.m_world.m_contactManager.m_broadPhase,this.m_xf);c.m_next=this.m_fixtureList;this.m_fixtureList=c;++this.m_fixtureCount;c.m_body=this;c.m_density>0&&this.ResetMassData();this.m_world.m_flags|=
|
||||
h.e_newFixture;return c};k.prototype.CreateFixture2=function(a,c){if(c===undefined)c=0;var g=new aa;g.shape=a;g.density=c;return this.CreateFixture(g)};k.prototype.DestroyFixture=function(a){if(this.m_world.IsLocked()!=true){for(var c=this.m_fixtureList,g=null;c!=null;){if(c==a){if(g)g.m_next=a.m_next;else this.m_fixtureList=a.m_next;break}g=c;c=c.m_next}for(c=this.m_contactList;c;){g=c.contact;c=c.next;var b=g.GetFixtureA(),e=g.GetFixtureB();if(a==b||a==e)this.m_world.m_contactManager.Destroy(g)}this.m_flags&
|
||||
k.e_activeFlag&&a.DestroyProxy(this.m_world.m_contactManager.m_broadPhase);a.Destroy();a.m_body=null;a.m_next=null;--this.m_fixtureCount;this.ResetMassData()}};k.prototype.SetPositionAndAngle=function(a,c){if(c===undefined)c=0;var g;if(this.m_world.IsLocked()!=true){this.m_xf.R.Set(c);this.m_xf.position.SetV(a);g=this.m_xf.R;var b=this.m_sweep.localCenter;this.m_sweep.c.x=g.col1.x*b.x+g.col2.x*b.y;this.m_sweep.c.y=g.col1.y*b.x+g.col2.y*b.y;this.m_sweep.c.x+=this.m_xf.position.x;this.m_sweep.c.y+=
|
||||
this.m_xf.position.y;this.m_sweep.c0.SetV(this.m_sweep.c);this.m_sweep.a0=this.m_sweep.a=c;b=this.m_world.m_contactManager.m_broadPhase;for(g=this.m_fixtureList;g;g=g.m_next)g.Synchronize(b,this.m_xf,this.m_xf);this.m_world.m_contactManager.FindNewContacts()}};k.prototype.SetTransform=function(a){this.SetPositionAndAngle(a.position,a.GetAngle())};k.prototype.GetTransform=function(){return this.m_xf};k.prototype.GetPosition=function(){return this.m_xf.position};k.prototype.SetPosition=function(a){this.SetPositionAndAngle(a,
|
||||
this.GetAngle())};k.prototype.GetAngle=function(){return this.m_sweep.a};k.prototype.SetAngle=function(a){if(a===undefined)a=0;this.SetPositionAndAngle(this.GetPosition(),a)};k.prototype.GetWorldCenter=function(){return this.m_sweep.c};k.prototype.GetLocalCenter=function(){return this.m_sweep.localCenter};k.prototype.SetLinearVelocity=function(a){this.m_type!=k.b2_staticBody&&this.m_linearVelocity.SetV(a)};k.prototype.GetLinearVelocity=function(){return this.m_linearVelocity};k.prototype.SetAngularVelocity=
|
||||
function(a){if(a===undefined)a=0;if(this.m_type!=k.b2_staticBody)this.m_angularVelocity=a};k.prototype.GetAngularVelocity=function(){return this.m_angularVelocity};k.prototype.GetDefinition=function(){var a=new z;a.type=this.GetType();a.allowSleep=(this.m_flags&k.e_allowSleepFlag)==k.e_allowSleepFlag;a.angle=this.GetAngle();a.angularDamping=this.m_angularDamping;a.angularVelocity=this.m_angularVelocity;a.fixedRotation=(this.m_flags&k.e_fixedRotationFlag)==k.e_fixedRotationFlag;a.bullet=(this.m_flags&
|
||||
k.e_bulletFlag)==k.e_bulletFlag;a.awake=(this.m_flags&k.e_awakeFlag)==k.e_awakeFlag;a.linearDamping=this.m_linearDamping;a.linearVelocity.SetV(this.GetLinearVelocity());a.position=this.GetPosition();a.userData=this.GetUserData();return a};k.prototype.ApplyForce=function(a,c){if(this.m_type==k.b2_dynamicBody){this.IsAwake()==false&&this.SetAwake(true);this.m_force.x+=a.x;this.m_force.y+=a.y;this.m_torque+=(c.x-this.m_sweep.c.x)*a.y-(c.y-this.m_sweep.c.y)*a.x}};k.prototype.ApplyTorque=function(a){if(a===
|
||||
undefined)a=0;if(this.m_type==k.b2_dynamicBody){this.IsAwake()==false&&this.SetAwake(true);this.m_torque+=a}};k.prototype.ApplyImpulse=function(a,c){if(this.m_type==k.b2_dynamicBody){this.IsAwake()==false&&this.SetAwake(true);this.m_linearVelocity.x+=this.m_invMass*a.x;this.m_linearVelocity.y+=this.m_invMass*a.y;this.m_angularVelocity+=this.m_invI*((c.x-this.m_sweep.c.x)*a.y-(c.y-this.m_sweep.c.y)*a.x)}};k.prototype.Split=function(a){for(var c=this.GetLinearVelocity().Copy(),g=this.GetAngularVelocity(),
|
||||
b=this.GetWorldCenter(),e=this.m_world.CreateBody(this.GetDefinition()),f,m=this.m_fixtureList;m;)if(a(m)){var r=m.m_next;if(f)f.m_next=r;else this.m_fixtureList=r;this.m_fixtureCount--;m.m_next=e.m_fixtureList;e.m_fixtureList=m;e.m_fixtureCount++;m.m_body=e;m=r}else{f=m;m=m.m_next}this.ResetMassData();e.ResetMassData();f=this.GetWorldCenter();a=e.GetWorldCenter();f=F.AddVV(c,F.CrossFV(g,F.SubtractVV(f,b)));c=F.AddVV(c,F.CrossFV(g,F.SubtractVV(a,b)));this.SetLinearVelocity(f);e.SetLinearVelocity(c);
|
||||
this.SetAngularVelocity(g);e.SetAngularVelocity(g);this.SynchronizeFixtures();e.SynchronizeFixtures();return e};k.prototype.Merge=function(a){var c;for(c=a.m_fixtureList;c;){var g=c.m_next;a.m_fixtureCount--;c.m_next=this.m_fixtureList;this.m_fixtureList=c;this.m_fixtureCount++;c.m_body=e;c=g}b.m_fixtureCount=0;var b=this,e=a;b.GetWorldCenter();e.GetWorldCenter();b.GetLinearVelocity().Copy();e.GetLinearVelocity().Copy();b.GetAngularVelocity();e.GetAngularVelocity();b.ResetMassData();this.SynchronizeFixtures()};
|
||||
k.prototype.GetMass=function(){return this.m_mass};k.prototype.GetInertia=function(){return this.m_I};k.prototype.GetMassData=function(a){a.mass=this.m_mass;a.I=this.m_I;a.center.SetV(this.m_sweep.localCenter)};k.prototype.SetMassData=function(a){A.b2Assert(this.m_world.IsLocked()==false);if(this.m_world.IsLocked()!=true)if(this.m_type==k.b2_dynamicBody){this.m_invI=this.m_I=this.m_invMass=0;this.m_mass=a.mass;if(this.m_mass<=0)this.m_mass=1;this.m_invMass=1/this.m_mass;if(a.I>0&&(this.m_flags&k.e_fixedRotationFlag)==
|
||||
0){this.m_I=a.I-this.m_mass*(a.center.x*a.center.x+a.center.y*a.center.y);this.m_invI=1/this.m_I}var c=this.m_sweep.c.Copy();this.m_sweep.localCenter.SetV(a.center);this.m_sweep.c0.SetV(F.MulX(this.m_xf,this.m_sweep.localCenter));this.m_sweep.c.SetV(this.m_sweep.c0);this.m_linearVelocity.x+=this.m_angularVelocity*-(this.m_sweep.c.y-c.y);this.m_linearVelocity.y+=this.m_angularVelocity*+(this.m_sweep.c.x-c.x)}};k.prototype.ResetMassData=function(){this.m_invI=this.m_I=this.m_invMass=this.m_mass=0;this.m_sweep.localCenter.SetZero();
|
||||
if(!(this.m_type==k.b2_staticBody||this.m_type==k.b2_kinematicBody)){for(var a=y.Make(0,0),c=this.m_fixtureList;c;c=c.m_next)if(c.m_density!=0){var g=c.GetMassData();this.m_mass+=g.mass;a.x+=g.center.x*g.mass;a.y+=g.center.y*g.mass;this.m_I+=g.I}if(this.m_mass>0){this.m_invMass=1/this.m_mass;a.x*=this.m_invMass;a.y*=this.m_invMass}else this.m_invMass=this.m_mass=1;if(this.m_I>0&&(this.m_flags&k.e_fixedRotationFlag)==0){this.m_I-=this.m_mass*(a.x*a.x+a.y*a.y);this.m_I*=this.m_inertiaScale;A.b2Assert(this.m_I>
|
||||
0);this.m_invI=1/this.m_I}else this.m_invI=this.m_I=0;c=this.m_sweep.c.Copy();this.m_sweep.localCenter.SetV(a);this.m_sweep.c0.SetV(F.MulX(this.m_xf,this.m_sweep.localCenter));this.m_sweep.c.SetV(this.m_sweep.c0);this.m_linearVelocity.x+=this.m_angularVelocity*-(this.m_sweep.c.y-c.y);this.m_linearVelocity.y+=this.m_angularVelocity*+(this.m_sweep.c.x-c.x)}};k.prototype.GetWorldPoint=function(a){var c=this.m_xf.R;a=new y(c.col1.x*a.x+c.col2.x*a.y,c.col1.y*a.x+c.col2.y*a.y);a.x+=this.m_xf.position.x;
|
||||
a.y+=this.m_xf.position.y;return a};k.prototype.GetWorldVector=function(a){return F.MulMV(this.m_xf.R,a)};k.prototype.GetLocalPoint=function(a){return F.MulXT(this.m_xf,a)};k.prototype.GetLocalVector=function(a){return F.MulTMV(this.m_xf.R,a)};k.prototype.GetLinearVelocityFromWorldPoint=function(a){return new y(this.m_linearVelocity.x-this.m_angularVelocity*(a.y-this.m_sweep.c.y),this.m_linearVelocity.y+this.m_angularVelocity*(a.x-this.m_sweep.c.x))};k.prototype.GetLinearVelocityFromLocalPoint=function(a){var c=
|
||||
this.m_xf.R;a=new y(c.col1.x*a.x+c.col2.x*a.y,c.col1.y*a.x+c.col2.y*a.y);a.x+=this.m_xf.position.x;a.y+=this.m_xf.position.y;return new y(this.m_linearVelocity.x-this.m_angularVelocity*(a.y-this.m_sweep.c.y),this.m_linearVelocity.y+this.m_angularVelocity*(a.x-this.m_sweep.c.x))};k.prototype.GetLinearDamping=function(){return this.m_linearDamping};k.prototype.SetLinearDamping=function(a){if(a===undefined)a=0;this.m_linearDamping=a};k.prototype.GetAngularDamping=function(){return this.m_angularDamping};
|
||||
k.prototype.SetAngularDamping=function(a){if(a===undefined)a=0;this.m_angularDamping=a};k.prototype.SetType=function(a){if(a===undefined)a=0;if(this.m_type!=a){this.m_type=a;this.ResetMassData();if(this.m_type==k.b2_staticBody){this.m_linearVelocity.SetZero();this.m_angularVelocity=0}this.SetAwake(true);this.m_force.SetZero();this.m_torque=0;for(a=this.m_contactList;a;a=a.next)a.contact.FlagForFiltering()}};k.prototype.GetType=function(){return this.m_type};k.prototype.SetBullet=function(a){if(a)this.m_flags|=
|
||||
k.e_bulletFlag;else this.m_flags&=~k.e_bulletFlag};k.prototype.IsBullet=function(){return(this.m_flags&k.e_bulletFlag)==k.e_bulletFlag};k.prototype.SetSleepingAllowed=function(a){if(a)this.m_flags|=k.e_allowSleepFlag;else{this.m_flags&=~k.e_allowSleepFlag;this.SetAwake(true)}};k.prototype.SetAwake=function(a){if(a){this.m_flags|=k.e_awakeFlag;this.m_sleepTime=0}else{this.m_flags&=~k.e_awakeFlag;this.m_sleepTime=0;this.m_linearVelocity.SetZero();this.m_angularVelocity=0;this.m_force.SetZero();this.m_torque=
|
||||
0}};k.prototype.IsAwake=function(){return(this.m_flags&k.e_awakeFlag)==k.e_awakeFlag};k.prototype.SetFixedRotation=function(a){if(a)this.m_flags|=k.e_fixedRotationFlag;else this.m_flags&=~k.e_fixedRotationFlag;this.ResetMassData()};k.prototype.IsFixedRotation=function(){return(this.m_flags&k.e_fixedRotationFlag)==k.e_fixedRotationFlag};k.prototype.SetActive=function(a){if(a!=this.IsActive()){var c;if(a){this.m_flags|=k.e_activeFlag;a=this.m_world.m_contactManager.m_broadPhase;for(c=this.m_fixtureList;c;c=
|
||||
c.m_next)c.CreateProxy(a,this.m_xf)}else{this.m_flags&=~k.e_activeFlag;a=this.m_world.m_contactManager.m_broadPhase;for(c=this.m_fixtureList;c;c=c.m_next)c.DestroyProxy(a);for(a=this.m_contactList;a;){c=a;a=a.next;this.m_world.m_contactManager.Destroy(c.contact)}this.m_contactList=null}}};k.prototype.IsActive=function(){return(this.m_flags&k.e_activeFlag)==k.e_activeFlag};k.prototype.IsSleepingAllowed=function(){return(this.m_flags&k.e_allowSleepFlag)==k.e_allowSleepFlag};k.prototype.GetFixtureList=
|
||||
function(){return this.m_fixtureList};k.prototype.GetJointList=function(){return this.m_jointList};k.prototype.GetControllerList=function(){return this.m_controllerList};k.prototype.GetContactList=function(){return this.m_contactList};k.prototype.GetNext=function(){return this.m_next};k.prototype.GetUserData=function(){return this.m_userData};k.prototype.SetUserData=function(a){this.m_userData=a};k.prototype.GetWorld=function(){return this.m_world};k.prototype.b2Body=function(a,c){this.m_flags=0;
|
||||
if(a.bullet)this.m_flags|=k.e_bulletFlag;if(a.fixedRotation)this.m_flags|=k.e_fixedRotationFlag;if(a.allowSleep)this.m_flags|=k.e_allowSleepFlag;if(a.awake)this.m_flags|=k.e_awakeFlag;if(a.active)this.m_flags|=k.e_activeFlag;this.m_world=c;this.m_xf.position.SetV(a.position);this.m_xf.R.Set(a.angle);this.m_sweep.localCenter.SetZero();this.m_sweep.t0=1;this.m_sweep.a0=this.m_sweep.a=a.angle;var g=this.m_xf.R,b=this.m_sweep.localCenter;this.m_sweep.c.x=g.col1.x*b.x+g.col2.x*b.y;this.m_sweep.c.y=g.col1.y*
|
||||
b.x+g.col2.y*b.y;this.m_sweep.c.x+=this.m_xf.position.x;this.m_sweep.c.y+=this.m_xf.position.y;this.m_sweep.c0.SetV(this.m_sweep.c);this.m_contactList=this.m_controllerList=this.m_jointList=null;this.m_controllerCount=0;this.m_next=this.m_prev=null;this.m_linearVelocity.SetV(a.linearVelocity);this.m_angularVelocity=a.angularVelocity;this.m_linearDamping=a.linearDamping;this.m_angularDamping=a.angularDamping;this.m_force.Set(0,0);this.m_sleepTime=this.m_torque=0;this.m_type=a.type;if(this.m_type==
|
||||
k.b2_dynamicBody)this.m_invMass=this.m_mass=1;else this.m_invMass=this.m_mass=0;this.m_invI=this.m_I=0;this.m_inertiaScale=a.inertiaScale;this.m_userData=a.userData;this.m_fixtureList=null;this.m_fixtureCount=0};k.prototype.SynchronizeFixtures=function(){var a=k.s_xf1;a.R.Set(this.m_sweep.a0);var c=a.R,g=this.m_sweep.localCenter;a.position.x=this.m_sweep.c0.x-(c.col1.x*g.x+c.col2.x*g.y);a.position.y=this.m_sweep.c0.y-(c.col1.y*g.x+c.col2.y*g.y);g=this.m_world.m_contactManager.m_broadPhase;for(c=this.m_fixtureList;c;c=
|
||||
c.m_next)c.Synchronize(g,a,this.m_xf)};k.prototype.SynchronizeTransform=function(){this.m_xf.R.Set(this.m_sweep.a);var a=this.m_xf.R,c=this.m_sweep.localCenter;this.m_xf.position.x=this.m_sweep.c.x-(a.col1.x*c.x+a.col2.x*c.y);this.m_xf.position.y=this.m_sweep.c.y-(a.col1.y*c.x+a.col2.y*c.y)};k.prototype.ShouldCollide=function(a){if(this.m_type!=k.b2_dynamicBody&&a.m_type!=k.b2_dynamicBody)return false;for(var c=this.m_jointList;c;c=c.next)if(c.other==a)if(c.joint.m_collideConnected==false)return false;
|
||||
return true};k.prototype.Advance=function(a){if(a===undefined)a=0;this.m_sweep.Advance(a);this.m_sweep.c.SetV(this.m_sweep.c0);this.m_sweep.a=this.m_sweep.a0;this.SynchronizeTransform()};Box2D.postDefs.push(function(){Box2D.Dynamics.b2Body.s_xf1=new K;Box2D.Dynamics.b2Body.e_islandFlag=1;Box2D.Dynamics.b2Body.e_awakeFlag=2;Box2D.Dynamics.b2Body.e_allowSleepFlag=4;Box2D.Dynamics.b2Body.e_bulletFlag=8;Box2D.Dynamics.b2Body.e_fixedRotationFlag=16;Box2D.Dynamics.b2Body.e_activeFlag=32;Box2D.Dynamics.b2Body.b2_staticBody=
|
||||
0;Box2D.Dynamics.b2Body.b2_kinematicBody=1;Box2D.Dynamics.b2Body.b2_dynamicBody=2});z.b2BodyDef=function(){this.position=new y;this.linearVelocity=new y};z.prototype.b2BodyDef=function(){this.userData=null;this.position.Set(0,0);this.angle=0;this.linearVelocity.Set(0,0);this.angularDamping=this.linearDamping=this.angularVelocity=0;this.awake=this.allowSleep=true;this.bullet=this.fixedRotation=false;this.type=k.b2_staticBody;this.active=true;this.inertiaScale=1};u.b2ContactFilter=function(){};u.prototype.ShouldCollide=
|
||||
function(a,c){var g=a.GetFilterData(),b=c.GetFilterData();if(g.groupIndex==b.groupIndex&&g.groupIndex!=0)return g.groupIndex>0;return(g.maskBits&b.categoryBits)!=0&&(g.categoryBits&b.maskBits)!=0};u.prototype.RayCollide=function(a,c){if(!a)return true;return this.ShouldCollide(a instanceof S?a:null,c)};Box2D.postDefs.push(function(){Box2D.Dynamics.b2ContactFilter.b2_defaultFilter=new u});D.b2ContactImpulse=function(){this.normalImpulses=new Vector_a2j_Number(A.b2_maxManifoldPoints);this.tangentImpulses=
|
||||
new Vector_a2j_Number(A.b2_maxManifoldPoints)};H.b2ContactListener=function(){};H.prototype.BeginContact=function(){};H.prototype.EndContact=function(){};H.prototype.PreSolve=function(){};H.prototype.PostSolve=function(){};Box2D.postDefs.push(function(){Box2D.Dynamics.b2ContactListener.b2_defaultListener=new H});O.b2ContactManager=function(){};O.prototype.b2ContactManager=function(){this.m_world=null;this.m_contactCount=0;this.m_contactFilter=u.b2_defaultFilter;this.m_contactListener=H.b2_defaultListener;
|
||||
this.m_contactFactory=new j(this.m_allocator);this.m_broadPhase=new B};O.prototype.AddPair=function(a,c){var g=a instanceof S?a:null,b=c instanceof S?c:null,e=g.GetBody(),f=b.GetBody();if(e!=f){for(var m=f.GetContactList();m;){if(m.other==e){var r=m.contact.GetFixtureA(),s=m.contact.GetFixtureB();if(r==g&&s==b)return;if(r==b&&s==g)return}m=m.next}if(f.ShouldCollide(e)!=false)if(this.m_contactFilter.ShouldCollide(g,b)!=false){m=this.m_contactFactory.Create(g,b);g=m.GetFixtureA();b=m.GetFixtureB();
|
||||
e=g.m_body;f=b.m_body;m.m_prev=null;m.m_next=this.m_world.m_contactList;if(this.m_world.m_contactList!=null)this.m_world.m_contactList.m_prev=m;this.m_world.m_contactList=m;m.m_nodeA.contact=m;m.m_nodeA.other=f;m.m_nodeA.prev=null;m.m_nodeA.next=e.m_contactList;if(e.m_contactList!=null)e.m_contactList.prev=m.m_nodeA;e.m_contactList=m.m_nodeA;m.m_nodeB.contact=m;m.m_nodeB.other=e;m.m_nodeB.prev=null;m.m_nodeB.next=f.m_contactList;if(f.m_contactList!=null)f.m_contactList.prev=m.m_nodeB;f.m_contactList=
|
||||
m.m_nodeB;++this.m_world.m_contactCount}}};O.prototype.FindNewContacts=function(){this.m_broadPhase.UpdatePairs(Box2D.generateCallback(this,this.AddPair))};O.prototype.Destroy=function(a){var c=a.GetFixtureA(),g=a.GetFixtureB();c=c.GetBody();g=g.GetBody();a.IsTouching()&&this.m_contactListener.EndContact(a);if(a.m_prev)a.m_prev.m_next=a.m_next;if(a.m_next)a.m_next.m_prev=a.m_prev;if(a==this.m_world.m_contactList)this.m_world.m_contactList=a.m_next;if(a.m_nodeA.prev)a.m_nodeA.prev.next=a.m_nodeA.next;
|
||||
if(a.m_nodeA.next)a.m_nodeA.next.prev=a.m_nodeA.prev;if(a.m_nodeA==c.m_contactList)c.m_contactList=a.m_nodeA.next;if(a.m_nodeB.prev)a.m_nodeB.prev.next=a.m_nodeB.next;if(a.m_nodeB.next)a.m_nodeB.next.prev=a.m_nodeB.prev;if(a.m_nodeB==g.m_contactList)g.m_contactList=a.m_nodeB.next;this.m_contactFactory.Destroy(a);--this.m_contactCount};O.prototype.Collide=function(){for(var a=this.m_world.m_contactList;a;){var c=a.GetFixtureA(),g=a.GetFixtureB(),b=c.GetBody(),e=g.GetBody();if(b.IsAwake()==false&&e.IsAwake()==
|
||||
false)a=a.GetNext();else{if(a.m_flags&l.e_filterFlag){if(e.ShouldCollide(b)==false){c=a;a=c.GetNext();this.Destroy(c);continue}if(this.m_contactFilter.ShouldCollide(c,g)==false){c=a;a=c.GetNext();this.Destroy(c);continue}a.m_flags&=~l.e_filterFlag}if(this.m_broadPhase.TestOverlap(c.m_proxy,g.m_proxy)==false){c=a;a=c.GetNext();this.Destroy(c)}else{a.Update(this.m_contactListener);a=a.GetNext()}}}};Box2D.postDefs.push(function(){Box2D.Dynamics.b2ContactManager.s_evalCP=new p});E.b2DebugDraw=function(){};
|
||||
E.prototype.b2DebugDraw=function(){};E.prototype.SetFlags=function(){};E.prototype.GetFlags=function(){};E.prototype.AppendFlags=function(){};E.prototype.ClearFlags=function(){};E.prototype.SetSprite=function(){};E.prototype.GetSprite=function(){};E.prototype.SetDrawScale=function(){};E.prototype.GetDrawScale=function(){};E.prototype.SetLineThickness=function(){};E.prototype.GetLineThickness=function(){};E.prototype.SetAlpha=function(){};E.prototype.GetAlpha=function(){};E.prototype.SetFillAlpha=
|
||||
function(){};E.prototype.GetFillAlpha=function(){};E.prototype.SetXFormScale=function(){};E.prototype.GetXFormScale=function(){};E.prototype.DrawPolygon=function(){};E.prototype.DrawSolidPolygon=function(){};E.prototype.DrawCircle=function(){};E.prototype.DrawSolidCircle=function(){};E.prototype.DrawSegment=function(){};E.prototype.DrawTransform=function(){};Box2D.postDefs.push(function(){Box2D.Dynamics.b2DebugDraw.e_shapeBit=1;Box2D.Dynamics.b2DebugDraw.e_jointBit=2;Box2D.Dynamics.b2DebugDraw.e_aabbBit=
|
||||
4;Box2D.Dynamics.b2DebugDraw.e_pairBit=8;Box2D.Dynamics.b2DebugDraw.e_centerOfMassBit=16;Box2D.Dynamics.b2DebugDraw.e_controllerBit=32});R.b2DestructionListener=function(){};R.prototype.SayGoodbyeJoint=function(){};R.prototype.SayGoodbyeFixture=function(){};N.b2FilterData=function(){this.categoryBits=1;this.maskBits=65535;this.groupIndex=0};N.prototype.Copy=function(){var a=new N;a.categoryBits=this.categoryBits;a.maskBits=this.maskBits;a.groupIndex=this.groupIndex;return a};S.b2Fixture=function(){this.m_filter=
|
||||
new N};S.prototype.GetType=function(){return this.m_shape.GetType()};S.prototype.GetShape=function(){return this.m_shape};S.prototype.SetSensor=function(a){if(this.m_isSensor!=a){this.m_isSensor=a;if(this.m_body!=null)for(a=this.m_body.GetContactList();a;){var c=a.contact,g=c.GetFixtureA(),b=c.GetFixtureB();if(g==this||b==this)c.SetSensor(g.IsSensor()||b.IsSensor());a=a.next}}};S.prototype.IsSensor=function(){return this.m_isSensor};S.prototype.SetFilterData=function(a){this.m_filter=a.Copy();if(!this.m_body)for(a=
|
||||
this.m_body.GetContactList();a;){var c=a.contact,g=c.GetFixtureA(),b=c.GetFixtureB();if(g==this||b==this)c.FlagForFiltering();a=a.next}};S.prototype.GetFilterData=function(){return this.m_filter.Copy()};S.prototype.GetBody=function(){return this.m_body};S.prototype.GetNext=function(){return this.m_next};S.prototype.GetUserData=function(){return this.m_userData};S.prototype.SetUserData=function(a){this.m_userData=a};S.prototype.TestPoint=function(a){return this.m_shape.TestPoint(this.m_body.GetTransform(),
|
||||
a)};S.prototype.RayCast=function(a,c){return this.m_shape.RayCast(a,c,this.m_body.GetTransform())};S.prototype.GetMassData=function(a){if(a===undefined)a=null;if(a==null)a=new I;this.m_shape.ComputeMass(a,this.m_density);return a};S.prototype.SetDensity=function(a){if(a===undefined)a=0;this.m_density=a};S.prototype.GetDensity=function(){return this.m_density};S.prototype.GetFriction=function(){return this.m_friction};S.prototype.SetFriction=function(a){if(a===undefined)a=0;this.m_friction=a};S.prototype.GetRestitution=
|
||||
function(){return this.m_restitution};S.prototype.SetRestitution=function(a){if(a===undefined)a=0;this.m_restitution=a};S.prototype.GetAABB=function(){return this.m_aabb};S.prototype.b2Fixture=function(){this.m_aabb=new U;this.m_shape=this.m_next=this.m_body=this.m_userData=null;this.m_restitution=this.m_friction=this.m_density=0};S.prototype.Create=function(a,c,g){this.m_userData=g.userData;this.m_friction=g.friction;this.m_restitution=g.restitution;this.m_body=a;this.m_next=null;this.m_filter=g.filter.Copy();
|
||||
this.m_isSensor=g.isSensor;this.m_shape=g.shape.Copy();this.m_density=g.density};S.prototype.Destroy=function(){this.m_shape=null};S.prototype.CreateProxy=function(a,c){this.m_shape.ComputeAABB(this.m_aabb,c);this.m_proxy=a.CreateProxy(this.m_aabb,this)};S.prototype.DestroyProxy=function(a){if(this.m_proxy!=null){a.DestroyProxy(this.m_proxy);this.m_proxy=null}};S.prototype.Synchronize=function(a,c,g){if(this.m_proxy){var b=new U,e=new U;this.m_shape.ComputeAABB(b,c);this.m_shape.ComputeAABB(e,g);
|
||||
this.m_aabb.Combine(b,e);c=F.SubtractVV(g.position,c.position);a.MoveProxy(this.m_proxy,this.m_aabb,c)}};aa.b2FixtureDef=function(){this.filter=new N};aa.prototype.b2FixtureDef=function(){this.userData=this.shape=null;this.friction=0.2;this.density=this.restitution=0;this.filter.categoryBits=1;this.filter.maskBits=65535;this.filter.groupIndex=0;this.isSensor=false};Z.b2Island=function(){};Z.prototype.b2Island=function(){this.m_bodies=new Vector;this.m_contacts=new Vector;this.m_joints=new Vector};
|
||||
Z.prototype.Initialize=function(a,c,g,b,e,f){if(a===undefined)a=0;if(c===undefined)c=0;if(g===undefined)g=0;var m=0;this.m_bodyCapacity=a;this.m_contactCapacity=c;this.m_jointCapacity=g;this.m_jointCount=this.m_contactCount=this.m_bodyCount=0;this.m_allocator=b;this.m_listener=e;this.m_contactSolver=f;for(m=this.m_bodies.length;m<a;m++)this.m_bodies[m]=null;for(m=this.m_contacts.length;m<c;m++)this.m_contacts[m]=null;for(m=this.m_joints.length;m<g;m++)this.m_joints[m]=null};Z.prototype.Clear=function(){this.m_jointCount=
|
||||
this.m_contactCount=this.m_bodyCount=0};Z.prototype.Solve=function(a,c,g){var b=0,e=0,f;for(b=0;b<this.m_bodyCount;++b){e=this.m_bodies[b];if(e.GetType()==k.b2_dynamicBody){e.m_linearVelocity.x+=a.dt*(c.x+e.m_invMass*e.m_force.x);e.m_linearVelocity.y+=a.dt*(c.y+e.m_invMass*e.m_force.y);e.m_angularVelocity+=a.dt*e.m_invI*e.m_torque;e.m_linearVelocity.Multiply(F.Clamp(1-a.dt*e.m_linearDamping,0,1));e.m_angularVelocity*=F.Clamp(1-a.dt*e.m_angularDamping,0,1)}}this.m_contactSolver.Initialize(a,this.m_contacts,
|
||||
this.m_contactCount,this.m_allocator);c=this.m_contactSolver;c.InitVelocityConstraints(a);for(b=0;b<this.m_jointCount;++b){f=this.m_joints[b];f.InitVelocityConstraints(a)}for(b=0;b<a.velocityIterations;++b){for(e=0;e<this.m_jointCount;++e){f=this.m_joints[e];f.SolveVelocityConstraints(a)}c.SolveVelocityConstraints()}for(b=0;b<this.m_jointCount;++b){f=this.m_joints[b];f.FinalizeVelocityConstraints()}c.FinalizeVelocityConstraints();for(b=0;b<this.m_bodyCount;++b){e=this.m_bodies[b];if(e.GetType()!=
|
||||
k.b2_staticBody){var m=a.dt*e.m_linearVelocity.x,r=a.dt*e.m_linearVelocity.y;if(m*m+r*r>A.b2_maxTranslationSquared){e.m_linearVelocity.Normalize();e.m_linearVelocity.x*=A.b2_maxTranslation*a.inv_dt;e.m_linearVelocity.y*=A.b2_maxTranslation*a.inv_dt}m=a.dt*e.m_angularVelocity;if(m*m>A.b2_maxRotationSquared)e.m_angularVelocity=e.m_angularVelocity<0?-A.b2_maxRotation*a.inv_dt:A.b2_maxRotation*a.inv_dt;e.m_sweep.c0.SetV(e.m_sweep.c);e.m_sweep.a0=e.m_sweep.a;e.m_sweep.c.x+=a.dt*e.m_linearVelocity.x;e.m_sweep.c.y+=
|
||||
a.dt*e.m_linearVelocity.y;e.m_sweep.a+=a.dt*e.m_angularVelocity;e.SynchronizeTransform()}}for(b=0;b<a.positionIterations;++b){m=c.SolvePositionConstraints(A.b2_contactBaumgarte);r=true;for(e=0;e<this.m_jointCount;++e){f=this.m_joints[e];f=f.SolvePositionConstraints(A.b2_contactBaumgarte);r=r&&f}if(m&&r)break}this.Report(c.m_constraints);if(g){g=Number.MAX_VALUE;c=A.b2_linearSleepTolerance*A.b2_linearSleepTolerance;m=A.b2_angularSleepTolerance*A.b2_angularSleepTolerance;for(b=0;b<this.m_bodyCount;++b){e=
|
||||
this.m_bodies[b];if(e.GetType()!=k.b2_staticBody){if((e.m_flags&k.e_allowSleepFlag)==0)g=e.m_sleepTime=0;if((e.m_flags&k.e_allowSleepFlag)==0||e.m_angularVelocity*e.m_angularVelocity>m||F.Dot(e.m_linearVelocity,e.m_linearVelocity)>c)g=e.m_sleepTime=0;else{e.m_sleepTime+=a.dt;g=F.Min(g,e.m_sleepTime)}}}if(g>=A.b2_timeToSleep)for(b=0;b<this.m_bodyCount;++b){e=this.m_bodies[b];e.SetAwake(false)}}};Z.prototype.SolveTOI=function(a){var c=0,g=0;this.m_contactSolver.Initialize(a,this.m_contacts,this.m_contactCount,
|
||||
this.m_allocator);var b=this.m_contactSolver;for(c=0;c<this.m_jointCount;++c)this.m_joints[c].InitVelocityConstraints(a);for(c=0;c<a.velocityIterations;++c){b.SolveVelocityConstraints();for(g=0;g<this.m_jointCount;++g)this.m_joints[g].SolveVelocityConstraints(a)}for(c=0;c<this.m_bodyCount;++c){g=this.m_bodies[c];if(g.GetType()!=k.b2_staticBody){var e=a.dt*g.m_linearVelocity.x,f=a.dt*g.m_linearVelocity.y;if(e*e+f*f>A.b2_maxTranslationSquared){g.m_linearVelocity.Normalize();g.m_linearVelocity.x*=A.b2_maxTranslation*
|
||||
a.inv_dt;g.m_linearVelocity.y*=A.b2_maxTranslation*a.inv_dt}e=a.dt*g.m_angularVelocity;if(e*e>A.b2_maxRotationSquared)g.m_angularVelocity=g.m_angularVelocity<0?-A.b2_maxRotation*a.inv_dt:A.b2_maxRotation*a.inv_dt;g.m_sweep.c0.SetV(g.m_sweep.c);g.m_sweep.a0=g.m_sweep.a;g.m_sweep.c.x+=a.dt*g.m_linearVelocity.x;g.m_sweep.c.y+=a.dt*g.m_linearVelocity.y;g.m_sweep.a+=a.dt*g.m_angularVelocity;g.SynchronizeTransform()}}for(c=0;c<a.positionIterations;++c){e=b.SolvePositionConstraints(0.75);f=true;for(g=0;g<
|
||||
this.m_jointCount;++g){var m=this.m_joints[g].SolvePositionConstraints(A.b2_contactBaumgarte);f=f&&m}if(e&&f)break}this.Report(b.m_constraints)};Z.prototype.Report=function(a){if(this.m_listener!=null)for(var c=0;c<this.m_contactCount;++c){for(var g=this.m_contacts[c],b=a[c],e=0;e<b.pointCount;++e){Z.s_impulse.normalImpulses[e]=b.points[e].normalImpulse;Z.s_impulse.tangentImpulses[e]=b.points[e].tangentImpulse}this.m_listener.PostSolve(g,Z.s_impulse)}};Z.prototype.AddBody=function(a){a.m_islandIndex=
|
||||
this.m_bodyCount;this.m_bodies[this.m_bodyCount++]=a};Z.prototype.AddContact=function(a){this.m_contacts[this.m_contactCount++]=a};Z.prototype.AddJoint=function(a){this.m_joints[this.m_jointCount++]=a};Box2D.postDefs.push(function(){Box2D.Dynamics.b2Island.s_impulse=new D});d.b2TimeStep=function(){};d.prototype.Set=function(a){this.dt=a.dt;this.inv_dt=a.inv_dt;this.positionIterations=a.positionIterations;this.velocityIterations=a.velocityIterations;this.warmStarting=a.warmStarting};h.b2World=function(){this.s_stack=
|
||||
new Vector;this.m_contactManager=new O;this.m_contactSolver=new o;this.m_island=new Z};h.prototype.b2World=function(a,c){this.m_controllerList=this.m_jointList=this.m_contactList=this.m_bodyList=this.m_debugDraw=this.m_destructionListener=null;this.m_controllerCount=this.m_jointCount=this.m_contactCount=this.m_bodyCount=0;h.m_warmStarting=true;h.m_continuousPhysics=true;this.m_allowSleep=c;this.m_gravity=a;this.m_inv_dt0=0;this.m_contactManager.m_world=this;this.m_groundBody=this.CreateBody(new z)};
|
||||
h.prototype.SetDestructionListener=function(a){this.m_destructionListener=a};h.prototype.SetContactFilter=function(a){this.m_contactManager.m_contactFilter=a};h.prototype.SetContactListener=function(a){this.m_contactManager.m_contactListener=a};h.prototype.SetDebugDraw=function(a){this.m_debugDraw=a};h.prototype.SetBroadPhase=function(a){var c=this.m_contactManager.m_broadPhase;this.m_contactManager.m_broadPhase=a;for(var g=this.m_bodyList;g;g=g.m_next)for(var b=g.m_fixtureList;b;b=b.m_next)b.m_proxy=
|
||||
a.CreateProxy(c.GetFatAABB(b.m_proxy),b)};h.prototype.Validate=function(){this.m_contactManager.m_broadPhase.Validate()};h.prototype.GetProxyCount=function(){return this.m_contactManager.m_broadPhase.GetProxyCount()};h.prototype.CreateBody=function(a){if(this.IsLocked()==true)return null;a=new k(a,this);a.m_prev=null;if(a.m_next=this.m_bodyList)this.m_bodyList.m_prev=a;this.m_bodyList=a;++this.m_bodyCount;return a};h.prototype.DestroyBody=function(a){if(this.IsLocked()!=true){for(var c=a.m_jointList;c;){var g=
|
||||
c;c=c.next;this.m_destructionListener&&this.m_destructionListener.SayGoodbyeJoint(g.joint);this.DestroyJoint(g.joint)}for(c=a.m_controllerList;c;){g=c;c=c.nextController;g.controller.RemoveBody(a)}for(c=a.m_contactList;c;){g=c;c=c.next;this.m_contactManager.Destroy(g.contact)}a.m_contactList=null;for(c=a.m_fixtureList;c;){g=c;c=c.m_next;this.m_destructionListener&&this.m_destructionListener.SayGoodbyeFixture(g);g.DestroyProxy(this.m_contactManager.m_broadPhase);g.Destroy()}a.m_fixtureList=null;a.m_fixtureCount=
|
||||
0;if(a.m_prev)a.m_prev.m_next=a.m_next;if(a.m_next)a.m_next.m_prev=a.m_prev;if(a==this.m_bodyList)this.m_bodyList=a.m_next;--this.m_bodyCount}};h.prototype.CreateJoint=function(a){var c=q.Create(a,null);c.m_prev=null;if(c.m_next=this.m_jointList)this.m_jointList.m_prev=c;this.m_jointList=c;++this.m_jointCount;c.m_edgeA.joint=c;c.m_edgeA.other=c.m_bodyB;c.m_edgeA.prev=null;if(c.m_edgeA.next=c.m_bodyA.m_jointList)c.m_bodyA.m_jointList.prev=c.m_edgeA;c.m_bodyA.m_jointList=c.m_edgeA;c.m_edgeB.joint=c;
|
||||
c.m_edgeB.other=c.m_bodyA;c.m_edgeB.prev=null;if(c.m_edgeB.next=c.m_bodyB.m_jointList)c.m_bodyB.m_jointList.prev=c.m_edgeB;c.m_bodyB.m_jointList=c.m_edgeB;var g=a.bodyA,b=a.bodyB;if(a.collideConnected==false)for(a=b.GetContactList();a;){a.other==g&&a.contact.FlagForFiltering();a=a.next}return c};h.prototype.DestroyJoint=function(a){var c=a.m_collideConnected;if(a.m_prev)a.m_prev.m_next=a.m_next;if(a.m_next)a.m_next.m_prev=a.m_prev;if(a==this.m_jointList)this.m_jointList=a.m_next;var g=a.m_bodyA,b=
|
||||
a.m_bodyB;g.SetAwake(true);b.SetAwake(true);if(a.m_edgeA.prev)a.m_edgeA.prev.next=a.m_edgeA.next;if(a.m_edgeA.next)a.m_edgeA.next.prev=a.m_edgeA.prev;if(a.m_edgeA==g.m_jointList)g.m_jointList=a.m_edgeA.next;a.m_edgeA.prev=null;a.m_edgeA.next=null;if(a.m_edgeB.prev)a.m_edgeB.prev.next=a.m_edgeB.next;if(a.m_edgeB.next)a.m_edgeB.next.prev=a.m_edgeB.prev;if(a.m_edgeB==b.m_jointList)b.m_jointList=a.m_edgeB.next;a.m_edgeB.prev=null;a.m_edgeB.next=null;q.Destroy(a,null);--this.m_jointCount;if(c==false)for(a=
|
||||
b.GetContactList();a;){a.other==g&&a.contact.FlagForFiltering();a=a.next}};h.prototype.AddController=function(a){a.m_next=this.m_controllerList;a.m_prev=null;this.m_controllerList=a;a.m_world=this;this.m_controllerCount++;return a};h.prototype.RemoveController=function(a){if(a.m_prev)a.m_prev.m_next=a.m_next;if(a.m_next)a.m_next.m_prev=a.m_prev;if(this.m_controllerList==a)this.m_controllerList=a.m_next;this.m_controllerCount--};h.prototype.CreateController=function(a){if(a.m_world!=this)throw Error("Controller can only be a member of one world");
|
||||
a.m_next=this.m_controllerList;a.m_prev=null;if(this.m_controllerList)this.m_controllerList.m_prev=a;this.m_controllerList=a;++this.m_controllerCount;a.m_world=this;return a};h.prototype.DestroyController=function(a){a.Clear();if(a.m_next)a.m_next.m_prev=a.m_prev;if(a.m_prev)a.m_prev.m_next=a.m_next;if(a==this.m_controllerList)this.m_controllerList=a.m_next;--this.m_controllerCount};h.prototype.SetWarmStarting=function(a){h.m_warmStarting=a};h.prototype.SetContinuousPhysics=function(a){h.m_continuousPhysics=
|
||||
a};h.prototype.GetBodyCount=function(){return this.m_bodyCount};h.prototype.GetJointCount=function(){return this.m_jointCount};h.prototype.GetContactCount=function(){return this.m_contactCount};h.prototype.SetGravity=function(a){this.m_gravity=a};h.prototype.GetGravity=function(){return this.m_gravity};h.prototype.GetGroundBody=function(){return this.m_groundBody};h.prototype.Step=function(a,c,g){if(a===undefined)a=0;if(c===undefined)c=0;if(g===undefined)g=0;if(this.m_flags&h.e_newFixture){this.m_contactManager.FindNewContacts();
|
||||
this.m_flags&=~h.e_newFixture}this.m_flags|=h.e_locked;var b=h.s_timestep2;b.dt=a;b.velocityIterations=c;b.positionIterations=g;b.inv_dt=a>0?1/a:0;b.dtRatio=this.m_inv_dt0*a;b.warmStarting=h.m_warmStarting;this.m_contactManager.Collide();b.dt>0&&this.Solve(b);h.m_continuousPhysics&&b.dt>0&&this.SolveTOI(b);if(b.dt>0)this.m_inv_dt0=b.inv_dt;this.m_flags&=~h.e_locked};h.prototype.ClearForces=function(){for(var a=this.m_bodyList;a;a=a.m_next){a.m_force.SetZero();a.m_torque=0}};h.prototype.DrawDebugData=
|
||||
function(){if(this.m_debugDraw!=null){this.m_debugDraw.m_sprite.graphics.clear();var a=this.m_debugDraw.GetFlags(),c,g,b;new y;new y;new y;var e;new U;new U;e=[new y,new y,new y,new y];var f=new w(0,0,0);if(a&E.e_shapeBit)for(c=this.m_bodyList;c;c=c.m_next){e=c.m_xf;for(g=c.GetFixtureList();g;g=g.m_next){b=g.GetShape();if(c.IsActive()==false)f.Set(0.5,0.5,0.3);else if(c.GetType()==k.b2_staticBody)f.Set(0.5,0.9,0.5);else if(c.GetType()==k.b2_kinematicBody)f.Set(0.5,0.5,0.9);else c.IsAwake()==false?
|
||||
f.Set(0.6,0.6,0.6):f.Set(0.9,0.7,0.7);this.DrawShape(b,e,f)}}if(a&E.e_jointBit)for(c=this.m_jointList;c;c=c.m_next)this.DrawJoint(c);if(a&E.e_controllerBit)for(c=this.m_controllerList;c;c=c.m_next)c.Draw(this.m_debugDraw);if(a&E.e_pairBit){f.Set(0.3,0.9,0.9);for(c=this.m_contactManager.m_contactList;c;c=c.GetNext()){b=c.GetFixtureA();g=c.GetFixtureB();b=b.GetAABB().GetCenter();g=g.GetAABB().GetCenter();this.m_debugDraw.DrawSegment(b,g,f)}}if(a&E.e_aabbBit){b=this.m_contactManager.m_broadPhase;e=[new y,
|
||||
new y,new y,new y];for(c=this.m_bodyList;c;c=c.GetNext())if(c.IsActive()!=false)for(g=c.GetFixtureList();g;g=g.GetNext()){var m=b.GetFatAABB(g.m_proxy);e[0].Set(m.lowerBound.x,m.lowerBound.y);e[1].Set(m.upperBound.x,m.lowerBound.y);e[2].Set(m.upperBound.x,m.upperBound.y);e[3].Set(m.lowerBound.x,m.upperBound.y);this.m_debugDraw.DrawPolygon(e,4,f)}}if(a&E.e_centerOfMassBit)for(c=this.m_bodyList;c;c=c.m_next){e=h.s_xf;e.R=c.m_xf.R;e.position=c.GetWorldCenter();this.m_debugDraw.DrawTransform(e)}}};h.prototype.QueryAABB=
|
||||
function(a,c){var g=this.m_contactManager.m_broadPhase;g.Query(function(b){return a(g.GetUserData(b))},c)};h.prototype.QueryShape=function(a,c,g){if(g===undefined)g=null;if(g==null){g=new K;g.SetIdentity()}var b=this.m_contactManager.m_broadPhase,e=new U;c.ComputeAABB(e,g);b.Query(function(f){f=b.GetUserData(f)instanceof S?b.GetUserData(f):null;if(Y.TestOverlap(c,g,f.GetShape(),f.GetBody().GetTransform()))return a(f);return true},e)};h.prototype.QueryPoint=function(a,c){var g=this.m_contactManager.m_broadPhase,
|
||||
b=new U;b.lowerBound.Set(c.x-A.b2_linearSlop,c.y-A.b2_linearSlop);b.upperBound.Set(c.x+A.b2_linearSlop,c.y+A.b2_linearSlop);g.Query(function(e){e=g.GetUserData(e)instanceof S?g.GetUserData(e):null;if(e.TestPoint(c))return a(e);return true},b)};h.prototype.RayCast=function(a,c,g){var b=this.m_contactManager.m_broadPhase,e=new V,f=new Q(c,g);b.RayCast(function(m,r){var s=b.GetUserData(r);s=s instanceof S?s:null;if(s.RayCast(e,m)){var v=e.fraction,t=new y((1-v)*c.x+v*g.x,(1-v)*c.y+v*g.y);return a(s,
|
||||
t,e.normal,v)}return m.maxFraction},f)};h.prototype.RayCastOne=function(a,c){var g;this.RayCast(function(b,e,f,m){if(m===undefined)m=0;g=b;return m},a,c);return g};h.prototype.RayCastAll=function(a,c){var g=new Vector;this.RayCast(function(b){g[g.length]=b;return 1},a,c);return g};h.prototype.GetBodyList=function(){return this.m_bodyList};h.prototype.GetJointList=function(){return this.m_jointList};h.prototype.GetContactList=function(){return this.m_contactList};h.prototype.IsLocked=function(){return(this.m_flags&
|
||||
h.e_locked)>0};h.prototype.Solve=function(a){for(var c,g=this.m_controllerList;g;g=g.m_next)g.Step(a);g=this.m_island;g.Initialize(this.m_bodyCount,this.m_contactCount,this.m_jointCount,null,this.m_contactManager.m_contactListener,this.m_contactSolver);for(c=this.m_bodyList;c;c=c.m_next)c.m_flags&=~k.e_islandFlag;for(var b=this.m_contactList;b;b=b.m_next)b.m_flags&=~l.e_islandFlag;for(b=this.m_jointList;b;b=b.m_next)b.m_islandFlag=false;parseInt(this.m_bodyCount);b=this.s_stack;for(var e=this.m_bodyList;e;e=
|
||||
e.m_next)if(!(e.m_flags&k.e_islandFlag))if(!(e.IsAwake()==false||e.IsActive()==false))if(e.GetType()!=k.b2_staticBody){g.Clear();var f=0;b[f++]=e;for(e.m_flags|=k.e_islandFlag;f>0;){c=b[--f];g.AddBody(c);c.IsAwake()==false&&c.SetAwake(true);if(c.GetType()!=k.b2_staticBody){for(var m,r=c.m_contactList;r;r=r.next)if(!(r.contact.m_flags&l.e_islandFlag))if(!(r.contact.IsSensor()==true||r.contact.IsEnabled()==false||r.contact.IsTouching()==false)){g.AddContact(r.contact);r.contact.m_flags|=l.e_islandFlag;
|
||||
m=r.other;if(!(m.m_flags&k.e_islandFlag)){b[f++]=m;m.m_flags|=k.e_islandFlag}}for(c=c.m_jointList;c;c=c.next)if(c.joint.m_islandFlag!=true){m=c.other;if(m.IsActive()!=false){g.AddJoint(c.joint);c.joint.m_islandFlag=true;if(!(m.m_flags&k.e_islandFlag)){b[f++]=m;m.m_flags|=k.e_islandFlag}}}}}g.Solve(a,this.m_gravity,this.m_allowSleep);for(f=0;f<g.m_bodyCount;++f){c=g.m_bodies[f];if(c.GetType()==k.b2_staticBody)c.m_flags&=~k.e_islandFlag}}for(f=0;f<b.length;++f){if(!b[f])break;b[f]=null}for(c=this.m_bodyList;c;c=
|
||||
c.m_next)c.IsAwake()==false||c.IsActive()==false||c.GetType()!=k.b2_staticBody&&c.SynchronizeFixtures();this.m_contactManager.FindNewContacts()};h.prototype.SolveTOI=function(a){var c,g,b,e=this.m_island;e.Initialize(this.m_bodyCount,A.b2_maxTOIContactsPerIsland,A.b2_maxTOIJointsPerIsland,null,this.m_contactManager.m_contactListener,this.m_contactSolver);var f=h.s_queue;for(c=this.m_bodyList;c;c=c.m_next){c.m_flags&=~k.e_islandFlag;c.m_sweep.t0=0}for(b=this.m_contactList;b;b=b.m_next)b.m_flags&=~(l.e_toiFlag|
|
||||
l.e_islandFlag);for(b=this.m_jointList;b;b=b.m_next)b.m_islandFlag=false;for(;;){var m=null,r=1;for(b=this.m_contactList;b;b=b.m_next)if(!(b.IsSensor()==true||b.IsEnabled()==false||b.IsContinuous()==false)){c=1;if(b.m_flags&l.e_toiFlag)c=b.m_toi;else{c=b.m_fixtureA;g=b.m_fixtureB;c=c.m_body;g=g.m_body;if((c.GetType()!=k.b2_dynamicBody||c.IsAwake()==false)&&(g.GetType()!=k.b2_dynamicBody||g.IsAwake()==false))continue;var s=c.m_sweep.t0;if(c.m_sweep.t0<g.m_sweep.t0){s=g.m_sweep.t0;c.m_sweep.Advance(s)}else if(g.m_sweep.t0<
|
||||
c.m_sweep.t0){s=c.m_sweep.t0;g.m_sweep.Advance(s)}c=b.ComputeTOI(c.m_sweep,g.m_sweep);A.b2Assert(0<=c&&c<=1);if(c>0&&c<1){c=(1-c)*s+c;if(c>1)c=1}b.m_toi=c;b.m_flags|=l.e_toiFlag}if(Number.MIN_VALUE<c&&c<r){m=b;r=c}}if(m==null||1-100*Number.MIN_VALUE<r)break;c=m.m_fixtureA;g=m.m_fixtureB;c=c.m_body;g=g.m_body;h.s_backupA.Set(c.m_sweep);h.s_backupB.Set(g.m_sweep);c.Advance(r);g.Advance(r);m.Update(this.m_contactManager.m_contactListener);m.m_flags&=~l.e_toiFlag;if(m.IsSensor()==true||m.IsEnabled()==
|
||||
false){c.m_sweep.Set(h.s_backupA);g.m_sweep.Set(h.s_backupB);c.SynchronizeTransform();g.SynchronizeTransform()}else if(m.IsTouching()!=false){c=c;if(c.GetType()!=k.b2_dynamicBody)c=g;e.Clear();m=b=0;f[b+m++]=c;for(c.m_flags|=k.e_islandFlag;m>0;){c=f[b++];--m;e.AddBody(c);c.IsAwake()==false&&c.SetAwake(true);if(c.GetType()==k.b2_dynamicBody){for(g=c.m_contactList;g;g=g.next){if(e.m_contactCount==e.m_contactCapacity)break;if(!(g.contact.m_flags&l.e_islandFlag))if(!(g.contact.IsSensor()==true||g.contact.IsEnabled()==
|
||||
false||g.contact.IsTouching()==false)){e.AddContact(g.contact);g.contact.m_flags|=l.e_islandFlag;s=g.other;if(!(s.m_flags&k.e_islandFlag)){if(s.GetType()!=k.b2_staticBody){s.Advance(r);s.SetAwake(true)}f[b+m]=s;++m;s.m_flags|=k.e_islandFlag}}}for(c=c.m_jointList;c;c=c.next)if(e.m_jointCount!=e.m_jointCapacity)if(c.joint.m_islandFlag!=true){s=c.other;if(s.IsActive()!=false){e.AddJoint(c.joint);c.joint.m_islandFlag=true;if(!(s.m_flags&k.e_islandFlag)){if(s.GetType()!=k.b2_staticBody){s.Advance(r);s.SetAwake(true)}f[b+
|
||||
m]=s;++m;s.m_flags|=k.e_islandFlag}}}}}b=h.s_timestep;b.warmStarting=false;b.dt=(1-r)*a.dt;b.inv_dt=1/b.dt;b.dtRatio=0;b.velocityIterations=a.velocityIterations;b.positionIterations=a.positionIterations;e.SolveTOI(b);for(r=r=0;r<e.m_bodyCount;++r){c=e.m_bodies[r];c.m_flags&=~k.e_islandFlag;if(c.IsAwake()!=false)if(c.GetType()==k.b2_dynamicBody){c.SynchronizeFixtures();for(g=c.m_contactList;g;g=g.next)g.contact.m_flags&=~l.e_toiFlag}}for(r=0;r<e.m_contactCount;++r){b=e.m_contacts[r];b.m_flags&=~(l.e_toiFlag|
|
||||
l.e_islandFlag)}for(r=0;r<e.m_jointCount;++r){b=e.m_joints[r];b.m_islandFlag=false}this.m_contactManager.FindNewContacts()}}};h.prototype.DrawJoint=function(a){var c=a.GetBodyA(),g=a.GetBodyB(),b=c.m_xf.position,e=g.m_xf.position,f=a.GetAnchorA(),m=a.GetAnchorB(),r=h.s_jointColor;switch(a.m_type){case q.e_distanceJoint:this.m_debugDraw.DrawSegment(f,m,r);break;case q.e_pulleyJoint:c=a instanceof n?a:null;a=c.GetGroundAnchorA();c=c.GetGroundAnchorB();this.m_debugDraw.DrawSegment(a,f,r);this.m_debugDraw.DrawSegment(c,
|
||||
m,r);this.m_debugDraw.DrawSegment(a,c,r);break;case q.e_mouseJoint:this.m_debugDraw.DrawSegment(f,m,r);break;default:c!=this.m_groundBody&&this.m_debugDraw.DrawSegment(b,f,r);this.m_debugDraw.DrawSegment(f,m,r);g!=this.m_groundBody&&this.m_debugDraw.DrawSegment(e,m,r)}};h.prototype.DrawShape=function(a,c,g){switch(a.m_type){case Y.e_circleShape:var b=a instanceof M?a:null;this.m_debugDraw.DrawSolidCircle(F.MulX(c,b.m_p),b.m_radius,c.R.col1,g);break;case Y.e_polygonShape:b=0;b=a instanceof W?a:null;
|
||||
a=parseInt(b.GetVertexCount());var e=b.GetVertices(),f=new Vector(a);for(b=0;b<a;++b)f[b]=F.MulX(c,e[b]);this.m_debugDraw.DrawSolidPolygon(f,a,g);break;case Y.e_edgeShape:b=a instanceof L?a:null;this.m_debugDraw.DrawSegment(F.MulX(c,b.GetVertex1()),F.MulX(c,b.GetVertex2()),g)}};Box2D.postDefs.push(function(){Box2D.Dynamics.b2World.s_timestep2=new d;Box2D.Dynamics.b2World.s_xf=new K;Box2D.Dynamics.b2World.s_backupA=new G;Box2D.Dynamics.b2World.s_backupB=new G;Box2D.Dynamics.b2World.s_timestep=new d;
|
||||
Box2D.Dynamics.b2World.s_queue=new Vector;Box2D.Dynamics.b2World.s_jointColor=new w(0.5,0.8,0.8);Box2D.Dynamics.b2World.e_newFixture=1;Box2D.Dynamics.b2World.e_locked=2})})();
|
||||
(function(){var F=Box2D.Collision.Shapes.b2CircleShape,G=Box2D.Collision.Shapes.b2EdgeShape,K=Box2D.Collision.Shapes.b2PolygonShape,y=Box2D.Collision.Shapes.b2Shape,w=Box2D.Dynamics.Contacts.b2CircleContact,A=Box2D.Dynamics.Contacts.b2Contact,U=Box2D.Dynamics.Contacts.b2ContactConstraint,p=Box2D.Dynamics.Contacts.b2ContactConstraintPoint,B=Box2D.Dynamics.Contacts.b2ContactEdge,Q=Box2D.Dynamics.Contacts.b2ContactFactory,V=Box2D.Dynamics.Contacts.b2ContactRegister,M=Box2D.Dynamics.Contacts.b2ContactResult,
|
||||
L=Box2D.Dynamics.Contacts.b2ContactSolver,I=Box2D.Dynamics.Contacts.b2EdgeAndCircleContact,W=Box2D.Dynamics.Contacts.b2NullContact,Y=Box2D.Dynamics.Contacts.b2PolyAndCircleContact,k=Box2D.Dynamics.Contacts.b2PolyAndEdgeContact,z=Box2D.Dynamics.Contacts.b2PolygonContact,u=Box2D.Dynamics.Contacts.b2PositionSolverManifold,D=Box2D.Dynamics.b2Body,H=Box2D.Dynamics.b2TimeStep,O=Box2D.Common.b2Settings,E=Box2D.Common.Math.b2Mat22,R=Box2D.Common.Math.b2Math,N=Box2D.Common.Math.b2Vec2,S=Box2D.Collision.b2Collision,
|
||||
aa=Box2D.Collision.b2ContactID,Z=Box2D.Collision.b2Manifold,d=Box2D.Collision.b2TimeOfImpact,h=Box2D.Collision.b2TOIInput,l=Box2D.Collision.b2WorldManifold;Box2D.inherit(w,Box2D.Dynamics.Contacts.b2Contact);w.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;w.b2CircleContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};w.Create=function(){return new w};w.Destroy=function(){};w.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o)};w.prototype.Evaluate=
|
||||
function(){var j=this.m_fixtureA.GetBody(),o=this.m_fixtureB.GetBody();S.CollideCircles(this.m_manifold,this.m_fixtureA.GetShape()instanceof F?this.m_fixtureA.GetShape():null,j.m_xf,this.m_fixtureB.GetShape()instanceof F?this.m_fixtureB.GetShape():null,o.m_xf)};A.b2Contact=function(){this.m_nodeA=new B;this.m_nodeB=new B;this.m_manifold=new Z;this.m_oldManifold=new Z};A.prototype.GetManifold=function(){return this.m_manifold};A.prototype.GetWorldManifold=function(j){var o=this.m_fixtureA.GetBody(),
|
||||
q=this.m_fixtureB.GetBody(),n=this.m_fixtureA.GetShape(),a=this.m_fixtureB.GetShape();j.Initialize(this.m_manifold,o.GetTransform(),n.m_radius,q.GetTransform(),a.m_radius)};A.prototype.IsTouching=function(){return(this.m_flags&A.e_touchingFlag)==A.e_touchingFlag};A.prototype.IsContinuous=function(){return(this.m_flags&A.e_continuousFlag)==A.e_continuousFlag};A.prototype.SetSensor=function(j){if(j)this.m_flags|=A.e_sensorFlag;else this.m_flags&=~A.e_sensorFlag};A.prototype.IsSensor=function(){return(this.m_flags&
|
||||
A.e_sensorFlag)==A.e_sensorFlag};A.prototype.SetEnabled=function(j){if(j)this.m_flags|=A.e_enabledFlag;else this.m_flags&=~A.e_enabledFlag};A.prototype.IsEnabled=function(){return(this.m_flags&A.e_enabledFlag)==A.e_enabledFlag};A.prototype.GetNext=function(){return this.m_next};A.prototype.GetFixtureA=function(){return this.m_fixtureA};A.prototype.GetFixtureB=function(){return this.m_fixtureB};A.prototype.FlagForFiltering=function(){this.m_flags|=A.e_filterFlag};A.prototype.b2Contact=function(){};
|
||||
A.prototype.Reset=function(j,o){if(j===undefined)j=null;if(o===undefined)o=null;this.m_flags=A.e_enabledFlag;if(!j||!o)this.m_fixtureB=this.m_fixtureA=null;else{if(j.IsSensor()||o.IsSensor())this.m_flags|=A.e_sensorFlag;var q=j.GetBody(),n=o.GetBody();if(q.GetType()!=D.b2_dynamicBody||q.IsBullet()||n.GetType()!=D.b2_dynamicBody||n.IsBullet())this.m_flags|=A.e_continuousFlag;this.m_fixtureA=j;this.m_fixtureB=o;this.m_manifold.m_pointCount=0;this.m_next=this.m_prev=null;this.m_nodeA.contact=null;this.m_nodeA.prev=
|
||||
null;this.m_nodeA.next=null;this.m_nodeA.other=null;this.m_nodeB.contact=null;this.m_nodeB.prev=null;this.m_nodeB.next=null;this.m_nodeB.other=null}};A.prototype.Update=function(j){var o=this.m_oldManifold;this.m_oldManifold=this.m_manifold;this.m_manifold=o;this.m_flags|=A.e_enabledFlag;var q=false;o=(this.m_flags&A.e_touchingFlag)==A.e_touchingFlag;var n=this.m_fixtureA.m_body,a=this.m_fixtureB.m_body,c=this.m_fixtureA.m_aabb.TestOverlap(this.m_fixtureB.m_aabb);if(this.m_flags&A.e_sensorFlag){if(c){q=
|
||||
this.m_fixtureA.GetShape();c=this.m_fixtureB.GetShape();n=n.GetTransform();a=a.GetTransform();q=y.TestOverlap(q,n,c,a)}this.m_manifold.m_pointCount=0}else{if(n.GetType()!=D.b2_dynamicBody||n.IsBullet()||a.GetType()!=D.b2_dynamicBody||a.IsBullet())this.m_flags|=A.e_continuousFlag;else this.m_flags&=~A.e_continuousFlag;if(c){this.Evaluate();q=this.m_manifold.m_pointCount>0;for(c=0;c<this.m_manifold.m_pointCount;++c){var g=this.m_manifold.m_points[c];g.m_normalImpulse=0;g.m_tangentImpulse=0;for(var b=
|
||||
g.m_id,e=0;e<this.m_oldManifold.m_pointCount;++e){var f=this.m_oldManifold.m_points[e];if(f.m_id.key==b.key){g.m_normalImpulse=f.m_normalImpulse;g.m_tangentImpulse=f.m_tangentImpulse;break}}}}else this.m_manifold.m_pointCount=0;if(q!=o){n.SetAwake(true);a.SetAwake(true)}}if(q)this.m_flags|=A.e_touchingFlag;else this.m_flags&=~A.e_touchingFlag;o==false&&q==true&&j.BeginContact(this);o==true&&q==false&&j.EndContact(this);(this.m_flags&A.e_sensorFlag)==0&&j.PreSolve(this,this.m_oldManifold)};A.prototype.Evaluate=
|
||||
function(){};A.prototype.ComputeTOI=function(j,o){A.s_input.proxyA.Set(this.m_fixtureA.GetShape());A.s_input.proxyB.Set(this.m_fixtureB.GetShape());A.s_input.sweepA=j;A.s_input.sweepB=o;A.s_input.tolerance=O.b2_linearSlop;return d.TimeOfImpact(A.s_input)};Box2D.postDefs.push(function(){Box2D.Dynamics.Contacts.b2Contact.e_sensorFlag=1;Box2D.Dynamics.Contacts.b2Contact.e_continuousFlag=2;Box2D.Dynamics.Contacts.b2Contact.e_islandFlag=4;Box2D.Dynamics.Contacts.b2Contact.e_toiFlag=8;Box2D.Dynamics.Contacts.b2Contact.e_touchingFlag=
|
||||
16;Box2D.Dynamics.Contacts.b2Contact.e_enabledFlag=32;Box2D.Dynamics.Contacts.b2Contact.e_filterFlag=64;Box2D.Dynamics.Contacts.b2Contact.s_input=new h});U.b2ContactConstraint=function(){this.localPlaneNormal=new N;this.localPoint=new N;this.normal=new N;this.normalMass=new E;this.K=new E};U.prototype.b2ContactConstraint=function(){this.points=new Vector(O.b2_maxManifoldPoints);for(var j=0;j<O.b2_maxManifoldPoints;j++)this.points[j]=new p};p.b2ContactConstraintPoint=function(){this.localPoint=new N;
|
||||
this.rA=new N;this.rB=new N};B.b2ContactEdge=function(){};Q.b2ContactFactory=function(){};Q.prototype.b2ContactFactory=function(j){this.m_allocator=j;this.InitializeRegisters()};Q.prototype.AddType=function(j,o,q,n){if(q===undefined)q=0;if(n===undefined)n=0;this.m_registers[q][n].createFcn=j;this.m_registers[q][n].destroyFcn=o;this.m_registers[q][n].primary=true;if(q!=n){this.m_registers[n][q].createFcn=j;this.m_registers[n][q].destroyFcn=o;this.m_registers[n][q].primary=false}};Q.prototype.InitializeRegisters=
|
||||
function(){this.m_registers=new Vector(y.e_shapeTypeCount);for(var j=0;j<y.e_shapeTypeCount;j++){this.m_registers[j]=new Vector(y.e_shapeTypeCount);for(var o=0;o<y.e_shapeTypeCount;o++)this.m_registers[j][o]=new V}this.AddType(w.Create,w.Destroy,y.e_circleShape,y.e_circleShape);this.AddType(Y.Create,Y.Destroy,y.e_polygonShape,y.e_circleShape);this.AddType(z.Create,z.Destroy,y.e_polygonShape,y.e_polygonShape);this.AddType(I.Create,I.Destroy,y.e_edgeShape,y.e_circleShape);this.AddType(k.Create,k.Destroy,
|
||||
y.e_polygonShape,y.e_edgeShape)};Q.prototype.Create=function(j,o){var q=parseInt(j.GetType()),n=parseInt(o.GetType());q=this.m_registers[q][n];if(q.pool){n=q.pool;q.pool=n.m_next;q.poolCount--;n.Reset(j,o);return n}n=q.createFcn;if(n!=null){if(q.primary){n=n(this.m_allocator);n.Reset(j,o)}else{n=n(this.m_allocator);n.Reset(o,j)}return n}else return null};Q.prototype.Destroy=function(j){if(j.m_manifold.m_pointCount>0){j.m_fixtureA.m_body.SetAwake(true);j.m_fixtureB.m_body.SetAwake(true)}var o=parseInt(j.m_fixtureA.GetType()),
|
||||
q=parseInt(j.m_fixtureB.GetType());o=this.m_registers[o][q];o.poolCount++;j.m_next=o.pool;o.pool=j;o=o.destroyFcn;o(j,this.m_allocator)};V.b2ContactRegister=function(){};M.b2ContactResult=function(){this.position=new N;this.normal=new N;this.id=new aa};L.b2ContactSolver=function(){this.m_step=new H;this.m_constraints=new Vector};L.prototype.b2ContactSolver=function(){};L.prototype.Initialize=function(j,o,q,n){if(q===undefined)q=0;var a;this.m_step.Set(j);this.m_allocator=n;j=0;for(this.m_constraintCount=
|
||||
q;this.m_constraints.length<this.m_constraintCount;)this.m_constraints[this.m_constraints.length]=new U;for(j=0;j<q;++j){a=o[j];n=a.m_fixtureA;var c=a.m_fixtureB,g=n.m_shape.m_radius,b=c.m_shape.m_radius,e=n.m_body,f=c.m_body,m=a.GetManifold(),r=O.b2MixFriction(n.GetFriction(),c.GetFriction()),s=O.b2MixRestitution(n.GetRestitution(),c.GetRestitution()),v=e.m_linearVelocity.x,t=e.m_linearVelocity.y,x=f.m_linearVelocity.x,C=f.m_linearVelocity.y,J=e.m_angularVelocity,T=f.m_angularVelocity;O.b2Assert(m.m_pointCount>
|
||||
0);L.s_worldManifold.Initialize(m,e.m_xf,g,f.m_xf,b);c=L.s_worldManifold.m_normal.x;a=L.s_worldManifold.m_normal.y;n=this.m_constraints[j];n.bodyA=e;n.bodyB=f;n.manifold=m;n.normal.x=c;n.normal.y=a;n.pointCount=m.m_pointCount;n.friction=r;n.restitution=s;n.localPlaneNormal.x=m.m_localPlaneNormal.x;n.localPlaneNormal.y=m.m_localPlaneNormal.y;n.localPoint.x=m.m_localPoint.x;n.localPoint.y=m.m_localPoint.y;n.radius=g+b;n.type=m.m_type;for(g=0;g<n.pointCount;++g){r=m.m_points[g];b=n.points[g];b.normalImpulse=
|
||||
r.m_normalImpulse;b.tangentImpulse=r.m_tangentImpulse;b.localPoint.SetV(r.m_localPoint);r=b.rA.x=L.s_worldManifold.m_points[g].x-e.m_sweep.c.x;s=b.rA.y=L.s_worldManifold.m_points[g].y-e.m_sweep.c.y;var P=b.rB.x=L.s_worldManifold.m_points[g].x-f.m_sweep.c.x,X=b.rB.y=L.s_worldManifold.m_points[g].y-f.m_sweep.c.y,$=r*a-s*c,ba=P*a-X*c;$*=$;ba*=ba;b.normalMass=1/(e.m_invMass+f.m_invMass+e.m_invI*$+f.m_invI*ba);var ca=e.m_mass*e.m_invMass+f.m_mass*f.m_invMass;ca+=e.m_mass*e.m_invI*$+f.m_mass*f.m_invI*ba;
|
||||
b.equalizedMass=1/ca;ba=a;ca=-c;$=r*ca-s*ba;ba=P*ca-X*ba;$*=$;ba*=ba;b.tangentMass=1/(e.m_invMass+f.m_invMass+e.m_invI*$+f.m_invI*ba);b.velocityBias=0;r=n.normal.x*(x+-T*X-v- -J*s)+n.normal.y*(C+T*P-t-J*r);if(r<-O.b2_velocityThreshold)b.velocityBias+=-n.restitution*r}if(n.pointCount==2){C=n.points[0];x=n.points[1];m=e.m_invMass;e=e.m_invI;v=f.m_invMass;f=f.m_invI;t=C.rA.x*a-C.rA.y*c;C=C.rB.x*a-C.rB.y*c;J=x.rA.x*a-x.rA.y*c;x=x.rB.x*a-x.rB.y*c;c=m+v+e*t*t+f*C*C;a=m+v+e*J*J+f*x*x;f=m+v+e*t*J+f*C*x;if(c*
|
||||
c<100*(c*a-f*f)){n.K.col1.Set(c,f);n.K.col2.Set(f,a);n.K.GetInverse(n.normalMass)}else n.pointCount=1}}};L.prototype.InitVelocityConstraints=function(j){for(var o=0;o<this.m_constraintCount;++o){var q=this.m_constraints[o],n=q.bodyA,a=q.bodyB,c=n.m_invMass,g=n.m_invI,b=a.m_invMass,e=a.m_invI,f=q.normal.x,m=q.normal.y,r=m,s=-f,v=0,t=0;if(j.warmStarting){t=q.pointCount;for(v=0;v<t;++v){var x=q.points[v];x.normalImpulse*=j.dtRatio;x.tangentImpulse*=j.dtRatio;var C=x.normalImpulse*f+x.tangentImpulse*
|
||||
r,J=x.normalImpulse*m+x.tangentImpulse*s;n.m_angularVelocity-=g*(x.rA.x*J-x.rA.y*C);n.m_linearVelocity.x-=c*C;n.m_linearVelocity.y-=c*J;a.m_angularVelocity+=e*(x.rB.x*J-x.rB.y*C);a.m_linearVelocity.x+=b*C;a.m_linearVelocity.y+=b*J}}else{t=q.pointCount;for(v=0;v<t;++v){n=q.points[v];n.normalImpulse=0;n.tangentImpulse=0}}}};L.prototype.SolveVelocityConstraints=function(){for(var j=0,o,q=0,n=0,a=0,c=n=n=q=q=0,g=q=q=0,b=q=a=0,e=0,f,m=0;m<this.m_constraintCount;++m){a=this.m_constraints[m];var r=a.bodyA,
|
||||
s=a.bodyB,v=r.m_angularVelocity,t=s.m_angularVelocity,x=r.m_linearVelocity,C=s.m_linearVelocity,J=r.m_invMass,T=r.m_invI,P=s.m_invMass,X=s.m_invI;b=a.normal.x;var $=e=a.normal.y;f=-b;g=a.friction;for(j=0;j<a.pointCount;j++){o=a.points[j];q=C.x-t*o.rB.y-x.x+v*o.rA.y;n=C.y+t*o.rB.x-x.y-v*o.rA.x;q=q*$+n*f;q=o.tangentMass*-q;n=g*o.normalImpulse;n=R.Clamp(o.tangentImpulse+q,-n,n);q=n-o.tangentImpulse;c=q*$;q=q*f;x.x-=J*c;x.y-=J*q;v-=T*(o.rA.x*q-o.rA.y*c);C.x+=P*c;C.y+=P*q;t+=X*(o.rB.x*q-o.rB.y*c);o.tangentImpulse=
|
||||
n}parseInt(a.pointCount);if(a.pointCount==1){o=a.points[0];q=C.x+-t*o.rB.y-x.x- -v*o.rA.y;n=C.y+t*o.rB.x-x.y-v*o.rA.x;a=q*b+n*e;q=-o.normalMass*(a-o.velocityBias);n=o.normalImpulse+q;n=n>0?n:0;q=n-o.normalImpulse;c=q*b;q=q*e;x.x-=J*c;x.y-=J*q;v-=T*(o.rA.x*q-o.rA.y*c);C.x+=P*c;C.y+=P*q;t+=X*(o.rB.x*q-o.rB.y*c);o.normalImpulse=n}else{o=a.points[0];j=a.points[1];q=o.normalImpulse;g=j.normalImpulse;var ba=(C.x-t*o.rB.y-x.x+v*o.rA.y)*b+(C.y+t*o.rB.x-x.y-v*o.rA.x)*e,ca=(C.x-t*j.rB.y-x.x+v*j.rA.y)*b+(C.y+
|
||||
t*j.rB.x-x.y-v*j.rA.x)*e;n=ba-o.velocityBias;c=ca-j.velocityBias;f=a.K;n-=f.col1.x*q+f.col2.x*g;for(c-=f.col1.y*q+f.col2.y*g;;){f=a.normalMass;$=-(f.col1.x*n+f.col2.x*c);f=-(f.col1.y*n+f.col2.y*c);if($>=0&&f>=0){q=$-q;g=f-g;a=q*b;q=q*e;b=g*b;e=g*e;x.x-=J*(a+b);x.y-=J*(q+e);v-=T*(o.rA.x*q-o.rA.y*a+j.rA.x*e-j.rA.y*b);C.x+=P*(a+b);C.y+=P*(q+e);t+=X*(o.rB.x*q-o.rB.y*a+j.rB.x*e-j.rB.y*b);o.normalImpulse=$;j.normalImpulse=f;break}$=-o.normalMass*n;f=0;ca=a.K.col1.y*$+c;if($>=0&&ca>=0){q=$-q;g=f-g;a=q*b;
|
||||
q=q*e;b=g*b;e=g*e;x.x-=J*(a+b);x.y-=J*(q+e);v-=T*(o.rA.x*q-o.rA.y*a+j.rA.x*e-j.rA.y*b);C.x+=P*(a+b);C.y+=P*(q+e);t+=X*(o.rB.x*q-o.rB.y*a+j.rB.x*e-j.rB.y*b);o.normalImpulse=$;j.normalImpulse=f;break}$=0;f=-j.normalMass*c;ba=a.K.col2.x*f+n;if(f>=0&&ba>=0){q=$-q;g=f-g;a=q*b;q=q*e;b=g*b;e=g*e;x.x-=J*(a+b);x.y-=J*(q+e);v-=T*(o.rA.x*q-o.rA.y*a+j.rA.x*e-j.rA.y*b);C.x+=P*(a+b);C.y+=P*(q+e);t+=X*(o.rB.x*q-o.rB.y*a+j.rB.x*e-j.rB.y*b);o.normalImpulse=$;j.normalImpulse=f;break}f=$=0;ba=n;ca=c;if(ba>=0&&ca>=0){q=
|
||||
$-q;g=f-g;a=q*b;q=q*e;b=g*b;e=g*e;x.x-=J*(a+b);x.y-=J*(q+e);v-=T*(o.rA.x*q-o.rA.y*a+j.rA.x*e-j.rA.y*b);C.x+=P*(a+b);C.y+=P*(q+e);t+=X*(o.rB.x*q-o.rB.y*a+j.rB.x*e-j.rB.y*b);o.normalImpulse=$;j.normalImpulse=f;break}break}}r.m_angularVelocity=v;s.m_angularVelocity=t}};L.prototype.FinalizeVelocityConstraints=function(){for(var j=0;j<this.m_constraintCount;++j)for(var o=this.m_constraints[j],q=o.manifold,n=0;n<o.pointCount;++n){var a=q.m_points[n],c=o.points[n];a.m_normalImpulse=c.normalImpulse;a.m_tangentImpulse=
|
||||
c.tangentImpulse}};L.prototype.SolvePositionConstraints=function(j){if(j===undefined)j=0;for(var o=0,q=0;q<this.m_constraintCount;q++){var n=this.m_constraints[q],a=n.bodyA,c=n.bodyB,g=a.m_mass*a.m_invMass,b=a.m_mass*a.m_invI,e=c.m_mass*c.m_invMass,f=c.m_mass*c.m_invI;L.s_psm.Initialize(n);for(var m=L.s_psm.m_normal,r=0;r<n.pointCount;r++){var s=n.points[r],v=L.s_psm.m_points[r],t=L.s_psm.m_separations[r],x=v.x-a.m_sweep.c.x,C=v.y-a.m_sweep.c.y,J=v.x-c.m_sweep.c.x;v=v.y-c.m_sweep.c.y;o=o<t?o:t;t=
|
||||
R.Clamp(j*(t+O.b2_linearSlop),-O.b2_maxLinearCorrection,0);t=-s.equalizedMass*t;s=t*m.x;t=t*m.y;a.m_sweep.c.x-=g*s;a.m_sweep.c.y-=g*t;a.m_sweep.a-=b*(x*t-C*s);a.SynchronizeTransform();c.m_sweep.c.x+=e*s;c.m_sweep.c.y+=e*t;c.m_sweep.a+=f*(J*t-v*s);c.SynchronizeTransform()}}return o>-1.5*O.b2_linearSlop};Box2D.postDefs.push(function(){Box2D.Dynamics.Contacts.b2ContactSolver.s_worldManifold=new l;Box2D.Dynamics.Contacts.b2ContactSolver.s_psm=new u});Box2D.inherit(I,Box2D.Dynamics.Contacts.b2Contact);
|
||||
I.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;I.b2EdgeAndCircleContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};I.Create=function(){return new I};I.Destroy=function(){};I.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o)};I.prototype.Evaluate=function(){var j=this.m_fixtureA.GetBody(),o=this.m_fixtureB.GetBody();this.b2CollideEdgeAndCircle(this.m_manifold,this.m_fixtureA.GetShape()instanceof G?this.m_fixtureA.GetShape():null,j.m_xf,
|
||||
this.m_fixtureB.GetShape()instanceof F?this.m_fixtureB.GetShape():null,o.m_xf)};I.prototype.b2CollideEdgeAndCircle=function(){};Box2D.inherit(W,Box2D.Dynamics.Contacts.b2Contact);W.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;W.b2NullContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};W.prototype.b2NullContact=function(){this.__super.b2Contact.call(this)};W.prototype.Evaluate=function(){};Box2D.inherit(Y,Box2D.Dynamics.Contacts.b2Contact);Y.prototype.__super=
|
||||
Box2D.Dynamics.Contacts.b2Contact.prototype;Y.b2PolyAndCircleContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};Y.Create=function(){return new Y};Y.Destroy=function(){};Y.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o);O.b2Assert(j.GetType()==y.e_polygonShape);O.b2Assert(o.GetType()==y.e_circleShape)};Y.prototype.Evaluate=function(){var j=this.m_fixtureA.m_body,o=this.m_fixtureB.m_body;S.CollidePolygonAndCircle(this.m_manifold,this.m_fixtureA.GetShape()instanceof
|
||||
K?this.m_fixtureA.GetShape():null,j.m_xf,this.m_fixtureB.GetShape()instanceof F?this.m_fixtureB.GetShape():null,o.m_xf)};Box2D.inherit(k,Box2D.Dynamics.Contacts.b2Contact);k.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;k.b2PolyAndEdgeContact=function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};k.Create=function(){return new k};k.Destroy=function(){};k.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o);O.b2Assert(j.GetType()==y.e_polygonShape);
|
||||
O.b2Assert(o.GetType()==y.e_edgeShape)};k.prototype.Evaluate=function(){var j=this.m_fixtureA.GetBody(),o=this.m_fixtureB.GetBody();this.b2CollidePolyAndEdge(this.m_manifold,this.m_fixtureA.GetShape()instanceof K?this.m_fixtureA.GetShape():null,j.m_xf,this.m_fixtureB.GetShape()instanceof G?this.m_fixtureB.GetShape():null,o.m_xf)};k.prototype.b2CollidePolyAndEdge=function(){};Box2D.inherit(z,Box2D.Dynamics.Contacts.b2Contact);z.prototype.__super=Box2D.Dynamics.Contacts.b2Contact.prototype;z.b2PolygonContact=
|
||||
function(){Box2D.Dynamics.Contacts.b2Contact.b2Contact.apply(this,arguments)};z.Create=function(){return new z};z.Destroy=function(){};z.prototype.Reset=function(j,o){this.__super.Reset.call(this,j,o)};z.prototype.Evaluate=function(){var j=this.m_fixtureA.GetBody(),o=this.m_fixtureB.GetBody();S.CollidePolygons(this.m_manifold,this.m_fixtureA.GetShape()instanceof K?this.m_fixtureA.GetShape():null,j.m_xf,this.m_fixtureB.GetShape()instanceof K?this.m_fixtureB.GetShape():null,o.m_xf)};u.b2PositionSolverManifold=
|
||||
function(){};u.prototype.b2PositionSolverManifold=function(){this.m_normal=new N;this.m_separations=new Vector_a2j_Number(O.b2_maxManifoldPoints);this.m_points=new Vector(O.b2_maxManifoldPoints);for(var j=0;j<O.b2_maxManifoldPoints;j++)this.m_points[j]=new N};u.prototype.Initialize=function(j){O.b2Assert(j.pointCount>0);var o=0,q=0,n=0,a,c=0,g=0;switch(j.type){case Z.e_circles:a=j.bodyA.m_xf.R;n=j.localPoint;o=j.bodyA.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);q=j.bodyA.m_xf.position.y+(a.col1.y*
|
||||
n.x+a.col2.y*n.y);a=j.bodyB.m_xf.R;n=j.points[0].localPoint;c=j.bodyB.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);a=j.bodyB.m_xf.position.y+(a.col1.y*n.x+a.col2.y*n.y);n=c-o;g=a-q;var b=n*n+g*g;if(b>Number.MIN_VALUE*Number.MIN_VALUE){b=Math.sqrt(b);this.m_normal.x=n/b;this.m_normal.y=g/b}else{this.m_normal.x=1;this.m_normal.y=0}this.m_points[0].x=0.5*(o+c);this.m_points[0].y=0.5*(q+a);this.m_separations[0]=n*this.m_normal.x+g*this.m_normal.y-j.radius;break;case Z.e_faceA:a=j.bodyA.m_xf.R;n=j.localPlaneNormal;
|
||||
this.m_normal.x=a.col1.x*n.x+a.col2.x*n.y;this.m_normal.y=a.col1.y*n.x+a.col2.y*n.y;a=j.bodyA.m_xf.R;n=j.localPoint;c=j.bodyA.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);g=j.bodyA.m_xf.position.y+(a.col1.y*n.x+a.col2.y*n.y);a=j.bodyB.m_xf.R;for(o=0;o<j.pointCount;++o){n=j.points[o].localPoint;q=j.bodyB.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);n=j.bodyB.m_xf.position.y+(a.col1.y*n.x+a.col2.y*n.y);this.m_separations[o]=(q-c)*this.m_normal.x+(n-g)*this.m_normal.y-j.radius;this.m_points[o].x=q;this.m_points[o].y=
|
||||
n}break;case Z.e_faceB:a=j.bodyB.m_xf.R;n=j.localPlaneNormal;this.m_normal.x=a.col1.x*n.x+a.col2.x*n.y;this.m_normal.y=a.col1.y*n.x+a.col2.y*n.y;a=j.bodyB.m_xf.R;n=j.localPoint;c=j.bodyB.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);g=j.bodyB.m_xf.position.y+(a.col1.y*n.x+a.col2.y*n.y);a=j.bodyA.m_xf.R;for(o=0;o<j.pointCount;++o){n=j.points[o].localPoint;q=j.bodyA.m_xf.position.x+(a.col1.x*n.x+a.col2.x*n.y);n=j.bodyA.m_xf.position.y+(a.col1.y*n.x+a.col2.y*n.y);this.m_separations[o]=(q-c)*this.m_normal.x+
|
||||
(n-g)*this.m_normal.y-j.radius;this.m_points[o].Set(q,n)}this.m_normal.x*=-1;this.m_normal.y*=-1}};Box2D.postDefs.push(function(){Box2D.Dynamics.Contacts.b2PositionSolverManifold.circlePointA=new N;Box2D.Dynamics.Contacts.b2PositionSolverManifold.circlePointB=new N})})();
|
||||
(function(){var F=Box2D.Common.Math.b2Mat22,G=Box2D.Common.Math.b2Math,K=Box2D.Common.Math.b2Vec2,y=Box2D.Common.b2Color,w=Box2D.Dynamics.Controllers.b2BuoyancyController,A=Box2D.Dynamics.Controllers.b2ConstantAccelController,U=Box2D.Dynamics.Controllers.b2ConstantForceController,p=Box2D.Dynamics.Controllers.b2Controller,B=Box2D.Dynamics.Controllers.b2ControllerEdge,Q=Box2D.Dynamics.Controllers.b2GravityController,V=Box2D.Dynamics.Controllers.b2TensorDampingController;Box2D.inherit(w,Box2D.Dynamics.Controllers.b2Controller);
|
||||
w.prototype.__super=Box2D.Dynamics.Controllers.b2Controller.prototype;w.b2BuoyancyController=function(){Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this,arguments);this.normal=new K(0,-1);this.density=this.offset=0;this.velocity=new K(0,0);this.linearDrag=2;this.angularDrag=1;this.useDensity=false;this.useWorldGravity=true;this.gravity=null};w.prototype.Step=function(){if(this.m_bodyList){if(this.useWorldGravity)this.gravity=this.GetWorld().GetGravity().Copy();for(var M=this.m_bodyList;M;M=
|
||||
M.nextBody){var L=M.body;if(L.IsAwake()!=false){for(var I=new K,W=new K,Y=0,k=0,z=L.GetFixtureList();z;z=z.GetNext()){var u=new K,D=z.GetShape().ComputeSubmergedArea(this.normal,this.offset,L.GetTransform(),u);Y+=D;I.x+=D*u.x;I.y+=D*u.y;var H=0;H=1;k+=D*H;W.x+=D*u.x*H;W.y+=D*u.y*H}I.x/=Y;I.y/=Y;W.x/=k;W.y/=k;if(!(Y<Number.MIN_VALUE)){k=this.gravity.GetNegative();k.Multiply(this.density*Y);L.ApplyForce(k,W);W=L.GetLinearVelocityFromWorldPoint(I);W.Subtract(this.velocity);W.Multiply(-this.linearDrag*
|
||||
Y);L.ApplyForce(W,I);L.ApplyTorque(-L.GetInertia()/L.GetMass()*Y*L.GetAngularVelocity()*this.angularDrag)}}}}};w.prototype.Draw=function(M){var L=new K,I=new K;L.x=this.normal.x*this.offset+this.normal.y*1E3;L.y=this.normal.y*this.offset-this.normal.x*1E3;I.x=this.normal.x*this.offset-this.normal.y*1E3;I.y=this.normal.y*this.offset+this.normal.x*1E3;var W=new y(0,0,1);M.DrawSegment(L,I,W)};Box2D.inherit(A,Box2D.Dynamics.Controllers.b2Controller);A.prototype.__super=Box2D.Dynamics.Controllers.b2Controller.prototype;
|
||||
A.b2ConstantAccelController=function(){Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this,arguments);this.A=new K(0,0)};A.prototype.Step=function(M){M=new K(this.A.x*M.dt,this.A.y*M.dt);for(var L=this.m_bodyList;L;L=L.nextBody){var I=L.body;I.IsAwake()&&I.SetLinearVelocity(new K(I.GetLinearVelocity().x+M.x,I.GetLinearVelocity().y+M.y))}};Box2D.inherit(U,Box2D.Dynamics.Controllers.b2Controller);U.prototype.__super=Box2D.Dynamics.Controllers.b2Controller.prototype;U.b2ConstantForceController=
|
||||
function(){Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this,arguments);this.F=new K(0,0)};U.prototype.Step=function(){for(var M=this.m_bodyList;M;M=M.nextBody){var L=M.body;L.IsAwake()&&L.ApplyForce(this.F,L.GetWorldCenter())}};p.b2Controller=function(){};p.prototype.Step=function(){};p.prototype.Draw=function(){};p.prototype.AddBody=function(M){var L=new B;L.controller=this;L.body=M;L.nextBody=this.m_bodyList;L.prevBody=null;this.m_bodyList=L;if(L.nextBody)L.nextBody.prevBody=L;this.m_bodyCount++;
|
||||
L.nextController=M.m_controllerList;L.prevController=null;M.m_controllerList=L;if(L.nextController)L.nextController.prevController=L;M.m_controllerCount++};p.prototype.RemoveBody=function(M){for(var L=M.m_controllerList;L&&L.controller!=this;)L=L.nextController;if(L.prevBody)L.prevBody.nextBody=L.nextBody;if(L.nextBody)L.nextBody.prevBody=L.prevBody;if(L.nextController)L.nextController.prevController=L.prevController;if(L.prevController)L.prevController.nextController=L.nextController;if(this.m_bodyList==
|
||||
L)this.m_bodyList=L.nextBody;if(M.m_controllerList==L)M.m_controllerList=L.nextController;M.m_controllerCount--;this.m_bodyCount--};p.prototype.Clear=function(){for(;this.m_bodyList;)this.RemoveBody(this.m_bodyList.body)};p.prototype.GetNext=function(){return this.m_next};p.prototype.GetWorld=function(){return this.m_world};p.prototype.GetBodyList=function(){return this.m_bodyList};B.b2ControllerEdge=function(){};Box2D.inherit(Q,Box2D.Dynamics.Controllers.b2Controller);Q.prototype.__super=Box2D.Dynamics.Controllers.b2Controller.prototype;
|
||||
Q.b2GravityController=function(){Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this,arguments);this.G=1;this.invSqr=true};Q.prototype.Step=function(){var M=null,L=null,I=null,W=0,Y=null,k=null,z=null,u=0,D=0,H=0;u=null;if(this.invSqr)for(M=this.m_bodyList;M;M=M.nextBody){L=M.body;I=L.GetWorldCenter();W=L.GetMass();for(Y=this.m_bodyList;Y!=M;Y=Y.nextBody){k=Y.body;z=k.GetWorldCenter();u=z.x-I.x;D=z.y-I.y;H=u*u+D*D;if(!(H<Number.MIN_VALUE)){u=new K(u,D);u.Multiply(this.G/H/Math.sqrt(H)*
|
||||
W*k.GetMass());L.IsAwake()&&L.ApplyForce(u,I);u.Multiply(-1);k.IsAwake()&&k.ApplyForce(u,z)}}}else for(M=this.m_bodyList;M;M=M.nextBody){L=M.body;I=L.GetWorldCenter();W=L.GetMass();for(Y=this.m_bodyList;Y!=M;Y=Y.nextBody){k=Y.body;z=k.GetWorldCenter();u=z.x-I.x;D=z.y-I.y;H=u*u+D*D;if(!(H<Number.MIN_VALUE)){u=new K(u,D);u.Multiply(this.G/H*W*k.GetMass());L.IsAwake()&&L.ApplyForce(u,I);u.Multiply(-1);k.IsAwake()&&k.ApplyForce(u,z)}}}};Box2D.inherit(V,Box2D.Dynamics.Controllers.b2Controller);V.prototype.__super=
|
||||
Box2D.Dynamics.Controllers.b2Controller.prototype;V.b2TensorDampingController=function(){Box2D.Dynamics.Controllers.b2Controller.b2Controller.apply(this,arguments);this.T=new F;this.maxTimestep=0};V.prototype.SetAxisAligned=function(M,L){if(M===undefined)M=0;if(L===undefined)L=0;this.T.col1.x=-M;this.T.col1.y=0;this.T.col2.x=0;this.T.col2.y=-L;this.maxTimestep=M>0||L>0?1/Math.max(M,L):0};V.prototype.Step=function(M){M=M.dt;if(!(M<=Number.MIN_VALUE)){if(M>this.maxTimestep&&this.maxTimestep>0)M=this.maxTimestep;
|
||||
for(var L=this.m_bodyList;L;L=L.nextBody){var I=L.body;if(I.IsAwake()){var W=I.GetWorldVector(G.MulMV(this.T,I.GetLocalVector(I.GetLinearVelocity())));I.SetLinearVelocity(new K(I.GetLinearVelocity().x+W.x*M,I.GetLinearVelocity().y+W.y*M))}}}}})();
|
||||
(function(){var F=Box2D.Common.b2Settings,G=Box2D.Common.Math.b2Mat22,K=Box2D.Common.Math.b2Mat33,y=Box2D.Common.Math.b2Math,w=Box2D.Common.Math.b2Vec2,A=Box2D.Common.Math.b2Vec3,U=Box2D.Dynamics.Joints.b2DistanceJoint,p=Box2D.Dynamics.Joints.b2DistanceJointDef,B=Box2D.Dynamics.Joints.b2FrictionJoint,Q=Box2D.Dynamics.Joints.b2FrictionJointDef,V=Box2D.Dynamics.Joints.b2GearJoint,M=Box2D.Dynamics.Joints.b2GearJointDef,L=Box2D.Dynamics.Joints.b2Jacobian,I=Box2D.Dynamics.Joints.b2Joint,W=Box2D.Dynamics.Joints.b2JointDef,
|
||||
Y=Box2D.Dynamics.Joints.b2JointEdge,k=Box2D.Dynamics.Joints.b2LineJoint,z=Box2D.Dynamics.Joints.b2LineJointDef,u=Box2D.Dynamics.Joints.b2MouseJoint,D=Box2D.Dynamics.Joints.b2MouseJointDef,H=Box2D.Dynamics.Joints.b2PrismaticJoint,O=Box2D.Dynamics.Joints.b2PrismaticJointDef,E=Box2D.Dynamics.Joints.b2PulleyJoint,R=Box2D.Dynamics.Joints.b2PulleyJointDef,N=Box2D.Dynamics.Joints.b2RevoluteJoint,S=Box2D.Dynamics.Joints.b2RevoluteJointDef,aa=Box2D.Dynamics.Joints.b2WeldJoint,Z=Box2D.Dynamics.Joints.b2WeldJointDef;
|
||||
Box2D.inherit(U,Box2D.Dynamics.Joints.b2Joint);U.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;U.b2DistanceJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_u=new w};U.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};U.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};U.prototype.GetReactionForce=function(d){if(d===undefined)d=
|
||||
0;return new w(d*this.m_impulse*this.m_u.x,d*this.m_impulse*this.m_u.y)};U.prototype.GetReactionTorque=function(){return 0};U.prototype.GetLength=function(){return this.m_length};U.prototype.SetLength=function(d){if(d===undefined)d=0;this.m_length=d};U.prototype.GetFrequency=function(){return this.m_frequencyHz};U.prototype.SetFrequency=function(d){if(d===undefined)d=0;this.m_frequencyHz=d};U.prototype.GetDampingRatio=function(){return this.m_dampingRatio};U.prototype.SetDampingRatio=function(d){if(d===
|
||||
undefined)d=0;this.m_dampingRatio=d};U.prototype.b2DistanceJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchor1.SetV(d.localAnchorA);this.m_localAnchor2.SetV(d.localAnchorB);this.m_length=d.length;this.m_frequencyHz=d.frequencyHz;this.m_dampingRatio=d.dampingRatio;this.m_bias=this.m_gamma=this.m_impulse=0};U.prototype.InitVelocityConstraints=function(d){var h,l=0,j=this.m_bodyA,o=this.m_bodyB;h=j.m_xf.R;var q=this.m_localAnchor1.x-j.m_sweep.localCenter.x,n=this.m_localAnchor1.y-
|
||||
j.m_sweep.localCenter.y;l=h.col1.x*q+h.col2.x*n;n=h.col1.y*q+h.col2.y*n;q=l;h=o.m_xf.R;var a=this.m_localAnchor2.x-o.m_sweep.localCenter.x,c=this.m_localAnchor2.y-o.m_sweep.localCenter.y;l=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=l;this.m_u.x=o.m_sweep.c.x+a-j.m_sweep.c.x-q;this.m_u.y=o.m_sweep.c.y+c-j.m_sweep.c.y-n;l=Math.sqrt(this.m_u.x*this.m_u.x+this.m_u.y*this.m_u.y);l>F.b2_linearSlop?this.m_u.Multiply(1/l):this.m_u.SetZero();h=q*this.m_u.y-n*this.m_u.x;var g=a*this.m_u.y-c*this.m_u.x;
|
||||
h=j.m_invMass+j.m_invI*h*h+o.m_invMass+o.m_invI*g*g;this.m_mass=h!=0?1/h:0;if(this.m_frequencyHz>0){l=l-this.m_length;g=2*Math.PI*this.m_frequencyHz;var b=this.m_mass*g*g;this.m_gamma=d.dt*(2*this.m_mass*this.m_dampingRatio*g+d.dt*b);this.m_gamma=this.m_gamma!=0?1/this.m_gamma:0;this.m_bias=l*d.dt*b*this.m_gamma;this.m_mass=h+this.m_gamma;this.m_mass=this.m_mass!=0?1/this.m_mass:0}if(d.warmStarting){this.m_impulse*=d.dtRatio;d=this.m_impulse*this.m_u.x;h=this.m_impulse*this.m_u.y;j.m_linearVelocity.x-=
|
||||
j.m_invMass*d;j.m_linearVelocity.y-=j.m_invMass*h;j.m_angularVelocity-=j.m_invI*(q*h-n*d);o.m_linearVelocity.x+=o.m_invMass*d;o.m_linearVelocity.y+=o.m_invMass*h;o.m_angularVelocity+=o.m_invI*(a*h-c*d)}else this.m_impulse=0};U.prototype.SolveVelocityConstraints=function(){var d,h=this.m_bodyA,l=this.m_bodyB;d=h.m_xf.R;var j=this.m_localAnchor1.x-h.m_sweep.localCenter.x,o=this.m_localAnchor1.y-h.m_sweep.localCenter.y,q=d.col1.x*j+d.col2.x*o;o=d.col1.y*j+d.col2.y*o;j=q;d=l.m_xf.R;var n=this.m_localAnchor2.x-
|
||||
l.m_sweep.localCenter.x,a=this.m_localAnchor2.y-l.m_sweep.localCenter.y;q=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=q;q=-this.m_mass*(this.m_u.x*(l.m_linearVelocity.x+-l.m_angularVelocity*a-(h.m_linearVelocity.x+-h.m_angularVelocity*o))+this.m_u.y*(l.m_linearVelocity.y+l.m_angularVelocity*n-(h.m_linearVelocity.y+h.m_angularVelocity*j))+this.m_bias+this.m_gamma*this.m_impulse);this.m_impulse+=q;d=q*this.m_u.x;q=q*this.m_u.y;h.m_linearVelocity.x-=h.m_invMass*d;h.m_linearVelocity.y-=h.m_invMass*
|
||||
q;h.m_angularVelocity-=h.m_invI*(j*q-o*d);l.m_linearVelocity.x+=l.m_invMass*d;l.m_linearVelocity.y+=l.m_invMass*q;l.m_angularVelocity+=l.m_invI*(n*q-a*d)};U.prototype.SolvePositionConstraints=function(){var d;if(this.m_frequencyHz>0)return true;var h=this.m_bodyA,l=this.m_bodyB;d=h.m_xf.R;var j=this.m_localAnchor1.x-h.m_sweep.localCenter.x,o=this.m_localAnchor1.y-h.m_sweep.localCenter.y,q=d.col1.x*j+d.col2.x*o;o=d.col1.y*j+d.col2.y*o;j=q;d=l.m_xf.R;var n=this.m_localAnchor2.x-l.m_sweep.localCenter.x,
|
||||
a=this.m_localAnchor2.y-l.m_sweep.localCenter.y;q=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=q;q=l.m_sweep.c.x+n-h.m_sweep.c.x-j;var c=l.m_sweep.c.y+a-h.m_sweep.c.y-o;d=Math.sqrt(q*q+c*c);q/=d;c/=d;d=d-this.m_length;d=y.Clamp(d,-F.b2_maxLinearCorrection,F.b2_maxLinearCorrection);var g=-this.m_mass*d;this.m_u.Set(q,c);q=g*this.m_u.x;c=g*this.m_u.y;h.m_sweep.c.x-=h.m_invMass*q;h.m_sweep.c.y-=h.m_invMass*c;h.m_sweep.a-=h.m_invI*(j*c-o*q);l.m_sweep.c.x+=l.m_invMass*q;l.m_sweep.c.y+=l.m_invMass*c;
|
||||
l.m_sweep.a+=l.m_invI*(n*c-a*q);h.SynchronizeTransform();l.SynchronizeTransform();return y.Abs(d)<F.b2_linearSlop};Box2D.inherit(p,Box2D.Dynamics.Joints.b2JointDef);p.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;p.b2DistanceJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w};p.prototype.b2DistanceJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_distanceJoint;this.length=1;this.dampingRatio=
|
||||
this.frequencyHz=0};p.prototype.Initialize=function(d,h,l,j){this.bodyA=d;this.bodyB=h;this.localAnchorA.SetV(this.bodyA.GetLocalPoint(l));this.localAnchorB.SetV(this.bodyB.GetLocalPoint(j));d=j.x-l.x;l=j.y-l.y;this.length=Math.sqrt(d*d+l*l);this.dampingRatio=this.frequencyHz=0};Box2D.inherit(B,Box2D.Dynamics.Joints.b2Joint);B.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;B.b2FrictionJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_localAnchorA=new w;
|
||||
this.m_localAnchorB=new w;this.m_linearMass=new G;this.m_linearImpulse=new w};B.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchorA)};B.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchorB)};B.prototype.GetReactionForce=function(d){if(d===undefined)d=0;return new w(d*this.m_linearImpulse.x,d*this.m_linearImpulse.y)};B.prototype.GetReactionTorque=function(d){if(d===undefined)d=0;return d*this.m_angularImpulse};B.prototype.SetMaxForce=
|
||||
function(d){if(d===undefined)d=0;this.m_maxForce=d};B.prototype.GetMaxForce=function(){return this.m_maxForce};B.prototype.SetMaxTorque=function(d){if(d===undefined)d=0;this.m_maxTorque=d};B.prototype.GetMaxTorque=function(){return this.m_maxTorque};B.prototype.b2FrictionJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchorA.SetV(d.localAnchorA);this.m_localAnchorB.SetV(d.localAnchorB);this.m_linearMass.SetZero();this.m_angularMass=0;this.m_linearImpulse.SetZero();this.m_angularImpulse=
|
||||
0;this.m_maxForce=d.maxForce;this.m_maxTorque=d.maxTorque};B.prototype.InitVelocityConstraints=function(d){var h,l=0,j=this.m_bodyA,o=this.m_bodyB;h=j.m_xf.R;var q=this.m_localAnchorA.x-j.m_sweep.localCenter.x,n=this.m_localAnchorA.y-j.m_sweep.localCenter.y;l=h.col1.x*q+h.col2.x*n;n=h.col1.y*q+h.col2.y*n;q=l;h=o.m_xf.R;var a=this.m_localAnchorB.x-o.m_sweep.localCenter.x,c=this.m_localAnchorB.y-o.m_sweep.localCenter.y;l=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=l;h=j.m_invMass;l=o.m_invMass;
|
||||
var g=j.m_invI,b=o.m_invI,e=new G;e.col1.x=h+l;e.col2.x=0;e.col1.y=0;e.col2.y=h+l;e.col1.x+=g*n*n;e.col2.x+=-g*q*n;e.col1.y+=-g*q*n;e.col2.y+=g*q*q;e.col1.x+=b*c*c;e.col2.x+=-b*a*c;e.col1.y+=-b*a*c;e.col2.y+=b*a*a;e.GetInverse(this.m_linearMass);this.m_angularMass=g+b;if(this.m_angularMass>0)this.m_angularMass=1/this.m_angularMass;if(d.warmStarting){this.m_linearImpulse.x*=d.dtRatio;this.m_linearImpulse.y*=d.dtRatio;this.m_angularImpulse*=d.dtRatio;d=this.m_linearImpulse;j.m_linearVelocity.x-=h*d.x;
|
||||
j.m_linearVelocity.y-=h*d.y;j.m_angularVelocity-=g*(q*d.y-n*d.x+this.m_angularImpulse);o.m_linearVelocity.x+=l*d.x;o.m_linearVelocity.y+=l*d.y;o.m_angularVelocity+=b*(a*d.y-c*d.x+this.m_angularImpulse)}else{this.m_linearImpulse.SetZero();this.m_angularImpulse=0}};B.prototype.SolveVelocityConstraints=function(d){var h,l=0,j=this.m_bodyA,o=this.m_bodyB,q=j.m_linearVelocity,n=j.m_angularVelocity,a=o.m_linearVelocity,c=o.m_angularVelocity,g=j.m_invMass,b=o.m_invMass,e=j.m_invI,f=o.m_invI;h=j.m_xf.R;var m=
|
||||
this.m_localAnchorA.x-j.m_sweep.localCenter.x,r=this.m_localAnchorA.y-j.m_sweep.localCenter.y;l=h.col1.x*m+h.col2.x*r;r=h.col1.y*m+h.col2.y*r;m=l;h=o.m_xf.R;var s=this.m_localAnchorB.x-o.m_sweep.localCenter.x,v=this.m_localAnchorB.y-o.m_sweep.localCenter.y;l=h.col1.x*s+h.col2.x*v;v=h.col1.y*s+h.col2.y*v;s=l;h=0;l=-this.m_angularMass*(c-n);var t=this.m_angularImpulse;h=d.dt*this.m_maxTorque;this.m_angularImpulse=y.Clamp(this.m_angularImpulse+l,-h,h);l=this.m_angularImpulse-t;n-=e*l;c+=f*l;h=y.MulMV(this.m_linearMass,
|
||||
new w(-(a.x-c*v-q.x+n*r),-(a.y+c*s-q.y-n*m)));l=this.m_linearImpulse.Copy();this.m_linearImpulse.Add(h);h=d.dt*this.m_maxForce;if(this.m_linearImpulse.LengthSquared()>h*h){this.m_linearImpulse.Normalize();this.m_linearImpulse.Multiply(h)}h=y.SubtractVV(this.m_linearImpulse,l);q.x-=g*h.x;q.y-=g*h.y;n-=e*(m*h.y-r*h.x);a.x+=b*h.x;a.y+=b*h.y;c+=f*(s*h.y-v*h.x);j.m_angularVelocity=n;o.m_angularVelocity=c};B.prototype.SolvePositionConstraints=function(){return true};Box2D.inherit(Q,Box2D.Dynamics.Joints.b2JointDef);
|
||||
Q.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;Q.b2FrictionJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w};Q.prototype.b2FrictionJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_frictionJoint;this.maxTorque=this.maxForce=0};Q.prototype.Initialize=function(d,h,l){this.bodyA=d;this.bodyB=h;this.localAnchorA.SetV(this.bodyA.GetLocalPoint(l));this.localAnchorB.SetV(this.bodyB.GetLocalPoint(l))};
|
||||
Box2D.inherit(V,Box2D.Dynamics.Joints.b2Joint);V.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;V.b2GearJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_groundAnchor1=new w;this.m_groundAnchor2=new w;this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_J=new L};V.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};V.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};V.prototype.GetReactionForce=
|
||||
function(d){if(d===undefined)d=0;return new w(d*this.m_impulse*this.m_J.linearB.x,d*this.m_impulse*this.m_J.linearB.y)};V.prototype.GetReactionTorque=function(d){if(d===undefined)d=0;var h=this.m_bodyB.m_xf.R,l=this.m_localAnchor1.x-this.m_bodyB.m_sweep.localCenter.x,j=this.m_localAnchor1.y-this.m_bodyB.m_sweep.localCenter.y,o=h.col1.x*l+h.col2.x*j;j=h.col1.y*l+h.col2.y*j;l=o;return d*(this.m_impulse*this.m_J.angularB-l*this.m_impulse*this.m_J.linearB.y+j*this.m_impulse*this.m_J.linearB.x)};V.prototype.GetRatio=
|
||||
function(){return this.m_ratio};V.prototype.SetRatio=function(d){if(d===undefined)d=0;this.m_ratio=d};V.prototype.b2GearJoint=function(d){this.__super.b2Joint.call(this,d);var h=parseInt(d.joint1.m_type),l=parseInt(d.joint2.m_type);this.m_prismatic2=this.m_revolute2=this.m_prismatic1=this.m_revolute1=null;var j=0,o=0;this.m_ground1=d.joint1.GetBodyA();this.m_bodyA=d.joint1.GetBodyB();if(h==I.e_revoluteJoint){this.m_revolute1=d.joint1 instanceof N?d.joint1:null;this.m_groundAnchor1.SetV(this.m_revolute1.m_localAnchor1);
|
||||
this.m_localAnchor1.SetV(this.m_revolute1.m_localAnchor2);j=this.m_revolute1.GetJointAngle()}else{this.m_prismatic1=d.joint1 instanceof H?d.joint1:null;this.m_groundAnchor1.SetV(this.m_prismatic1.m_localAnchor1);this.m_localAnchor1.SetV(this.m_prismatic1.m_localAnchor2);j=this.m_prismatic1.GetJointTranslation()}this.m_ground2=d.joint2.GetBodyA();this.m_bodyB=d.joint2.GetBodyB();if(l==I.e_revoluteJoint){this.m_revolute2=d.joint2 instanceof N?d.joint2:null;this.m_groundAnchor2.SetV(this.m_revolute2.m_localAnchor1);
|
||||
this.m_localAnchor2.SetV(this.m_revolute2.m_localAnchor2);o=this.m_revolute2.GetJointAngle()}else{this.m_prismatic2=d.joint2 instanceof H?d.joint2:null;this.m_groundAnchor2.SetV(this.m_prismatic2.m_localAnchor1);this.m_localAnchor2.SetV(this.m_prismatic2.m_localAnchor2);o=this.m_prismatic2.GetJointTranslation()}this.m_ratio=d.ratio;this.m_constant=j+this.m_ratio*o;this.m_impulse=0};V.prototype.InitVelocityConstraints=function(d){var h=this.m_ground1,l=this.m_ground2,j=this.m_bodyA,o=this.m_bodyB,
|
||||
q=0,n=0,a=0,c=0,g=a=0,b=0;this.m_J.SetZero();if(this.m_revolute1){this.m_J.angularA=-1;b+=j.m_invI}else{h=h.m_xf.R;n=this.m_prismatic1.m_localXAxis1;q=h.col1.x*n.x+h.col2.x*n.y;n=h.col1.y*n.x+h.col2.y*n.y;h=j.m_xf.R;a=this.m_localAnchor1.x-j.m_sweep.localCenter.x;c=this.m_localAnchor1.y-j.m_sweep.localCenter.y;g=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=g;a=a*n-c*q;this.m_J.linearA.Set(-q,-n);this.m_J.angularA=-a;b+=j.m_invMass+j.m_invI*a*a}if(this.m_revolute2){this.m_J.angularB=-this.m_ratio;
|
||||
b+=this.m_ratio*this.m_ratio*o.m_invI}else{h=l.m_xf.R;n=this.m_prismatic2.m_localXAxis1;q=h.col1.x*n.x+h.col2.x*n.y;n=h.col1.y*n.x+h.col2.y*n.y;h=o.m_xf.R;a=this.m_localAnchor2.x-o.m_sweep.localCenter.x;c=this.m_localAnchor2.y-o.m_sweep.localCenter.y;g=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=g;a=a*n-c*q;this.m_J.linearB.Set(-this.m_ratio*q,-this.m_ratio*n);this.m_J.angularB=-this.m_ratio*a;b+=this.m_ratio*this.m_ratio*(o.m_invMass+o.m_invI*a*a)}this.m_mass=b>0?1/b:0;if(d.warmStarting){j.m_linearVelocity.x+=
|
||||
j.m_invMass*this.m_impulse*this.m_J.linearA.x;j.m_linearVelocity.y+=j.m_invMass*this.m_impulse*this.m_J.linearA.y;j.m_angularVelocity+=j.m_invI*this.m_impulse*this.m_J.angularA;o.m_linearVelocity.x+=o.m_invMass*this.m_impulse*this.m_J.linearB.x;o.m_linearVelocity.y+=o.m_invMass*this.m_impulse*this.m_J.linearB.y;o.m_angularVelocity+=o.m_invI*this.m_impulse*this.m_J.angularB}else this.m_impulse=0};V.prototype.SolveVelocityConstraints=function(){var d=this.m_bodyA,h=this.m_bodyB,l=-this.m_mass*this.m_J.Compute(d.m_linearVelocity,
|
||||
d.m_angularVelocity,h.m_linearVelocity,h.m_angularVelocity);this.m_impulse+=l;d.m_linearVelocity.x+=d.m_invMass*l*this.m_J.linearA.x;d.m_linearVelocity.y+=d.m_invMass*l*this.m_J.linearA.y;d.m_angularVelocity+=d.m_invI*l*this.m_J.angularA;h.m_linearVelocity.x+=h.m_invMass*l*this.m_J.linearB.x;h.m_linearVelocity.y+=h.m_invMass*l*this.m_J.linearB.y;h.m_angularVelocity+=h.m_invI*l*this.m_J.angularB};V.prototype.SolvePositionConstraints=function(){var d=this.m_bodyA,h=this.m_bodyB,l=0,j=0;l=this.m_revolute1?
|
||||
this.m_revolute1.GetJointAngle():this.m_prismatic1.GetJointTranslation();j=this.m_revolute2?this.m_revolute2.GetJointAngle():this.m_prismatic2.GetJointTranslation();l=-this.m_mass*(this.m_constant-(l+this.m_ratio*j));d.m_sweep.c.x+=d.m_invMass*l*this.m_J.linearA.x;d.m_sweep.c.y+=d.m_invMass*l*this.m_J.linearA.y;d.m_sweep.a+=d.m_invI*l*this.m_J.angularA;h.m_sweep.c.x+=h.m_invMass*l*this.m_J.linearB.x;h.m_sweep.c.y+=h.m_invMass*l*this.m_J.linearB.y;h.m_sweep.a+=h.m_invI*l*this.m_J.angularB;d.SynchronizeTransform();
|
||||
h.SynchronizeTransform();return 0<F.b2_linearSlop};Box2D.inherit(M,Box2D.Dynamics.Joints.b2JointDef);M.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;M.b2GearJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments)};M.prototype.b2GearJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_gearJoint;this.joint2=this.joint1=null;this.ratio=1};L.b2Jacobian=function(){this.linearA=new w;this.linearB=new w};L.prototype.SetZero=function(){this.linearA.SetZero();
|
||||
this.angularA=0;this.linearB.SetZero();this.angularB=0};L.prototype.Set=function(d,h,l,j){if(h===undefined)h=0;if(j===undefined)j=0;this.linearA.SetV(d);this.angularA=h;this.linearB.SetV(l);this.angularB=j};L.prototype.Compute=function(d,h,l,j){if(h===undefined)h=0;if(j===undefined)j=0;return this.linearA.x*d.x+this.linearA.y*d.y+this.angularA*h+(this.linearB.x*l.x+this.linearB.y*l.y)+this.angularB*j};I.b2Joint=function(){this.m_edgeA=new Y;this.m_edgeB=new Y;this.m_localCenterA=new w;this.m_localCenterB=
|
||||
new w};I.prototype.GetType=function(){return this.m_type};I.prototype.GetAnchorA=function(){return null};I.prototype.GetAnchorB=function(){return null};I.prototype.GetReactionForce=function(){return null};I.prototype.GetReactionTorque=function(){return 0};I.prototype.GetBodyA=function(){return this.m_bodyA};I.prototype.GetBodyB=function(){return this.m_bodyB};I.prototype.GetNext=function(){return this.m_next};I.prototype.GetUserData=function(){return this.m_userData};I.prototype.SetUserData=function(d){this.m_userData=
|
||||
d};I.prototype.IsActive=function(){return this.m_bodyA.IsActive()&&this.m_bodyB.IsActive()};I.Create=function(d){var h=null;switch(d.type){case I.e_distanceJoint:h=new U(d instanceof p?d:null);break;case I.e_mouseJoint:h=new u(d instanceof D?d:null);break;case I.e_prismaticJoint:h=new H(d instanceof O?d:null);break;case I.e_revoluteJoint:h=new N(d instanceof S?d:null);break;case I.e_pulleyJoint:h=new E(d instanceof R?d:null);break;case I.e_gearJoint:h=new V(d instanceof M?d:null);break;case I.e_lineJoint:h=
|
||||
new k(d instanceof z?d:null);break;case I.e_weldJoint:h=new aa(d instanceof Z?d:null);break;case I.e_frictionJoint:h=new B(d instanceof Q?d:null)}return h};I.Destroy=function(){};I.prototype.b2Joint=function(d){F.b2Assert(d.bodyA!=d.bodyB);this.m_type=d.type;this.m_next=this.m_prev=null;this.m_bodyA=d.bodyA;this.m_bodyB=d.bodyB;this.m_collideConnected=d.collideConnected;this.m_islandFlag=false;this.m_userData=d.userData};I.prototype.InitVelocityConstraints=function(){};I.prototype.SolveVelocityConstraints=
|
||||
function(){};I.prototype.FinalizeVelocityConstraints=function(){};I.prototype.SolvePositionConstraints=function(){return false};Box2D.postDefs.push(function(){Box2D.Dynamics.Joints.b2Joint.e_unknownJoint=0;Box2D.Dynamics.Joints.b2Joint.e_revoluteJoint=1;Box2D.Dynamics.Joints.b2Joint.e_prismaticJoint=2;Box2D.Dynamics.Joints.b2Joint.e_distanceJoint=3;Box2D.Dynamics.Joints.b2Joint.e_pulleyJoint=4;Box2D.Dynamics.Joints.b2Joint.e_mouseJoint=5;Box2D.Dynamics.Joints.b2Joint.e_gearJoint=6;Box2D.Dynamics.Joints.b2Joint.e_lineJoint=
|
||||
7;Box2D.Dynamics.Joints.b2Joint.e_weldJoint=8;Box2D.Dynamics.Joints.b2Joint.e_frictionJoint=9;Box2D.Dynamics.Joints.b2Joint.e_inactiveLimit=0;Box2D.Dynamics.Joints.b2Joint.e_atLowerLimit=1;Box2D.Dynamics.Joints.b2Joint.e_atUpperLimit=2;Box2D.Dynamics.Joints.b2Joint.e_equalLimits=3});W.b2JointDef=function(){};W.prototype.b2JointDef=function(){this.type=I.e_unknownJoint;this.bodyB=this.bodyA=this.userData=null;this.collideConnected=false};Y.b2JointEdge=function(){};Box2D.inherit(k,Box2D.Dynamics.Joints.b2Joint);
|
||||
k.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;k.b2LineJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_localXAxis1=new w;this.m_localYAxis1=new w;this.m_axis=new w;this.m_perp=new w;this.m_K=new G;this.m_impulse=new w};k.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};k.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};k.prototype.GetReactionForce=
|
||||
function(d){if(d===undefined)d=0;return new w(d*(this.m_impulse.x*this.m_perp.x+(this.m_motorImpulse+this.m_impulse.y)*this.m_axis.x),d*(this.m_impulse.x*this.m_perp.y+(this.m_motorImpulse+this.m_impulse.y)*this.m_axis.y))};k.prototype.GetReactionTorque=function(d){if(d===undefined)d=0;return d*this.m_impulse.y};k.prototype.GetJointTranslation=function(){var d=this.m_bodyA,h=this.m_bodyB,l=d.GetWorldPoint(this.m_localAnchor1),j=h.GetWorldPoint(this.m_localAnchor2);h=j.x-l.x;l=j.y-l.y;d=d.GetWorldVector(this.m_localXAxis1);
|
||||
return d.x*h+d.y*l};k.prototype.GetJointSpeed=function(){var d=this.m_bodyA,h=this.m_bodyB,l;l=d.m_xf.R;var j=this.m_localAnchor1.x-d.m_sweep.localCenter.x,o=this.m_localAnchor1.y-d.m_sweep.localCenter.y,q=l.col1.x*j+l.col2.x*o;o=l.col1.y*j+l.col2.y*o;j=q;l=h.m_xf.R;var n=this.m_localAnchor2.x-h.m_sweep.localCenter.x,a=this.m_localAnchor2.y-h.m_sweep.localCenter.y;q=l.col1.x*n+l.col2.x*a;a=l.col1.y*n+l.col2.y*a;n=q;l=h.m_sweep.c.x+n-(d.m_sweep.c.x+j);q=h.m_sweep.c.y+a-(d.m_sweep.c.y+o);var c=d.GetWorldVector(this.m_localXAxis1),
|
||||
g=d.m_linearVelocity,b=h.m_linearVelocity;d=d.m_angularVelocity;h=h.m_angularVelocity;return l*-d*c.y+q*d*c.x+(c.x*(b.x+-h*a-g.x- -d*o)+c.y*(b.y+h*n-g.y-d*j))};k.prototype.IsLimitEnabled=function(){return this.m_enableLimit};k.prototype.EnableLimit=function(d){this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_enableLimit=d};k.prototype.GetLowerLimit=function(){return this.m_lowerTranslation};k.prototype.GetUpperLimit=function(){return this.m_upperTranslation};k.prototype.SetLimits=function(d,
|
||||
h){if(d===undefined)d=0;if(h===undefined)h=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_lowerTranslation=d;this.m_upperTranslation=h};k.prototype.IsMotorEnabled=function(){return this.m_enableMotor};k.prototype.EnableMotor=function(d){this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_enableMotor=d};k.prototype.SetMotorSpeed=function(d){if(d===undefined)d=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_motorSpeed=d};k.prototype.GetMotorSpeed=function(){return this.m_motorSpeed};
|
||||
k.prototype.SetMaxMotorForce=function(d){if(d===undefined)d=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_maxMotorForce=d};k.prototype.GetMaxMotorForce=function(){return this.m_maxMotorForce};k.prototype.GetMotorForce=function(){return this.m_motorImpulse};k.prototype.b2LineJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchor1.SetV(d.localAnchorA);this.m_localAnchor2.SetV(d.localAnchorB);this.m_localXAxis1.SetV(d.localAxisA);this.m_localYAxis1.x=-this.m_localXAxis1.y;
|
||||
this.m_localYAxis1.y=this.m_localXAxis1.x;this.m_impulse.SetZero();this.m_motorImpulse=this.m_motorMass=0;this.m_lowerTranslation=d.lowerTranslation;this.m_upperTranslation=d.upperTranslation;this.m_maxMotorForce=d.maxMotorForce;this.m_motorSpeed=d.motorSpeed;this.m_enableLimit=d.enableLimit;this.m_enableMotor=d.enableMotor;this.m_limitState=I.e_inactiveLimit;this.m_axis.SetZero();this.m_perp.SetZero()};k.prototype.InitVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j,o=0;this.m_localCenterA.SetV(h.GetLocalCenter());
|
||||
this.m_localCenterB.SetV(l.GetLocalCenter());var q=h.GetTransform();l.GetTransform();j=h.m_xf.R;var n=this.m_localAnchor1.x-this.m_localCenterA.x,a=this.m_localAnchor1.y-this.m_localCenterA.y;o=j.col1.x*n+j.col2.x*a;a=j.col1.y*n+j.col2.y*a;n=o;j=l.m_xf.R;var c=this.m_localAnchor2.x-this.m_localCenterB.x,g=this.m_localAnchor2.y-this.m_localCenterB.y;o=j.col1.x*c+j.col2.x*g;g=j.col1.y*c+j.col2.y*g;c=o;j=l.m_sweep.c.x+c-h.m_sweep.c.x-n;o=l.m_sweep.c.y+g-h.m_sweep.c.y-a;this.m_invMassA=h.m_invMass;this.m_invMassB=
|
||||
l.m_invMass;this.m_invIA=h.m_invI;this.m_invIB=l.m_invI;this.m_axis.SetV(y.MulMV(q.R,this.m_localXAxis1));this.m_a1=(j+n)*this.m_axis.y-(o+a)*this.m_axis.x;this.m_a2=c*this.m_axis.y-g*this.m_axis.x;this.m_motorMass=this.m_invMassA+this.m_invMassB+this.m_invIA*this.m_a1*this.m_a1+this.m_invIB*this.m_a2*this.m_a2;this.m_motorMass=this.m_motorMass>Number.MIN_VALUE?1/this.m_motorMass:0;this.m_perp.SetV(y.MulMV(q.R,this.m_localYAxis1));this.m_s1=(j+n)*this.m_perp.y-(o+a)*this.m_perp.x;this.m_s2=c*this.m_perp.y-
|
||||
g*this.m_perp.x;q=this.m_invMassA;n=this.m_invMassB;a=this.m_invIA;c=this.m_invIB;this.m_K.col1.x=q+n+a*this.m_s1*this.m_s1+c*this.m_s2*this.m_s2;this.m_K.col1.y=a*this.m_s1*this.m_a1+c*this.m_s2*this.m_a2;this.m_K.col2.x=this.m_K.col1.y;this.m_K.col2.y=q+n+a*this.m_a1*this.m_a1+c*this.m_a2*this.m_a2;if(this.m_enableLimit){j=this.m_axis.x*j+this.m_axis.y*o;if(y.Abs(this.m_upperTranslation-this.m_lowerTranslation)<2*F.b2_linearSlop)this.m_limitState=I.e_equalLimits;else if(j<=this.m_lowerTranslation){if(this.m_limitState!=
|
||||
I.e_atLowerLimit){this.m_limitState=I.e_atLowerLimit;this.m_impulse.y=0}}else if(j>=this.m_upperTranslation){if(this.m_limitState!=I.e_atUpperLimit){this.m_limitState=I.e_atUpperLimit;this.m_impulse.y=0}}else{this.m_limitState=I.e_inactiveLimit;this.m_impulse.y=0}}else this.m_limitState=I.e_inactiveLimit;if(this.m_enableMotor==false)this.m_motorImpulse=0;if(d.warmStarting){this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;this.m_motorImpulse*=d.dtRatio;d=this.m_impulse.x*this.m_perp.x+(this.m_motorImpulse+
|
||||
this.m_impulse.y)*this.m_axis.x;j=this.m_impulse.x*this.m_perp.y+(this.m_motorImpulse+this.m_impulse.y)*this.m_axis.y;o=this.m_impulse.x*this.m_s1+(this.m_motorImpulse+this.m_impulse.y)*this.m_a1;q=this.m_impulse.x*this.m_s2+(this.m_motorImpulse+this.m_impulse.y)*this.m_a2;h.m_linearVelocity.x-=this.m_invMassA*d;h.m_linearVelocity.y-=this.m_invMassA*j;h.m_angularVelocity-=this.m_invIA*o;l.m_linearVelocity.x+=this.m_invMassB*d;l.m_linearVelocity.y+=this.m_invMassB*j;l.m_angularVelocity+=this.m_invIB*
|
||||
q}else{this.m_impulse.SetZero();this.m_motorImpulse=0}};k.prototype.SolveVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j=h.m_linearVelocity,o=h.m_angularVelocity,q=l.m_linearVelocity,n=l.m_angularVelocity,a=0,c=0,g=0,b=0;if(this.m_enableMotor&&this.m_limitState!=I.e_equalLimits){b=this.m_motorMass*(this.m_motorSpeed-(this.m_axis.x*(q.x-j.x)+this.m_axis.y*(q.y-j.y)+this.m_a2*n-this.m_a1*o));a=this.m_motorImpulse;c=d.dt*this.m_maxMotorForce;this.m_motorImpulse=y.Clamp(this.m_motorImpulse+
|
||||
b,-c,c);b=this.m_motorImpulse-a;a=b*this.m_axis.x;c=b*this.m_axis.y;g=b*this.m_a1;b=b*this.m_a2;j.x-=this.m_invMassA*a;j.y-=this.m_invMassA*c;o-=this.m_invIA*g;q.x+=this.m_invMassB*a;q.y+=this.m_invMassB*c;n+=this.m_invIB*b}c=this.m_perp.x*(q.x-j.x)+this.m_perp.y*(q.y-j.y)+this.m_s2*n-this.m_s1*o;if(this.m_enableLimit&&this.m_limitState!=I.e_inactiveLimit){g=this.m_axis.x*(q.x-j.x)+this.m_axis.y*(q.y-j.y)+this.m_a2*n-this.m_a1*o;a=this.m_impulse.Copy();d=this.m_K.Solve(new w,-c,-g);this.m_impulse.Add(d);
|
||||
if(this.m_limitState==I.e_atLowerLimit)this.m_impulse.y=y.Max(this.m_impulse.y,0);else if(this.m_limitState==I.e_atUpperLimit)this.m_impulse.y=y.Min(this.m_impulse.y,0);c=-c-(this.m_impulse.y-a.y)*this.m_K.col2.x;g=0;g=this.m_K.col1.x!=0?c/this.m_K.col1.x+a.x:a.x;this.m_impulse.x=g;d.x=this.m_impulse.x-a.x;d.y=this.m_impulse.y-a.y;a=d.x*this.m_perp.x+d.y*this.m_axis.x;c=d.x*this.m_perp.y+d.y*this.m_axis.y;g=d.x*this.m_s1+d.y*this.m_a1;b=d.x*this.m_s2+d.y*this.m_a2}else{d=0;d=this.m_K.col1.x!=0?-c/
|
||||
this.m_K.col1.x:0;this.m_impulse.x+=d;a=d*this.m_perp.x;c=d*this.m_perp.y;g=d*this.m_s1;b=d*this.m_s2}j.x-=this.m_invMassA*a;j.y-=this.m_invMassA*c;o-=this.m_invIA*g;q.x+=this.m_invMassB*a;q.y+=this.m_invMassB*c;n+=this.m_invIB*b;h.m_linearVelocity.SetV(j);h.m_angularVelocity=o;l.m_linearVelocity.SetV(q);l.m_angularVelocity=n};k.prototype.SolvePositionConstraints=function(){var d=this.m_bodyA,h=this.m_bodyB,l=d.m_sweep.c,j=d.m_sweep.a,o=h.m_sweep.c,q=h.m_sweep.a,n,a=0,c=0,g=0,b=0,e=n=0,f=0;c=false;
|
||||
var m=0,r=G.FromAngle(j);g=G.FromAngle(q);n=r;f=this.m_localAnchor1.x-this.m_localCenterA.x;var s=this.m_localAnchor1.y-this.m_localCenterA.y;a=n.col1.x*f+n.col2.x*s;s=n.col1.y*f+n.col2.y*s;f=a;n=g;g=this.m_localAnchor2.x-this.m_localCenterB.x;b=this.m_localAnchor2.y-this.m_localCenterB.y;a=n.col1.x*g+n.col2.x*b;b=n.col1.y*g+n.col2.y*b;g=a;n=o.x+g-l.x-f;a=o.y+b-l.y-s;if(this.m_enableLimit){this.m_axis=y.MulMV(r,this.m_localXAxis1);this.m_a1=(n+f)*this.m_axis.y-(a+s)*this.m_axis.x;this.m_a2=g*this.m_axis.y-
|
||||
b*this.m_axis.x;var v=this.m_axis.x*n+this.m_axis.y*a;if(y.Abs(this.m_upperTranslation-this.m_lowerTranslation)<2*F.b2_linearSlop){m=y.Clamp(v,-F.b2_maxLinearCorrection,F.b2_maxLinearCorrection);e=y.Abs(v);c=true}else if(v<=this.m_lowerTranslation){m=y.Clamp(v-this.m_lowerTranslation+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);e=this.m_lowerTranslation-v;c=true}else if(v>=this.m_upperTranslation){m=y.Clamp(v-this.m_upperTranslation+F.b2_linearSlop,0,F.b2_maxLinearCorrection);e=v-this.m_upperTranslation;
|
||||
c=true}}this.m_perp=y.MulMV(r,this.m_localYAxis1);this.m_s1=(n+f)*this.m_perp.y-(a+s)*this.m_perp.x;this.m_s2=g*this.m_perp.y-b*this.m_perp.x;r=new w;s=this.m_perp.x*n+this.m_perp.y*a;e=y.Max(e,y.Abs(s));f=0;if(c){c=this.m_invMassA;g=this.m_invMassB;b=this.m_invIA;n=this.m_invIB;this.m_K.col1.x=c+g+b*this.m_s1*this.m_s1+n*this.m_s2*this.m_s2;this.m_K.col1.y=b*this.m_s1*this.m_a1+n*this.m_s2*this.m_a2;this.m_K.col2.x=this.m_K.col1.y;this.m_K.col2.y=c+g+b*this.m_a1*this.m_a1+n*this.m_a2*this.m_a2;this.m_K.Solve(r,
|
||||
-s,-m)}else{c=this.m_invMassA;g=this.m_invMassB;b=this.m_invIA;n=this.m_invIB;m=c+g+b*this.m_s1*this.m_s1+n*this.m_s2*this.m_s2;c=0;c=m!=0?-s/m:0;r.x=c;r.y=0}m=r.x*this.m_perp.x+r.y*this.m_axis.x;c=r.x*this.m_perp.y+r.y*this.m_axis.y;s=r.x*this.m_s1+r.y*this.m_a1;r=r.x*this.m_s2+r.y*this.m_a2;l.x-=this.m_invMassA*m;l.y-=this.m_invMassA*c;j-=this.m_invIA*s;o.x+=this.m_invMassB*m;o.y+=this.m_invMassB*c;q+=this.m_invIB*r;d.m_sweep.a=j;h.m_sweep.a=q;d.SynchronizeTransform();h.SynchronizeTransform();return e<=
|
||||
F.b2_linearSlop&&f<=F.b2_angularSlop};Box2D.inherit(z,Box2D.Dynamics.Joints.b2JointDef);z.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;z.b2LineJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w;this.localAxisA=new w};z.prototype.b2LineJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_lineJoint;this.localAxisA.Set(1,0);this.enableLimit=false;this.upperTranslation=this.lowerTranslation=
|
||||
0;this.enableMotor=false;this.motorSpeed=this.maxMotorForce=0};z.prototype.Initialize=function(d,h,l,j){this.bodyA=d;this.bodyB=h;this.localAnchorA=this.bodyA.GetLocalPoint(l);this.localAnchorB=this.bodyB.GetLocalPoint(l);this.localAxisA=this.bodyA.GetLocalVector(j)};Box2D.inherit(u,Box2D.Dynamics.Joints.b2Joint);u.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;u.b2MouseJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.K=new G;this.K1=new G;this.K2=new G;
|
||||
this.m_localAnchor=new w;this.m_target=new w;this.m_impulse=new w;this.m_mass=new G;this.m_C=new w};u.prototype.GetAnchorA=function(){return this.m_target};u.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor)};u.prototype.GetReactionForce=function(d){if(d===undefined)d=0;return new w(d*this.m_impulse.x,d*this.m_impulse.y)};u.prototype.GetReactionTorque=function(){return 0};u.prototype.GetTarget=function(){return this.m_target};u.prototype.SetTarget=function(d){this.m_bodyB.IsAwake()==
|
||||
false&&this.m_bodyB.SetAwake(true);this.m_target=d};u.prototype.GetMaxForce=function(){return this.m_maxForce};u.prototype.SetMaxForce=function(d){if(d===undefined)d=0;this.m_maxForce=d};u.prototype.GetFrequency=function(){return this.m_frequencyHz};u.prototype.SetFrequency=function(d){if(d===undefined)d=0;this.m_frequencyHz=d};u.prototype.GetDampingRatio=function(){return this.m_dampingRatio};u.prototype.SetDampingRatio=function(d){if(d===undefined)d=0;this.m_dampingRatio=d};u.prototype.b2MouseJoint=
|
||||
function(d){this.__super.b2Joint.call(this,d);this.m_target.SetV(d.target);var h=this.m_target.x-this.m_bodyB.m_xf.position.x,l=this.m_target.y-this.m_bodyB.m_xf.position.y,j=this.m_bodyB.m_xf.R;this.m_localAnchor.x=h*j.col1.x+l*j.col1.y;this.m_localAnchor.y=h*j.col2.x+l*j.col2.y;this.m_maxForce=d.maxForce;this.m_impulse.SetZero();this.m_frequencyHz=d.frequencyHz;this.m_dampingRatio=d.dampingRatio;this.m_gamma=this.m_beta=0};u.prototype.InitVelocityConstraints=function(d){var h=this.m_bodyB,l=h.GetMass(),
|
||||
j=2*Math.PI*this.m_frequencyHz,o=l*j*j;this.m_gamma=d.dt*(2*l*this.m_dampingRatio*j+d.dt*o);this.m_gamma=this.m_gamma!=0?1/this.m_gamma:0;this.m_beta=d.dt*o*this.m_gamma;o=h.m_xf.R;l=this.m_localAnchor.x-h.m_sweep.localCenter.x;j=this.m_localAnchor.y-h.m_sweep.localCenter.y;var q=o.col1.x*l+o.col2.x*j;j=o.col1.y*l+o.col2.y*j;l=q;o=h.m_invMass;q=h.m_invI;this.K1.col1.x=o;this.K1.col2.x=0;this.K1.col1.y=0;this.K1.col2.y=o;this.K2.col1.x=q*j*j;this.K2.col2.x=-q*l*j;this.K2.col1.y=-q*l*j;this.K2.col2.y=
|
||||
q*l*l;this.K.SetM(this.K1);this.K.AddM(this.K2);this.K.col1.x+=this.m_gamma;this.K.col2.y+=this.m_gamma;this.K.GetInverse(this.m_mass);this.m_C.x=h.m_sweep.c.x+l-this.m_target.x;this.m_C.y=h.m_sweep.c.y+j-this.m_target.y;h.m_angularVelocity*=0.98;this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;h.m_linearVelocity.x+=o*this.m_impulse.x;h.m_linearVelocity.y+=o*this.m_impulse.y;h.m_angularVelocity+=q*(l*this.m_impulse.y-j*this.m_impulse.x)};u.prototype.SolveVelocityConstraints=function(d){var h=
|
||||
this.m_bodyB,l,j=0,o=0;l=h.m_xf.R;var q=this.m_localAnchor.x-h.m_sweep.localCenter.x,n=this.m_localAnchor.y-h.m_sweep.localCenter.y;j=l.col1.x*q+l.col2.x*n;n=l.col1.y*q+l.col2.y*n;q=j;j=h.m_linearVelocity.x+-h.m_angularVelocity*n;var a=h.m_linearVelocity.y+h.m_angularVelocity*q;l=this.m_mass;j=j+this.m_beta*this.m_C.x+this.m_gamma*this.m_impulse.x;o=a+this.m_beta*this.m_C.y+this.m_gamma*this.m_impulse.y;a=-(l.col1.x*j+l.col2.x*o);o=-(l.col1.y*j+l.col2.y*o);l=this.m_impulse.x;j=this.m_impulse.y;this.m_impulse.x+=
|
||||
a;this.m_impulse.y+=o;d=d.dt*this.m_maxForce;this.m_impulse.LengthSquared()>d*d&&this.m_impulse.Multiply(d/this.m_impulse.Length());a=this.m_impulse.x-l;o=this.m_impulse.y-j;h.m_linearVelocity.x+=h.m_invMass*a;h.m_linearVelocity.y+=h.m_invMass*o;h.m_angularVelocity+=h.m_invI*(q*o-n*a)};u.prototype.SolvePositionConstraints=function(){return true};Box2D.inherit(D,Box2D.Dynamics.Joints.b2JointDef);D.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;D.b2MouseJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,
|
||||
arguments);this.target=new w};D.prototype.b2MouseJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_mouseJoint;this.maxForce=0;this.frequencyHz=5;this.dampingRatio=0.7};Box2D.inherit(H,Box2D.Dynamics.Joints.b2Joint);H.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;H.b2PrismaticJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_localXAxis1=new w;this.m_localYAxis1=new w;this.m_axis=new w;
|
||||
this.m_perp=new w;this.m_K=new K;this.m_impulse=new A};H.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};H.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};H.prototype.GetReactionForce=function(d){if(d===undefined)d=0;return new w(d*(this.m_impulse.x*this.m_perp.x+(this.m_motorImpulse+this.m_impulse.z)*this.m_axis.x),d*(this.m_impulse.x*this.m_perp.y+(this.m_motorImpulse+this.m_impulse.z)*this.m_axis.y))};H.prototype.GetReactionTorque=
|
||||
function(d){if(d===undefined)d=0;return d*this.m_impulse.y};H.prototype.GetJointTranslation=function(){var d=this.m_bodyA,h=this.m_bodyB,l=d.GetWorldPoint(this.m_localAnchor1),j=h.GetWorldPoint(this.m_localAnchor2);h=j.x-l.x;l=j.y-l.y;d=d.GetWorldVector(this.m_localXAxis1);return d.x*h+d.y*l};H.prototype.GetJointSpeed=function(){var d=this.m_bodyA,h=this.m_bodyB,l;l=d.m_xf.R;var j=this.m_localAnchor1.x-d.m_sweep.localCenter.x,o=this.m_localAnchor1.y-d.m_sweep.localCenter.y,q=l.col1.x*j+l.col2.x*o;
|
||||
o=l.col1.y*j+l.col2.y*o;j=q;l=h.m_xf.R;var n=this.m_localAnchor2.x-h.m_sweep.localCenter.x,a=this.m_localAnchor2.y-h.m_sweep.localCenter.y;q=l.col1.x*n+l.col2.x*a;a=l.col1.y*n+l.col2.y*a;n=q;l=h.m_sweep.c.x+n-(d.m_sweep.c.x+j);q=h.m_sweep.c.y+a-(d.m_sweep.c.y+o);var c=d.GetWorldVector(this.m_localXAxis1),g=d.m_linearVelocity,b=h.m_linearVelocity;d=d.m_angularVelocity;h=h.m_angularVelocity;return l*-d*c.y+q*d*c.x+(c.x*(b.x+-h*a-g.x- -d*o)+c.y*(b.y+h*n-g.y-d*j))};H.prototype.IsLimitEnabled=function(){return this.m_enableLimit};
|
||||
H.prototype.EnableLimit=function(d){this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_enableLimit=d};H.prototype.GetLowerLimit=function(){return this.m_lowerTranslation};H.prototype.GetUpperLimit=function(){return this.m_upperTranslation};H.prototype.SetLimits=function(d,h){if(d===undefined)d=0;if(h===undefined)h=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_lowerTranslation=d;this.m_upperTranslation=h};H.prototype.IsMotorEnabled=function(){return this.m_enableMotor};
|
||||
H.prototype.EnableMotor=function(d){this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_enableMotor=d};H.prototype.SetMotorSpeed=function(d){if(d===undefined)d=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_motorSpeed=d};H.prototype.GetMotorSpeed=function(){return this.m_motorSpeed};H.prototype.SetMaxMotorForce=function(d){if(d===undefined)d=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_maxMotorForce=d};H.prototype.GetMotorForce=function(){return this.m_motorImpulse};
|
||||
H.prototype.b2PrismaticJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchor1.SetV(d.localAnchorA);this.m_localAnchor2.SetV(d.localAnchorB);this.m_localXAxis1.SetV(d.localAxisA);this.m_localYAxis1.x=-this.m_localXAxis1.y;this.m_localYAxis1.y=this.m_localXAxis1.x;this.m_refAngle=d.referenceAngle;this.m_impulse.SetZero();this.m_motorImpulse=this.m_motorMass=0;this.m_lowerTranslation=d.lowerTranslation;this.m_upperTranslation=d.upperTranslation;this.m_maxMotorForce=d.maxMotorForce;this.m_motorSpeed=
|
||||
d.motorSpeed;this.m_enableLimit=d.enableLimit;this.m_enableMotor=d.enableMotor;this.m_limitState=I.e_inactiveLimit;this.m_axis.SetZero();this.m_perp.SetZero()};H.prototype.InitVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j,o=0;this.m_localCenterA.SetV(h.GetLocalCenter());this.m_localCenterB.SetV(l.GetLocalCenter());var q=h.GetTransform();l.GetTransform();j=h.m_xf.R;var n=this.m_localAnchor1.x-this.m_localCenterA.x,a=this.m_localAnchor1.y-this.m_localCenterA.y;o=j.col1.x*n+j.col2.x*
|
||||
a;a=j.col1.y*n+j.col2.y*a;n=o;j=l.m_xf.R;var c=this.m_localAnchor2.x-this.m_localCenterB.x,g=this.m_localAnchor2.y-this.m_localCenterB.y;o=j.col1.x*c+j.col2.x*g;g=j.col1.y*c+j.col2.y*g;c=o;j=l.m_sweep.c.x+c-h.m_sweep.c.x-n;o=l.m_sweep.c.y+g-h.m_sweep.c.y-a;this.m_invMassA=h.m_invMass;this.m_invMassB=l.m_invMass;this.m_invIA=h.m_invI;this.m_invIB=l.m_invI;this.m_axis.SetV(y.MulMV(q.R,this.m_localXAxis1));this.m_a1=(j+n)*this.m_axis.y-(o+a)*this.m_axis.x;this.m_a2=c*this.m_axis.y-g*this.m_axis.x;this.m_motorMass=
|
||||
this.m_invMassA+this.m_invMassB+this.m_invIA*this.m_a1*this.m_a1+this.m_invIB*this.m_a2*this.m_a2;if(this.m_motorMass>Number.MIN_VALUE)this.m_motorMass=1/this.m_motorMass;this.m_perp.SetV(y.MulMV(q.R,this.m_localYAxis1));this.m_s1=(j+n)*this.m_perp.y-(o+a)*this.m_perp.x;this.m_s2=c*this.m_perp.y-g*this.m_perp.x;q=this.m_invMassA;n=this.m_invMassB;a=this.m_invIA;c=this.m_invIB;this.m_K.col1.x=q+n+a*this.m_s1*this.m_s1+c*this.m_s2*this.m_s2;this.m_K.col1.y=a*this.m_s1+c*this.m_s2;this.m_K.col1.z=a*
|
||||
this.m_s1*this.m_a1+c*this.m_s2*this.m_a2;this.m_K.col2.x=this.m_K.col1.y;this.m_K.col2.y=a+c;this.m_K.col2.z=a*this.m_a1+c*this.m_a2;this.m_K.col3.x=this.m_K.col1.z;this.m_K.col3.y=this.m_K.col2.z;this.m_K.col3.z=q+n+a*this.m_a1*this.m_a1+c*this.m_a2*this.m_a2;if(this.m_enableLimit){j=this.m_axis.x*j+this.m_axis.y*o;if(y.Abs(this.m_upperTranslation-this.m_lowerTranslation)<2*F.b2_linearSlop)this.m_limitState=I.e_equalLimits;else if(j<=this.m_lowerTranslation){if(this.m_limitState!=I.e_atLowerLimit){this.m_limitState=
|
||||
I.e_atLowerLimit;this.m_impulse.z=0}}else if(j>=this.m_upperTranslation){if(this.m_limitState!=I.e_atUpperLimit){this.m_limitState=I.e_atUpperLimit;this.m_impulse.z=0}}else{this.m_limitState=I.e_inactiveLimit;this.m_impulse.z=0}}else this.m_limitState=I.e_inactiveLimit;if(this.m_enableMotor==false)this.m_motorImpulse=0;if(d.warmStarting){this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;this.m_motorImpulse*=d.dtRatio;d=this.m_impulse.x*this.m_perp.x+(this.m_motorImpulse+this.m_impulse.z)*this.m_axis.x;
|
||||
j=this.m_impulse.x*this.m_perp.y+(this.m_motorImpulse+this.m_impulse.z)*this.m_axis.y;o=this.m_impulse.x*this.m_s1+this.m_impulse.y+(this.m_motorImpulse+this.m_impulse.z)*this.m_a1;q=this.m_impulse.x*this.m_s2+this.m_impulse.y+(this.m_motorImpulse+this.m_impulse.z)*this.m_a2;h.m_linearVelocity.x-=this.m_invMassA*d;h.m_linearVelocity.y-=this.m_invMassA*j;h.m_angularVelocity-=this.m_invIA*o;l.m_linearVelocity.x+=this.m_invMassB*d;l.m_linearVelocity.y+=this.m_invMassB*j;l.m_angularVelocity+=this.m_invIB*
|
||||
q}else{this.m_impulse.SetZero();this.m_motorImpulse=0}};H.prototype.SolveVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j=h.m_linearVelocity,o=h.m_angularVelocity,q=l.m_linearVelocity,n=l.m_angularVelocity,a=0,c=0,g=0,b=0;if(this.m_enableMotor&&this.m_limitState!=I.e_equalLimits){b=this.m_motorMass*(this.m_motorSpeed-(this.m_axis.x*(q.x-j.x)+this.m_axis.y*(q.y-j.y)+this.m_a2*n-this.m_a1*o));a=this.m_motorImpulse;d=d.dt*this.m_maxMotorForce;this.m_motorImpulse=y.Clamp(this.m_motorImpulse+
|
||||
b,-d,d);b=this.m_motorImpulse-a;a=b*this.m_axis.x;c=b*this.m_axis.y;g=b*this.m_a1;b=b*this.m_a2;j.x-=this.m_invMassA*a;j.y-=this.m_invMassA*c;o-=this.m_invIA*g;q.x+=this.m_invMassB*a;q.y+=this.m_invMassB*c;n+=this.m_invIB*b}g=this.m_perp.x*(q.x-j.x)+this.m_perp.y*(q.y-j.y)+this.m_s2*n-this.m_s1*o;c=n-o;if(this.m_enableLimit&&this.m_limitState!=I.e_inactiveLimit){d=this.m_axis.x*(q.x-j.x)+this.m_axis.y*(q.y-j.y)+this.m_a2*n-this.m_a1*o;a=this.m_impulse.Copy();d=this.m_K.Solve33(new A,-g,-c,-d);this.m_impulse.Add(d);
|
||||
if(this.m_limitState==I.e_atLowerLimit)this.m_impulse.z=y.Max(this.m_impulse.z,0);else if(this.m_limitState==I.e_atUpperLimit)this.m_impulse.z=y.Min(this.m_impulse.z,0);g=-g-(this.m_impulse.z-a.z)*this.m_K.col3.x;c=-c-(this.m_impulse.z-a.z)*this.m_K.col3.y;c=this.m_K.Solve22(new w,g,c);c.x+=a.x;c.y+=a.y;this.m_impulse.x=c.x;this.m_impulse.y=c.y;d.x=this.m_impulse.x-a.x;d.y=this.m_impulse.y-a.y;d.z=this.m_impulse.z-a.z;a=d.x*this.m_perp.x+d.z*this.m_axis.x;c=d.x*this.m_perp.y+d.z*this.m_axis.y;g=d.x*
|
||||
this.m_s1+d.y+d.z*this.m_a1;b=d.x*this.m_s2+d.y+d.z*this.m_a2}else{d=this.m_K.Solve22(new w,-g,-c);this.m_impulse.x+=d.x;this.m_impulse.y+=d.y;a=d.x*this.m_perp.x;c=d.x*this.m_perp.y;g=d.x*this.m_s1+d.y;b=d.x*this.m_s2+d.y}j.x-=this.m_invMassA*a;j.y-=this.m_invMassA*c;o-=this.m_invIA*g;q.x+=this.m_invMassB*a;q.y+=this.m_invMassB*c;n+=this.m_invIB*b;h.m_linearVelocity.SetV(j);h.m_angularVelocity=o;l.m_linearVelocity.SetV(q);l.m_angularVelocity=n};H.prototype.SolvePositionConstraints=function(){var d=
|
||||
this.m_bodyA,h=this.m_bodyB,l=d.m_sweep.c,j=d.m_sweep.a,o=h.m_sweep.c,q=h.m_sweep.a,n,a=0,c=0,g=0,b=a=n=0,e=0;c=false;var f=0,m=G.FromAngle(j),r=G.FromAngle(q);n=m;e=this.m_localAnchor1.x-this.m_localCenterA.x;var s=this.m_localAnchor1.y-this.m_localCenterA.y;a=n.col1.x*e+n.col2.x*s;s=n.col1.y*e+n.col2.y*s;e=a;n=r;r=this.m_localAnchor2.x-this.m_localCenterB.x;g=this.m_localAnchor2.y-this.m_localCenterB.y;a=n.col1.x*r+n.col2.x*g;g=n.col1.y*r+n.col2.y*g;r=a;n=o.x+r-l.x-e;a=o.y+g-l.y-s;if(this.m_enableLimit){this.m_axis=
|
||||
y.MulMV(m,this.m_localXAxis1);this.m_a1=(n+e)*this.m_axis.y-(a+s)*this.m_axis.x;this.m_a2=r*this.m_axis.y-g*this.m_axis.x;var v=this.m_axis.x*n+this.m_axis.y*a;if(y.Abs(this.m_upperTranslation-this.m_lowerTranslation)<2*F.b2_linearSlop){f=y.Clamp(v,-F.b2_maxLinearCorrection,F.b2_maxLinearCorrection);b=y.Abs(v);c=true}else if(v<=this.m_lowerTranslation){f=y.Clamp(v-this.m_lowerTranslation+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);b=this.m_lowerTranslation-v;c=true}else if(v>=this.m_upperTranslation){f=
|
||||
y.Clamp(v-this.m_upperTranslation+F.b2_linearSlop,0,F.b2_maxLinearCorrection);b=v-this.m_upperTranslation;c=true}}this.m_perp=y.MulMV(m,this.m_localYAxis1);this.m_s1=(n+e)*this.m_perp.y-(a+s)*this.m_perp.x;this.m_s2=r*this.m_perp.y-g*this.m_perp.x;m=new A;s=this.m_perp.x*n+this.m_perp.y*a;r=q-j-this.m_refAngle;b=y.Max(b,y.Abs(s));e=y.Abs(r);if(c){c=this.m_invMassA;g=this.m_invMassB;n=this.m_invIA;a=this.m_invIB;this.m_K.col1.x=c+g+n*this.m_s1*this.m_s1+a*this.m_s2*this.m_s2;this.m_K.col1.y=n*this.m_s1+
|
||||
a*this.m_s2;this.m_K.col1.z=n*this.m_s1*this.m_a1+a*this.m_s2*this.m_a2;this.m_K.col2.x=this.m_K.col1.y;this.m_K.col2.y=n+a;this.m_K.col2.z=n*this.m_a1+a*this.m_a2;this.m_K.col3.x=this.m_K.col1.z;this.m_K.col3.y=this.m_K.col2.z;this.m_K.col3.z=c+g+n*this.m_a1*this.m_a1+a*this.m_a2*this.m_a2;this.m_K.Solve33(m,-s,-r,-f)}else{c=this.m_invMassA;g=this.m_invMassB;n=this.m_invIA;a=this.m_invIB;f=n*this.m_s1+a*this.m_s2;v=n+a;this.m_K.col1.Set(c+g+n*this.m_s1*this.m_s1+a*this.m_s2*this.m_s2,f,0);this.m_K.col2.Set(f,
|
||||
v,0);f=this.m_K.Solve22(new w,-s,-r);m.x=f.x;m.y=f.y;m.z=0}f=m.x*this.m_perp.x+m.z*this.m_axis.x;c=m.x*this.m_perp.y+m.z*this.m_axis.y;s=m.x*this.m_s1+m.y+m.z*this.m_a1;m=m.x*this.m_s2+m.y+m.z*this.m_a2;l.x-=this.m_invMassA*f;l.y-=this.m_invMassA*c;j-=this.m_invIA*s;o.x+=this.m_invMassB*f;o.y+=this.m_invMassB*c;q+=this.m_invIB*m;d.m_sweep.a=j;h.m_sweep.a=q;d.SynchronizeTransform();h.SynchronizeTransform();return b<=F.b2_linearSlop&&e<=F.b2_angularSlop};Box2D.inherit(O,Box2D.Dynamics.Joints.b2JointDef);
|
||||
O.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;O.b2PrismaticJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w;this.localAxisA=new w};O.prototype.b2PrismaticJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_prismaticJoint;this.localAxisA.Set(1,0);this.referenceAngle=0;this.enableLimit=false;this.upperTranslation=this.lowerTranslation=0;this.enableMotor=false;this.motorSpeed=this.maxMotorForce=
|
||||
0};O.prototype.Initialize=function(d,h,l,j){this.bodyA=d;this.bodyB=h;this.localAnchorA=this.bodyA.GetLocalPoint(l);this.localAnchorB=this.bodyB.GetLocalPoint(l);this.localAxisA=this.bodyA.GetLocalVector(j);this.referenceAngle=this.bodyB.GetAngle()-this.bodyA.GetAngle()};Box2D.inherit(E,Box2D.Dynamics.Joints.b2Joint);E.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;E.b2PulleyJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_groundAnchor1=new w;this.m_groundAnchor2=
|
||||
new w;this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_u1=new w;this.m_u2=new w};E.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};E.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};E.prototype.GetReactionForce=function(d){if(d===undefined)d=0;return new w(d*this.m_impulse*this.m_u2.x,d*this.m_impulse*this.m_u2.y)};E.prototype.GetReactionTorque=function(){return 0};E.prototype.GetGroundAnchorA=function(){var d=
|
||||
this.m_ground.m_xf.position.Copy();d.Add(this.m_groundAnchor1);return d};E.prototype.GetGroundAnchorB=function(){var d=this.m_ground.m_xf.position.Copy();d.Add(this.m_groundAnchor2);return d};E.prototype.GetLength1=function(){var d=this.m_bodyA.GetWorldPoint(this.m_localAnchor1),h=d.x-(this.m_ground.m_xf.position.x+this.m_groundAnchor1.x);d=d.y-(this.m_ground.m_xf.position.y+this.m_groundAnchor1.y);return Math.sqrt(h*h+d*d)};E.prototype.GetLength2=function(){var d=this.m_bodyB.GetWorldPoint(this.m_localAnchor2),
|
||||
h=d.x-(this.m_ground.m_xf.position.x+this.m_groundAnchor2.x);d=d.y-(this.m_ground.m_xf.position.y+this.m_groundAnchor2.y);return Math.sqrt(h*h+d*d)};E.prototype.GetRatio=function(){return this.m_ratio};E.prototype.b2PulleyJoint=function(d){this.__super.b2Joint.call(this,d);this.m_ground=this.m_bodyA.m_world.m_groundBody;this.m_groundAnchor1.x=d.groundAnchorA.x-this.m_ground.m_xf.position.x;this.m_groundAnchor1.y=d.groundAnchorA.y-this.m_ground.m_xf.position.y;this.m_groundAnchor2.x=d.groundAnchorB.x-
|
||||
this.m_ground.m_xf.position.x;this.m_groundAnchor2.y=d.groundAnchorB.y-this.m_ground.m_xf.position.y;this.m_localAnchor1.SetV(d.localAnchorA);this.m_localAnchor2.SetV(d.localAnchorB);this.m_ratio=d.ratio;this.m_constant=d.lengthA+this.m_ratio*d.lengthB;this.m_maxLength1=y.Min(d.maxLengthA,this.m_constant-this.m_ratio*E.b2_minPulleyLength);this.m_maxLength2=y.Min(d.maxLengthB,(this.m_constant-E.b2_minPulleyLength)/this.m_ratio);this.m_limitImpulse2=this.m_limitImpulse1=this.m_impulse=0};E.prototype.InitVelocityConstraints=
|
||||
function(d){var h=this.m_bodyA,l=this.m_bodyB,j;j=h.m_xf.R;var o=this.m_localAnchor1.x-h.m_sweep.localCenter.x,q=this.m_localAnchor1.y-h.m_sweep.localCenter.y,n=j.col1.x*o+j.col2.x*q;q=j.col1.y*o+j.col2.y*q;o=n;j=l.m_xf.R;var a=this.m_localAnchor2.x-l.m_sweep.localCenter.x,c=this.m_localAnchor2.y-l.m_sweep.localCenter.y;n=j.col1.x*a+j.col2.x*c;c=j.col1.y*a+j.col2.y*c;a=n;j=l.m_sweep.c.x+a;n=l.m_sweep.c.y+c;var g=this.m_ground.m_xf.position.x+this.m_groundAnchor2.x,b=this.m_ground.m_xf.position.y+
|
||||
this.m_groundAnchor2.y;this.m_u1.Set(h.m_sweep.c.x+o-(this.m_ground.m_xf.position.x+this.m_groundAnchor1.x),h.m_sweep.c.y+q-(this.m_ground.m_xf.position.y+this.m_groundAnchor1.y));this.m_u2.Set(j-g,n-b);j=this.m_u1.Length();n=this.m_u2.Length();j>F.b2_linearSlop?this.m_u1.Multiply(1/j):this.m_u1.SetZero();n>F.b2_linearSlop?this.m_u2.Multiply(1/n):this.m_u2.SetZero();if(this.m_constant-j-this.m_ratio*n>0){this.m_state=I.e_inactiveLimit;this.m_impulse=0}else this.m_state=I.e_atUpperLimit;if(j<this.m_maxLength1){this.m_limitState1=
|
||||
I.e_inactiveLimit;this.m_limitImpulse1=0}else this.m_limitState1=I.e_atUpperLimit;if(n<this.m_maxLength2){this.m_limitState2=I.e_inactiveLimit;this.m_limitImpulse2=0}else this.m_limitState2=I.e_atUpperLimit;j=o*this.m_u1.y-q*this.m_u1.x;n=a*this.m_u2.y-c*this.m_u2.x;this.m_limitMass1=h.m_invMass+h.m_invI*j*j;this.m_limitMass2=l.m_invMass+l.m_invI*n*n;this.m_pulleyMass=this.m_limitMass1+this.m_ratio*this.m_ratio*this.m_limitMass2;this.m_limitMass1=1/this.m_limitMass1;this.m_limitMass2=1/this.m_limitMass2;
|
||||
this.m_pulleyMass=1/this.m_pulleyMass;if(d.warmStarting){this.m_impulse*=d.dtRatio;this.m_limitImpulse1*=d.dtRatio;this.m_limitImpulse2*=d.dtRatio;d=(-this.m_impulse-this.m_limitImpulse1)*this.m_u1.x;j=(-this.m_impulse-this.m_limitImpulse1)*this.m_u1.y;n=(-this.m_ratio*this.m_impulse-this.m_limitImpulse2)*this.m_u2.x;g=(-this.m_ratio*this.m_impulse-this.m_limitImpulse2)*this.m_u2.y;h.m_linearVelocity.x+=h.m_invMass*d;h.m_linearVelocity.y+=h.m_invMass*j;h.m_angularVelocity+=h.m_invI*(o*j-q*d);l.m_linearVelocity.x+=
|
||||
l.m_invMass*n;l.m_linearVelocity.y+=l.m_invMass*g;l.m_angularVelocity+=l.m_invI*(a*g-c*n)}else this.m_limitImpulse2=this.m_limitImpulse1=this.m_impulse=0};E.prototype.SolveVelocityConstraints=function(){var d=this.m_bodyA,h=this.m_bodyB,l;l=d.m_xf.R;var j=this.m_localAnchor1.x-d.m_sweep.localCenter.x,o=this.m_localAnchor1.y-d.m_sweep.localCenter.y,q=l.col1.x*j+l.col2.x*o;o=l.col1.y*j+l.col2.y*o;j=q;l=h.m_xf.R;var n=this.m_localAnchor2.x-h.m_sweep.localCenter.x,a=this.m_localAnchor2.y-h.m_sweep.localCenter.y;
|
||||
q=l.col1.x*n+l.col2.x*a;a=l.col1.y*n+l.col2.y*a;n=q;var c=q=l=0,g=0;l=g=l=g=c=q=l=0;if(this.m_state==I.e_atUpperLimit){l=d.m_linearVelocity.x+-d.m_angularVelocity*o;q=d.m_linearVelocity.y+d.m_angularVelocity*j;c=h.m_linearVelocity.x+-h.m_angularVelocity*a;g=h.m_linearVelocity.y+h.m_angularVelocity*n;l=-(this.m_u1.x*l+this.m_u1.y*q)-this.m_ratio*(this.m_u2.x*c+this.m_u2.y*g);g=this.m_pulleyMass*-l;l=this.m_impulse;this.m_impulse=y.Max(0,this.m_impulse+g);g=this.m_impulse-l;l=-g*this.m_u1.x;q=-g*this.m_u1.y;
|
||||
c=-this.m_ratio*g*this.m_u2.x;g=-this.m_ratio*g*this.m_u2.y;d.m_linearVelocity.x+=d.m_invMass*l;d.m_linearVelocity.y+=d.m_invMass*q;d.m_angularVelocity+=d.m_invI*(j*q-o*l);h.m_linearVelocity.x+=h.m_invMass*c;h.m_linearVelocity.y+=h.m_invMass*g;h.m_angularVelocity+=h.m_invI*(n*g-a*c)}if(this.m_limitState1==I.e_atUpperLimit){l=d.m_linearVelocity.x+-d.m_angularVelocity*o;q=d.m_linearVelocity.y+d.m_angularVelocity*j;l=-(this.m_u1.x*l+this.m_u1.y*q);g=-this.m_limitMass1*l;l=this.m_limitImpulse1;this.m_limitImpulse1=
|
||||
y.Max(0,this.m_limitImpulse1+g);g=this.m_limitImpulse1-l;l=-g*this.m_u1.x;q=-g*this.m_u1.y;d.m_linearVelocity.x+=d.m_invMass*l;d.m_linearVelocity.y+=d.m_invMass*q;d.m_angularVelocity+=d.m_invI*(j*q-o*l)}if(this.m_limitState2==I.e_atUpperLimit){c=h.m_linearVelocity.x+-h.m_angularVelocity*a;g=h.m_linearVelocity.y+h.m_angularVelocity*n;l=-(this.m_u2.x*c+this.m_u2.y*g);g=-this.m_limitMass2*l;l=this.m_limitImpulse2;this.m_limitImpulse2=y.Max(0,this.m_limitImpulse2+g);g=this.m_limitImpulse2-l;c=-g*this.m_u2.x;
|
||||
g=-g*this.m_u2.y;h.m_linearVelocity.x+=h.m_invMass*c;h.m_linearVelocity.y+=h.m_invMass*g;h.m_angularVelocity+=h.m_invI*(n*g-a*c)}};E.prototype.SolvePositionConstraints=function(){var d=this.m_bodyA,h=this.m_bodyB,l,j=this.m_ground.m_xf.position.x+this.m_groundAnchor1.x,o=this.m_ground.m_xf.position.y+this.m_groundAnchor1.y,q=this.m_ground.m_xf.position.x+this.m_groundAnchor2.x,n=this.m_ground.m_xf.position.y+this.m_groundAnchor2.y,a=0,c=0,g=0,b=0,e=l=0,f=0,m=0,r=e=m=l=e=l=0;if(this.m_state==I.e_atUpperLimit){l=
|
||||
d.m_xf.R;a=this.m_localAnchor1.x-d.m_sweep.localCenter.x;c=this.m_localAnchor1.y-d.m_sweep.localCenter.y;e=l.col1.x*a+l.col2.x*c;c=l.col1.y*a+l.col2.y*c;a=e;l=h.m_xf.R;g=this.m_localAnchor2.x-h.m_sweep.localCenter.x;b=this.m_localAnchor2.y-h.m_sweep.localCenter.y;e=l.col1.x*g+l.col2.x*b;b=l.col1.y*g+l.col2.y*b;g=e;l=d.m_sweep.c.x+a;e=d.m_sweep.c.y+c;f=h.m_sweep.c.x+g;m=h.m_sweep.c.y+b;this.m_u1.Set(l-j,e-o);this.m_u2.Set(f-q,m-n);l=this.m_u1.Length();e=this.m_u2.Length();l>F.b2_linearSlop?this.m_u1.Multiply(1/
|
||||
l):this.m_u1.SetZero();e>F.b2_linearSlop?this.m_u2.Multiply(1/e):this.m_u2.SetZero();l=this.m_constant-l-this.m_ratio*e;r=y.Max(r,-l);l=y.Clamp(l+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);m=-this.m_pulleyMass*l;l=-m*this.m_u1.x;e=-m*this.m_u1.y;f=-this.m_ratio*m*this.m_u2.x;m=-this.m_ratio*m*this.m_u2.y;d.m_sweep.c.x+=d.m_invMass*l;d.m_sweep.c.y+=d.m_invMass*e;d.m_sweep.a+=d.m_invI*(a*e-c*l);h.m_sweep.c.x+=h.m_invMass*f;h.m_sweep.c.y+=h.m_invMass*m;h.m_sweep.a+=h.m_invI*(g*m-b*f);d.SynchronizeTransform();
|
||||
h.SynchronizeTransform()}if(this.m_limitState1==I.e_atUpperLimit){l=d.m_xf.R;a=this.m_localAnchor1.x-d.m_sweep.localCenter.x;c=this.m_localAnchor1.y-d.m_sweep.localCenter.y;e=l.col1.x*a+l.col2.x*c;c=l.col1.y*a+l.col2.y*c;a=e;l=d.m_sweep.c.x+a;e=d.m_sweep.c.y+c;this.m_u1.Set(l-j,e-o);l=this.m_u1.Length();if(l>F.b2_linearSlop){this.m_u1.x*=1/l;this.m_u1.y*=1/l}else this.m_u1.SetZero();l=this.m_maxLength1-l;r=y.Max(r,-l);l=y.Clamp(l+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);m=-this.m_limitMass1*l;
|
||||
l=-m*this.m_u1.x;e=-m*this.m_u1.y;d.m_sweep.c.x+=d.m_invMass*l;d.m_sweep.c.y+=d.m_invMass*e;d.m_sweep.a+=d.m_invI*(a*e-c*l);d.SynchronizeTransform()}if(this.m_limitState2==I.e_atUpperLimit){l=h.m_xf.R;g=this.m_localAnchor2.x-h.m_sweep.localCenter.x;b=this.m_localAnchor2.y-h.m_sweep.localCenter.y;e=l.col1.x*g+l.col2.x*b;b=l.col1.y*g+l.col2.y*b;g=e;f=h.m_sweep.c.x+g;m=h.m_sweep.c.y+b;this.m_u2.Set(f-q,m-n);e=this.m_u2.Length();if(e>F.b2_linearSlop){this.m_u2.x*=1/e;this.m_u2.y*=1/e}else this.m_u2.SetZero();
|
||||
l=this.m_maxLength2-e;r=y.Max(r,-l);l=y.Clamp(l+F.b2_linearSlop,-F.b2_maxLinearCorrection,0);m=-this.m_limitMass2*l;f=-m*this.m_u2.x;m=-m*this.m_u2.y;h.m_sweep.c.x+=h.m_invMass*f;h.m_sweep.c.y+=h.m_invMass*m;h.m_sweep.a+=h.m_invI*(g*m-b*f);h.SynchronizeTransform()}return r<F.b2_linearSlop};Box2D.postDefs.push(function(){Box2D.Dynamics.Joints.b2PulleyJoint.b2_minPulleyLength=2});Box2D.inherit(R,Box2D.Dynamics.Joints.b2JointDef);R.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;R.b2PulleyJointDef=
|
||||
function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.groundAnchorA=new w;this.groundAnchorB=new w;this.localAnchorA=new w;this.localAnchorB=new w};R.prototype.b2PulleyJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_pulleyJoint;this.groundAnchorA.Set(-1,1);this.groundAnchorB.Set(1,1);this.localAnchorA.Set(-1,0);this.localAnchorB.Set(1,0);this.maxLengthB=this.lengthB=this.maxLengthA=this.lengthA=0;this.ratio=1;this.collideConnected=true};R.prototype.Initialize=
|
||||
function(d,h,l,j,o,q,n){if(n===undefined)n=0;this.bodyA=d;this.bodyB=h;this.groundAnchorA.SetV(l);this.groundAnchorB.SetV(j);this.localAnchorA=this.bodyA.GetLocalPoint(o);this.localAnchorB=this.bodyB.GetLocalPoint(q);d=o.x-l.x;l=o.y-l.y;this.lengthA=Math.sqrt(d*d+l*l);l=q.x-j.x;j=q.y-j.y;this.lengthB=Math.sqrt(l*l+j*j);this.ratio=n;n=this.lengthA+this.ratio*this.lengthB;this.maxLengthA=n-this.ratio*E.b2_minPulleyLength;this.maxLengthB=(n-E.b2_minPulleyLength)/this.ratio};Box2D.inherit(N,Box2D.Dynamics.Joints.b2Joint);
|
||||
N.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;N.b2RevoluteJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.K=new G;this.K1=new G;this.K2=new G;this.K3=new G;this.impulse3=new A;this.impulse2=new w;this.reduced=new w;this.m_localAnchor1=new w;this.m_localAnchor2=new w;this.m_impulse=new A;this.m_mass=new K};N.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchor1)};N.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchor2)};
|
||||
N.prototype.GetReactionForce=function(d){if(d===undefined)d=0;return new w(d*this.m_impulse.x,d*this.m_impulse.y)};N.prototype.GetReactionTorque=function(d){if(d===undefined)d=0;return d*this.m_impulse.z};N.prototype.GetJointAngle=function(){return this.m_bodyB.m_sweep.a-this.m_bodyA.m_sweep.a-this.m_referenceAngle};N.prototype.GetJointSpeed=function(){return this.m_bodyB.m_angularVelocity-this.m_bodyA.m_angularVelocity};N.prototype.IsLimitEnabled=function(){return this.m_enableLimit};N.prototype.EnableLimit=
|
||||
function(d){this.m_enableLimit=d};N.prototype.GetLowerLimit=function(){return this.m_lowerAngle};N.prototype.GetUpperLimit=function(){return this.m_upperAngle};N.prototype.SetLimits=function(d,h){if(d===undefined)d=0;if(h===undefined)h=0;this.m_lowerAngle=d;this.m_upperAngle=h};N.prototype.IsMotorEnabled=function(){this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);return this.m_enableMotor};N.prototype.EnableMotor=function(d){this.m_enableMotor=d};N.prototype.SetMotorSpeed=function(d){if(d===
|
||||
undefined)d=0;this.m_bodyA.SetAwake(true);this.m_bodyB.SetAwake(true);this.m_motorSpeed=d};N.prototype.GetMotorSpeed=function(){return this.m_motorSpeed};N.prototype.SetMaxMotorTorque=function(d){if(d===undefined)d=0;this.m_maxMotorTorque=d};N.prototype.GetMotorTorque=function(){return this.m_maxMotorTorque};N.prototype.b2RevoluteJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchor1.SetV(d.localAnchorA);this.m_localAnchor2.SetV(d.localAnchorB);this.m_referenceAngle=d.referenceAngle;
|
||||
this.m_impulse.SetZero();this.m_motorImpulse=0;this.m_lowerAngle=d.lowerAngle;this.m_upperAngle=d.upperAngle;this.m_maxMotorTorque=d.maxMotorTorque;this.m_motorSpeed=d.motorSpeed;this.m_enableLimit=d.enableLimit;this.m_enableMotor=d.enableMotor;this.m_limitState=I.e_inactiveLimit};N.prototype.InitVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j,o=0;j=h.m_xf.R;var q=this.m_localAnchor1.x-h.m_sweep.localCenter.x,n=this.m_localAnchor1.y-h.m_sweep.localCenter.y;o=j.col1.x*q+j.col2.x*
|
||||
n;n=j.col1.y*q+j.col2.y*n;q=o;j=l.m_xf.R;var a=this.m_localAnchor2.x-l.m_sweep.localCenter.x,c=this.m_localAnchor2.y-l.m_sweep.localCenter.y;o=j.col1.x*a+j.col2.x*c;c=j.col1.y*a+j.col2.y*c;a=o;j=h.m_invMass;o=l.m_invMass;var g=h.m_invI,b=l.m_invI;this.m_mass.col1.x=j+o+n*n*g+c*c*b;this.m_mass.col2.x=-n*q*g-c*a*b;this.m_mass.col3.x=-n*g-c*b;this.m_mass.col1.y=this.m_mass.col2.x;this.m_mass.col2.y=j+o+q*q*g+a*a*b;this.m_mass.col3.y=q*g+a*b;this.m_mass.col1.z=this.m_mass.col3.x;this.m_mass.col2.z=this.m_mass.col3.y;
|
||||
this.m_mass.col3.z=g+b;this.m_motorMass=1/(g+b);if(this.m_enableMotor==false)this.m_motorImpulse=0;if(this.m_enableLimit){var e=l.m_sweep.a-h.m_sweep.a-this.m_referenceAngle;if(y.Abs(this.m_upperAngle-this.m_lowerAngle)<2*F.b2_angularSlop)this.m_limitState=I.e_equalLimits;else if(e<=this.m_lowerAngle){if(this.m_limitState!=I.e_atLowerLimit)this.m_impulse.z=0;this.m_limitState=I.e_atLowerLimit}else if(e>=this.m_upperAngle){if(this.m_limitState!=I.e_atUpperLimit)this.m_impulse.z=0;this.m_limitState=
|
||||
I.e_atUpperLimit}else{this.m_limitState=I.e_inactiveLimit;this.m_impulse.z=0}}else this.m_limitState=I.e_inactiveLimit;if(d.warmStarting){this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;this.m_motorImpulse*=d.dtRatio;d=this.m_impulse.x;e=this.m_impulse.y;h.m_linearVelocity.x-=j*d;h.m_linearVelocity.y-=j*e;h.m_angularVelocity-=g*(q*e-n*d+this.m_motorImpulse+this.m_impulse.z);l.m_linearVelocity.x+=o*d;l.m_linearVelocity.y+=o*e;l.m_angularVelocity+=b*(a*e-c*d+this.m_motorImpulse+this.m_impulse.z)}else{this.m_impulse.SetZero();
|
||||
this.m_motorImpulse=0}};N.prototype.SolveVelocityConstraints=function(d){var h=this.m_bodyA,l=this.m_bodyB,j=0,o=j=0,q=0,n=0,a=0,c=h.m_linearVelocity,g=h.m_angularVelocity,b=l.m_linearVelocity,e=l.m_angularVelocity,f=h.m_invMass,m=l.m_invMass,r=h.m_invI,s=l.m_invI;if(this.m_enableMotor&&this.m_limitState!=I.e_equalLimits){o=this.m_motorMass*-(e-g-this.m_motorSpeed);q=this.m_motorImpulse;n=d.dt*this.m_maxMotorTorque;this.m_motorImpulse=y.Clamp(this.m_motorImpulse+o,-n,n);o=this.m_motorImpulse-q;g-=
|
||||
r*o;e+=s*o}if(this.m_enableLimit&&this.m_limitState!=I.e_inactiveLimit){d=h.m_xf.R;o=this.m_localAnchor1.x-h.m_sweep.localCenter.x;q=this.m_localAnchor1.y-h.m_sweep.localCenter.y;j=d.col1.x*o+d.col2.x*q;q=d.col1.y*o+d.col2.y*q;o=j;d=l.m_xf.R;n=this.m_localAnchor2.x-l.m_sweep.localCenter.x;a=this.m_localAnchor2.y-l.m_sweep.localCenter.y;j=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=j;d=b.x+-e*a-c.x- -g*q;var v=b.y+e*n-c.y-g*o;this.m_mass.Solve33(this.impulse3,-d,-v,-(e-g));if(this.m_limitState==
|
||||
I.e_equalLimits)this.m_impulse.Add(this.impulse3);else if(this.m_limitState==I.e_atLowerLimit){j=this.m_impulse.z+this.impulse3.z;if(j<0){this.m_mass.Solve22(this.reduced,-d,-v);this.impulse3.x=this.reduced.x;this.impulse3.y=this.reduced.y;this.impulse3.z=-this.m_impulse.z;this.m_impulse.x+=this.reduced.x;this.m_impulse.y+=this.reduced.y;this.m_impulse.z=0}}else if(this.m_limitState==I.e_atUpperLimit){j=this.m_impulse.z+this.impulse3.z;if(j>0){this.m_mass.Solve22(this.reduced,-d,-v);this.impulse3.x=
|
||||
this.reduced.x;this.impulse3.y=this.reduced.y;this.impulse3.z=-this.m_impulse.z;this.m_impulse.x+=this.reduced.x;this.m_impulse.y+=this.reduced.y;this.m_impulse.z=0}}c.x-=f*this.impulse3.x;c.y-=f*this.impulse3.y;g-=r*(o*this.impulse3.y-q*this.impulse3.x+this.impulse3.z);b.x+=m*this.impulse3.x;b.y+=m*this.impulse3.y;e+=s*(n*this.impulse3.y-a*this.impulse3.x+this.impulse3.z)}else{d=h.m_xf.R;o=this.m_localAnchor1.x-h.m_sweep.localCenter.x;q=this.m_localAnchor1.y-h.m_sweep.localCenter.y;j=d.col1.x*o+
|
||||
d.col2.x*q;q=d.col1.y*o+d.col2.y*q;o=j;d=l.m_xf.R;n=this.m_localAnchor2.x-l.m_sweep.localCenter.x;a=this.m_localAnchor2.y-l.m_sweep.localCenter.y;j=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=j;this.m_mass.Solve22(this.impulse2,-(b.x+-e*a-c.x- -g*q),-(b.y+e*n-c.y-g*o));this.m_impulse.x+=this.impulse2.x;this.m_impulse.y+=this.impulse2.y;c.x-=f*this.impulse2.x;c.y-=f*this.impulse2.y;g-=r*(o*this.impulse2.y-q*this.impulse2.x);b.x+=m*this.impulse2.x;b.y+=m*this.impulse2.y;e+=s*(n*this.impulse2.y-
|
||||
a*this.impulse2.x)}h.m_linearVelocity.SetV(c);h.m_angularVelocity=g;l.m_linearVelocity.SetV(b);l.m_angularVelocity=e};N.prototype.SolvePositionConstraints=function(){var d=0,h,l=this.m_bodyA,j=this.m_bodyB,o=0,q=h=0,n=0,a=0;if(this.m_enableLimit&&this.m_limitState!=I.e_inactiveLimit){d=j.m_sweep.a-l.m_sweep.a-this.m_referenceAngle;var c=0;if(this.m_limitState==I.e_equalLimits){d=y.Clamp(d-this.m_lowerAngle,-F.b2_maxAngularCorrection,F.b2_maxAngularCorrection);c=-this.m_motorMass*d;o=y.Abs(d)}else if(this.m_limitState==
|
||||
I.e_atLowerLimit){d=d-this.m_lowerAngle;o=-d;d=y.Clamp(d+F.b2_angularSlop,-F.b2_maxAngularCorrection,0);c=-this.m_motorMass*d}else if(this.m_limitState==I.e_atUpperLimit){o=d=d-this.m_upperAngle;d=y.Clamp(d-F.b2_angularSlop,0,F.b2_maxAngularCorrection);c=-this.m_motorMass*d}l.m_sweep.a-=l.m_invI*c;j.m_sweep.a+=j.m_invI*c;l.SynchronizeTransform();j.SynchronizeTransform()}h=l.m_xf.R;c=this.m_localAnchor1.x-l.m_sweep.localCenter.x;d=this.m_localAnchor1.y-l.m_sweep.localCenter.y;q=h.col1.x*c+h.col2.x*
|
||||
d;d=h.col1.y*c+h.col2.y*d;c=q;h=j.m_xf.R;var g=this.m_localAnchor2.x-j.m_sweep.localCenter.x,b=this.m_localAnchor2.y-j.m_sweep.localCenter.y;q=h.col1.x*g+h.col2.x*b;b=h.col1.y*g+h.col2.y*b;g=q;n=j.m_sweep.c.x+g-l.m_sweep.c.x-c;a=j.m_sweep.c.y+b-l.m_sweep.c.y-d;var e=n*n+a*a;h=Math.sqrt(e);q=l.m_invMass;var f=j.m_invMass,m=l.m_invI,r=j.m_invI,s=10*F.b2_linearSlop;if(e>s*s){e=1/(q+f);n=e*-n;a=e*-a;l.m_sweep.c.x-=0.5*q*n;l.m_sweep.c.y-=0.5*q*a;j.m_sweep.c.x+=0.5*f*n;j.m_sweep.c.y+=0.5*f*a;n=j.m_sweep.c.x+
|
||||
g-l.m_sweep.c.x-c;a=j.m_sweep.c.y+b-l.m_sweep.c.y-d}this.K1.col1.x=q+f;this.K1.col2.x=0;this.K1.col1.y=0;this.K1.col2.y=q+f;this.K2.col1.x=m*d*d;this.K2.col2.x=-m*c*d;this.K2.col1.y=-m*c*d;this.K2.col2.y=m*c*c;this.K3.col1.x=r*b*b;this.K3.col2.x=-r*g*b;this.K3.col1.y=-r*g*b;this.K3.col2.y=r*g*g;this.K.SetM(this.K1);this.K.AddM(this.K2);this.K.AddM(this.K3);this.K.Solve(N.tImpulse,-n,-a);n=N.tImpulse.x;a=N.tImpulse.y;l.m_sweep.c.x-=l.m_invMass*n;l.m_sweep.c.y-=l.m_invMass*a;l.m_sweep.a-=l.m_invI*(c*
|
||||
a-d*n);j.m_sweep.c.x+=j.m_invMass*n;j.m_sweep.c.y+=j.m_invMass*a;j.m_sweep.a+=j.m_invI*(g*a-b*n);l.SynchronizeTransform();j.SynchronizeTransform();return h<=F.b2_linearSlop&&o<=F.b2_angularSlop};Box2D.postDefs.push(function(){Box2D.Dynamics.Joints.b2RevoluteJoint.tImpulse=new w});Box2D.inherit(S,Box2D.Dynamics.Joints.b2JointDef);S.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;S.b2RevoluteJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=
|
||||
new w;this.localAnchorB=new w};S.prototype.b2RevoluteJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_revoluteJoint;this.localAnchorA.Set(0,0);this.localAnchorB.Set(0,0);this.motorSpeed=this.maxMotorTorque=this.upperAngle=this.lowerAngle=this.referenceAngle=0;this.enableMotor=this.enableLimit=false};S.prototype.Initialize=function(d,h,l){this.bodyA=d;this.bodyB=h;this.localAnchorA=this.bodyA.GetLocalPoint(l);this.localAnchorB=this.bodyB.GetLocalPoint(l);this.referenceAngle=this.bodyB.GetAngle()-
|
||||
this.bodyA.GetAngle()};Box2D.inherit(aa,Box2D.Dynamics.Joints.b2Joint);aa.prototype.__super=Box2D.Dynamics.Joints.b2Joint.prototype;aa.b2WeldJoint=function(){Box2D.Dynamics.Joints.b2Joint.b2Joint.apply(this,arguments);this.m_localAnchorA=new w;this.m_localAnchorB=new w;this.m_impulse=new A;this.m_mass=new K};aa.prototype.GetAnchorA=function(){return this.m_bodyA.GetWorldPoint(this.m_localAnchorA)};aa.prototype.GetAnchorB=function(){return this.m_bodyB.GetWorldPoint(this.m_localAnchorB)};aa.prototype.GetReactionForce=
|
||||
function(d){if(d===undefined)d=0;return new w(d*this.m_impulse.x,d*this.m_impulse.y)};aa.prototype.GetReactionTorque=function(d){if(d===undefined)d=0;return d*this.m_impulse.z};aa.prototype.b2WeldJoint=function(d){this.__super.b2Joint.call(this,d);this.m_localAnchorA.SetV(d.localAnchorA);this.m_localAnchorB.SetV(d.localAnchorB);this.m_referenceAngle=d.referenceAngle;this.m_impulse.SetZero();this.m_mass=new K};aa.prototype.InitVelocityConstraints=function(d){var h,l=0,j=this.m_bodyA,o=this.m_bodyB;
|
||||
h=j.m_xf.R;var q=this.m_localAnchorA.x-j.m_sweep.localCenter.x,n=this.m_localAnchorA.y-j.m_sweep.localCenter.y;l=h.col1.x*q+h.col2.x*n;n=h.col1.y*q+h.col2.y*n;q=l;h=o.m_xf.R;var a=this.m_localAnchorB.x-o.m_sweep.localCenter.x,c=this.m_localAnchorB.y-o.m_sweep.localCenter.y;l=h.col1.x*a+h.col2.x*c;c=h.col1.y*a+h.col2.y*c;a=l;h=j.m_invMass;l=o.m_invMass;var g=j.m_invI,b=o.m_invI;this.m_mass.col1.x=h+l+n*n*g+c*c*b;this.m_mass.col2.x=-n*q*g-c*a*b;this.m_mass.col3.x=-n*g-c*b;this.m_mass.col1.y=this.m_mass.col2.x;
|
||||
this.m_mass.col2.y=h+l+q*q*g+a*a*b;this.m_mass.col3.y=q*g+a*b;this.m_mass.col1.z=this.m_mass.col3.x;this.m_mass.col2.z=this.m_mass.col3.y;this.m_mass.col3.z=g+b;if(d.warmStarting){this.m_impulse.x*=d.dtRatio;this.m_impulse.y*=d.dtRatio;this.m_impulse.z*=d.dtRatio;j.m_linearVelocity.x-=h*this.m_impulse.x;j.m_linearVelocity.y-=h*this.m_impulse.y;j.m_angularVelocity-=g*(q*this.m_impulse.y-n*this.m_impulse.x+this.m_impulse.z);o.m_linearVelocity.x+=l*this.m_impulse.x;o.m_linearVelocity.y+=l*this.m_impulse.y;
|
||||
o.m_angularVelocity+=b*(a*this.m_impulse.y-c*this.m_impulse.x+this.m_impulse.z)}else this.m_impulse.SetZero()};aa.prototype.SolveVelocityConstraints=function(){var d,h=0,l=this.m_bodyA,j=this.m_bodyB,o=l.m_linearVelocity,q=l.m_angularVelocity,n=j.m_linearVelocity,a=j.m_angularVelocity,c=l.m_invMass,g=j.m_invMass,b=l.m_invI,e=j.m_invI;d=l.m_xf.R;var f=this.m_localAnchorA.x-l.m_sweep.localCenter.x,m=this.m_localAnchorA.y-l.m_sweep.localCenter.y;h=d.col1.x*f+d.col2.x*m;m=d.col1.y*f+d.col2.y*m;f=h;d=
|
||||
j.m_xf.R;var r=this.m_localAnchorB.x-j.m_sweep.localCenter.x,s=this.m_localAnchorB.y-j.m_sweep.localCenter.y;h=d.col1.x*r+d.col2.x*s;s=d.col1.y*r+d.col2.y*s;r=h;d=n.x-a*s-o.x+q*m;h=n.y+a*r-o.y-q*f;var v=a-q,t=new A;this.m_mass.Solve33(t,-d,-h,-v);this.m_impulse.Add(t);o.x-=c*t.x;o.y-=c*t.y;q-=b*(f*t.y-m*t.x+t.z);n.x+=g*t.x;n.y+=g*t.y;a+=e*(r*t.y-s*t.x+t.z);l.m_angularVelocity=q;j.m_angularVelocity=a};aa.prototype.SolvePositionConstraints=function(){var d,h=0,l=this.m_bodyA,j=this.m_bodyB;d=l.m_xf.R;
|
||||
var o=this.m_localAnchorA.x-l.m_sweep.localCenter.x,q=this.m_localAnchorA.y-l.m_sweep.localCenter.y;h=d.col1.x*o+d.col2.x*q;q=d.col1.y*o+d.col2.y*q;o=h;d=j.m_xf.R;var n=this.m_localAnchorB.x-j.m_sweep.localCenter.x,a=this.m_localAnchorB.y-j.m_sweep.localCenter.y;h=d.col1.x*n+d.col2.x*a;a=d.col1.y*n+d.col2.y*a;n=h;d=l.m_invMass;h=j.m_invMass;var c=l.m_invI,g=j.m_invI,b=j.m_sweep.c.x+n-l.m_sweep.c.x-o,e=j.m_sweep.c.y+a-l.m_sweep.c.y-q,f=j.m_sweep.a-l.m_sweep.a-this.m_referenceAngle,m=10*F.b2_linearSlop,
|
||||
r=Math.sqrt(b*b+e*e),s=y.Abs(f);if(r>m){c*=1;g*=1}this.m_mass.col1.x=d+h+q*q*c+a*a*g;this.m_mass.col2.x=-q*o*c-a*n*g;this.m_mass.col3.x=-q*c-a*g;this.m_mass.col1.y=this.m_mass.col2.x;this.m_mass.col2.y=d+h+o*o*c+n*n*g;this.m_mass.col3.y=o*c+n*g;this.m_mass.col1.z=this.m_mass.col3.x;this.m_mass.col2.z=this.m_mass.col3.y;this.m_mass.col3.z=c+g;m=new A;this.m_mass.Solve33(m,-b,-e,-f);l.m_sweep.c.x-=d*m.x;l.m_sweep.c.y-=d*m.y;l.m_sweep.a-=c*(o*m.y-q*m.x+m.z);j.m_sweep.c.x+=h*m.x;j.m_sweep.c.y+=h*m.y;
|
||||
j.m_sweep.a+=g*(n*m.y-a*m.x+m.z);l.SynchronizeTransform();j.SynchronizeTransform();return r<=F.b2_linearSlop&&s<=F.b2_angularSlop};Box2D.inherit(Z,Box2D.Dynamics.Joints.b2JointDef);Z.prototype.__super=Box2D.Dynamics.Joints.b2JointDef.prototype;Z.b2WeldJointDef=function(){Box2D.Dynamics.Joints.b2JointDef.b2JointDef.apply(this,arguments);this.localAnchorA=new w;this.localAnchorB=new w};Z.prototype.b2WeldJointDef=function(){this.__super.b2JointDef.call(this);this.type=I.e_weldJoint;this.referenceAngle=
|
||||
0};Z.prototype.Initialize=function(d,h,l){this.bodyA=d;this.bodyB=h;this.localAnchorA.SetV(this.bodyA.GetLocalPoint(l));this.localAnchorB.SetV(this.bodyB.GetLocalPoint(l));this.referenceAngle=this.bodyB.GetAngle()-this.bodyA.GetAngle()}})();
|
||||
(function(){var F=Box2D.Dynamics.b2DebugDraw;F.b2DebugDraw=function(){this.m_xformScale=this.m_fillAlpha=this.m_alpha=this.m_lineThickness=this.m_drawScale=1;var G=this;this.m_sprite={graphics:{clear:function(){G.m_ctx.clearRect(0,0,G.m_ctx.canvas.width,G.m_ctx.canvas.height)}}}};F.prototype._color=function(G,K){return"rgba("+((G&16711680)>>16)+","+((G&65280)>>8)+","+(G&255)+","+K+")"};F.prototype.b2DebugDraw=function(){this.m_drawFlags=0};F.prototype.SetFlags=function(G){if(G===undefined)G=0;this.m_drawFlags=
|
||||
G};F.prototype.GetFlags=function(){return this.m_drawFlags};F.prototype.AppendFlags=function(G){if(G===undefined)G=0;this.m_drawFlags|=G};F.prototype.ClearFlags=function(G){if(G===undefined)G=0;this.m_drawFlags&=~G};F.prototype.SetSprite=function(G){this.m_ctx=G};F.prototype.GetSprite=function(){return this.m_ctx};F.prototype.SetDrawScale=function(G){if(G===undefined)G=0;this.m_drawScale=G};F.prototype.GetDrawScale=function(){return this.m_drawScale};F.prototype.SetLineThickness=function(G){if(G===
|
||||
undefined)G=0;this.m_lineThickness=G;this.m_ctx.strokeWidth=G};F.prototype.GetLineThickness=function(){return this.m_lineThickness};F.prototype.SetAlpha=function(G){if(G===undefined)G=0;this.m_alpha=G};F.prototype.GetAlpha=function(){return this.m_alpha};F.prototype.SetFillAlpha=function(G){if(G===undefined)G=0;this.m_fillAlpha=G};F.prototype.GetFillAlpha=function(){return this.m_fillAlpha};F.prototype.SetXFormScale=function(G){if(G===undefined)G=0;this.m_xformScale=G};F.prototype.GetXFormScale=function(){return this.m_xformScale};
|
||||
F.prototype.DrawPolygon=function(G,K,y){if(K){var w=this.m_ctx,A=this.m_drawScale;w.beginPath();w.strokeStyle=this._color(y.color,this.m_alpha);w.moveTo(G[0].x*A,G[0].y*A);for(y=1;y<K;y++)w.lineTo(G[y].x*A,G[y].y*A);w.lineTo(G[0].x*A,G[0].y*A);w.closePath();w.stroke()}};F.prototype.DrawSolidPolygon=function(G,K,y){if(K){var w=this.m_ctx,A=this.m_drawScale;w.beginPath();w.strokeStyle=this._color(y.color,this.m_alpha);w.fillStyle=this._color(y.color,this.m_fillAlpha);w.moveTo(G[0].x*A,G[0].y*A);for(y=
|
||||
1;y<K;y++)w.lineTo(G[y].x*A,G[y].y*A);w.lineTo(G[0].x*A,G[0].y*A);w.closePath();w.fill();w.stroke()}};F.prototype.DrawCircle=function(G,K,y){if(K){var w=this.m_ctx,A=this.m_drawScale;w.beginPath();w.strokeStyle=this._color(y.color,this.m_alpha);w.arc(G.x*A,G.y*A,K*A,0,Math.PI*2,true);w.closePath();w.stroke()}};F.prototype.DrawSolidCircle=function(G,K,y,w){if(K){var A=this.m_ctx,U=this.m_drawScale,p=G.x*U,B=G.y*U;A.moveTo(0,0);A.beginPath();A.strokeStyle=this._color(w.color,this.m_alpha);A.fillStyle=
|
||||
this._color(w.color,this.m_fillAlpha);A.arc(p,B,K*U,0,Math.PI*2,true);A.moveTo(p,B);A.lineTo((G.x+y.x*K)*U,(G.y+y.y*K)*U);A.closePath();A.fill();A.stroke()}};F.prototype.DrawSegment=function(G,K,y){var w=this.m_ctx,A=this.m_drawScale;w.strokeStyle=this._color(y.color,this.m_alpha);w.beginPath();w.moveTo(G.x*A,G.y*A);w.lineTo(K.x*A,K.y*A);w.closePath();w.stroke()};F.prototype.DrawTransform=function(G){var K=this.m_ctx,y=this.m_drawScale;K.beginPath();K.strokeStyle=this._color(16711680,this.m_alpha);
|
||||
K.moveTo(G.position.x*y,G.position.y*y);K.lineTo((G.position.x+this.m_xformScale*G.R.col1.x)*y,(G.position.y+this.m_xformScale*G.R.col1.y)*y);K.strokeStyle=this._color(65280,this.m_alpha);K.moveTo(G.position.x*y,G.position.y*y);K.lineTo((G.position.x+this.m_xformScale*G.R.col2.x)*y,(G.position.y+this.m_xformScale*G.R.col2.y)*y);K.closePath();K.stroke()}})();var i;for(i=0;i<Box2D.postDefs.length;++i)Box2D.postDefs[i]();delete Box2D.postDefs;
|
|
@ -1,12 +0,0 @@
|
|||
/*!
|
||||
* @license EaselJS
|
||||
* Visit http://createjs.com/ for documentation, updates and examples.
|
||||
*
|
||||
* Copyright (c) 2011-2013 gskinner.com, inc.
|
||||
*
|
||||
* Distributed under the terms of the MIT license.
|
||||
* http://www.opensource.org/licenses/mit-license.html
|
||||
*
|
||||
* This notice shall be included in all copies or substantial portions of the Software.
|
||||
*/
|
||||
this.createjs=this.createjs||{},function(){"use strict";var a=function(a,b,c,d){this.initialize(a,b,c,d)},b=a.prototype=new createjs.Container;a.INDEPENDENT="independent",a.SINGLE_FRAME="single",a.SYNCHED="synched",b.mode,b.startPosition=0,b.loop=!0,b.currentFrame=0,b.timeline=null,b.paused=!1,b.actionsEnabled=!0,b.autoReset=!0,b.frameBounds=null,b._synchOffset=0,b._prevPos=-1,b._prevPosition=0,b._managed,b.Container_initialize=b.initialize,b.initialize=function(b,c,d,e){this.mode=b||a.INDEPENDENT,this.startPosition=c||0,this.loop=d;var f={paused:!0,position:c,useTicks:!0};this.Container_initialize(),this.timeline=new createjs.Timeline(null,e,f),this._managed={}},b.isVisible=function(){return!!(this.visible&&this.alpha>0&&0!=this.scaleX&&0!=this.scaleY)},b.Container_draw=b.draw,b.draw=function(a,b){return this.DisplayObject_draw(a,b)?!0:(this._updateTimeline(),this.Container_draw(a,b),!0)},b.play=function(){this.paused=!1},b.stop=function(){this.paused=!0},b.gotoAndPlay=function(a){this.paused=!1,this._goto(a)},b.gotoAndStop=function(a){this.paused=!0,this._goto(a)},b.getLabels=function(){return this.timeline.getLabels()},b.getCurrentLabel=function(){return this._updateTimeline(),this.timeline.getCurrentLabel()},b.clone=function(){throw"MovieClip cannot be cloned."},b.toString=function(){return"[MovieClip (name="+this.name+")]"},b.Container__tick=b._tick,b._tick=function(b){this.paused||this.mode!=a.INDEPENDENT||(this._prevPosition=this._prevPos<0?0:this._prevPosition+1,this._updateTimeline()),this.Container__tick(b)},b._goto=function(a){var b=this.timeline.resolve(a);null!=b&&(-1==this._prevPos&&(this._prevPos=0/0),this._prevPosition=b,this._updateTimeline())},b._reset=function(){this._prevPos=-1,this.currentFrame=0},b._updateTimeline=function(){var b=this.timeline,c=this.mode!=a.INDEPENDENT;if(b.loop=null==this.loop?!0:this.loop,c?b.setPosition(this.startPosition+(this.mode==a.SINGLE_FRAME?0:this._synchOffset),createjs.Tween.NONE):b.setPosition(this._prevPos<0?0:this._prevPosition,this.actionsEnabled?null:createjs.Tween.NONE),this._prevPosition=b._prevPosition,this._prevPos!=b._prevPos){this.currentFrame=this._prevPos=b._prevPos;for(var d in this._managed)this._managed[d]=1;for(var e=b._tweens,f=0,g=e.length;g>f;f++){var h=e[f],i=h._target;if(i!=this&&!h.passive){var j=h._stepPosition;i instanceof createjs.DisplayObject?this._addManagedChild(i,j):this._setState(i.state,j)}}var k=this.children;for(f=k.length-1;f>=0;f--){var l=k[f].id;1==this._managed[l]&&(this.removeChildAt(f),delete this._managed[l])}}},b._setState=function(a,b){if(a)for(var c=a.length-1;c>=0;c--){var d=a[c],e=d.t,f=d.p;for(var g in f)e[g]=f[g];this._addManagedChild(e,b)}},b._addManagedChild=function(b,c){b._off||(this.addChildAt(b,0),b instanceof a&&(b._synchOffset=c,b.mode==a.INDEPENDENT&&b.autoReset&&!this._managed[b.id]&&b._reset()),this._managed[b.id]=2)},b.Container__getBounds=b._getBounds,b._getBounds=function(a,b){var c=this.DisplayObject_getBounds();return c||(this._updateTimeline(),this.frameBounds&&(c=this._rectangle.copy(this.frameBounds[this.currentFrame]))),c?this._transformBounds(c,a,b):this.Container__getBounds(a,b)},createjs.MovieClip=a;var c=function(){throw"MovieClipPlugin cannot be instantiated."};c.priority=100,c.install=function(){createjs.Tween.installPlugin(c,["startPosition"])},c.init=function(a,b,c){return c},c.step=function(){},c.tween=function(b,c,d,e,f,g){return b.target instanceof a?1==g?f[c]:e[c]:d},c.install()}();
|
|
@ -1,91 +0,0 @@
|
|||
/*!
|
||||
* Box2D Car Game Example
|
||||
* http://42games.net/html5games/box2d-car-game/
|
||||
*
|
||||
* This is an example game for the book HTML5 Games Development: A Beginning Guide.
|
||||
*
|
||||
* Copyright 2010, Thomas Seng Hin Mak
|
||||
* makzan@42games.net
|
||||
*
|
||||
* All Right Reserved.
|
||||
*/
|
||||
|
||||
html, body{
|
||||
background: url(../images/website_background.jpg);
|
||||
|
||||
font-family: 'Play', arial, serif;
|
||||
}
|
||||
|
||||
em {
|
||||
margin: 0 6px;
|
||||
color: #006600;
|
||||
}
|
||||
|
||||
.startscreen {
|
||||
background: #eee url(../images/starting_screen.jpg);
|
||||
}
|
||||
|
||||
.gamebg_level0 {
|
||||
background: #eee url(../images/bg.jpg);
|
||||
}
|
||||
|
||||
.gamebg_level1 {
|
||||
background: #eee url(../images/bg2.jpg);
|
||||
}
|
||||
|
||||
.gamebg_level2 {
|
||||
background: #eee url(../images/bg3.jpg);
|
||||
}
|
||||
|
||||
.gamebg_level3 {
|
||||
background: #eee url(../images/bg4.jpg);
|
||||
}
|
||||
|
||||
.gamebg_level4 {
|
||||
background: #eee url(../images/bg5.jpg);
|
||||
}
|
||||
|
||||
.gamebg_won {
|
||||
background: #eee url(../images/game_completed_screen.jpg);
|
||||
}
|
||||
|
||||
#game {
|
||||
width: 1300px;
|
||||
}
|
||||
|
||||
#asset {
|
||||
position: absolute;
|
||||
top: -99999px;
|
||||
}
|
||||
|
||||
#game-container {
|
||||
position: relative;
|
||||
width: 1300px;
|
||||
}
|
||||
|
||||
#level {
|
||||
position: absolute;
|
||||
top: 10px;
|
||||
left: 10px;
|
||||
}
|
||||
|
||||
.progressbar {
|
||||
position: absolute;
|
||||
top: 10px;
|
||||
right: 10px;
|
||||
|
||||
width: 300px;
|
||||
height:20px;
|
||||
margin: 2px;
|
||||
border: 1px solid #000;
|
||||
|
||||
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#8C906F), color-stop(48%,#8C906F), color-stop(51%,#323721), color-stop(54%,#55624F), color-stop(100%,#55624F)); /* webkit */
|
||||
background: gradient(linear, left top, left bottom, color-stop(0%,#8C906F), color-stop(48%,#8C906F), color-stop(51%,#323721), color-stop(54%,#55624F), color-stop(100%,#55624F));
|
||||
}
|
||||
|
||||
.progressbar .fuel-value {
|
||||
height:20px;
|
||||
|
||||
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,#A8D751), color-stop(48%,#A8D751), color-stop(51%,#275606), color-stop(54%,#4A8A49), color-stop(100%,#4A8A49)); /* webkit */
|
||||
background: gradient(linear, left top, left bottom, color-stop(0%,#A8D751), color-stop(48%,#A8D751), color-stop(51%,#275606), color-stop(54%,#4A8A49), color-stop(100%,#4A8A49));
|
||||
}
|
Before Width: | Height: | Size: 80 KiB |
Before Width: | Height: | Size: 82 KiB |
Before Width: | Height: | Size: 94 KiB |
Before Width: | Height: | Size: 78 KiB |
Before Width: | Height: | Size: 80 KiB |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 2.8 KiB |
Before Width: | Height: | Size: 35 KiB |
Before Width: | Height: | Size: 34 KiB |
Before Width: | Height: | Size: 6.2 KiB |
Before Width: | Height: | Size: 1.5 KiB |
|
@ -1,134 +0,0 @@
|
|||
<!DOCTYPE html>
|
||||
<html lang=en>
|
||||
<head>
|
||||
<!--
|
||||
|
||||
Box2D Car Game
|
||||
http://42games.net/html5games/box2d-car-game/
|
||||
|
||||
This is an example game for the book HTML5 Games Development: A Beginning Guide.
|
||||
|
||||
Copyright 2011, Thomas Seng Hin Mak
|
||||
makzan@42games.net
|
||||
|
||||
All Right Reserved.
|
||||
|
||||
-->
|
||||
|
||||
<meta charset=utf-8>
|
||||
<title>Box2D Car Game</title>
|
||||
<link href='http://fonts.googleapis.com/css?family=Play&v1' rel='stylesheet' type='text/css'>
|
||||
<link rel="stylesheet" href="css/cargame.css" />
|
||||
|
||||
|
||||
</head>
|
||||
<body>
|
||||
<header>
|
||||
<h1>Box2DJS Car Game</h1>
|
||||
</header>
|
||||
|
||||
|
||||
|
||||
<section id="game-container">
|
||||
|
||||
<canvas id="game" width='1300' height='600' class="startscreen"></canvas>
|
||||
|
||||
<div id="fuel" class="progressbar">
|
||||
<div class="fuel-value" style="width: 100%;"></div>
|
||||
</div>
|
||||
|
||||
<div id="level"></div>
|
||||
</section>
|
||||
|
||||
<div id="asset">
|
||||
<img id="flag" src='images/flag.png'>
|
||||
<img id="bus" src="images/bus.png">
|
||||
<img id="wheel" src="images/wheel.png">
|
||||
</div>
|
||||
|
||||
<p>Press <em>X</em> to move right. <em>Z</em> to move left. <em>R</em> to restart the game.</p>
|
||||
|
||||
|
||||
<!--=============================-->
|
||||
<!-- Copy this part to your app. -->
|
||||
<!-- START -->
|
||||
<!--=============================-->
|
||||
<!-- libs -->
|
||||
<!--[if IE]><script type="text/javascript" src="js/excanvas.js"></script><![endif]-->
|
||||
|
||||
<script src="js/protoclass.js"></script>
|
||||
<script src="js/jquery-1.6.min.js"></script>
|
||||
|
||||
<!-- box2djs -->
|
||||
<script src='js/box2d/common/b2Settings.js'></script>
|
||||
<script src='js/box2d/common/math/b2Vec2.js'></script>
|
||||
<script src='js/box2d/common/math/b2Mat22.js'></script>
|
||||
<script src='js/box2d/common/math/b2Math.js'></script>
|
||||
<script src='js/box2d/collision/b2AABB.js'></script>
|
||||
<script src='js/box2d/collision/b2Bound.js'></script>
|
||||
<script src='js/box2d/collision/b2BoundValues.js'></script>
|
||||
<script src='js/box2d/collision/b2Pair.js'></script>
|
||||
<script src='js/box2d/collision/b2PairCallback.js'></script>
|
||||
<script src='js/box2d/collision/b2BufferedPair.js'></script>
|
||||
<script src='js/box2d/collision/b2PairManager.js'></script>
|
||||
<script src='js/box2d/collision/b2BroadPhase.js'></script>
|
||||
<script src='js/box2d/collision/b2Collision.js'></script>
|
||||
<script src='js/box2d/collision/Features.js'></script>
|
||||
<script src='js/box2d/collision/b2ContactID.js'></script>
|
||||
<script src='js/box2d/collision/b2ContactPoint.js'></script>
|
||||
<script src='js/box2d/collision/b2Distance.js'></script>
|
||||
<script src='js/box2d/collision/b2Manifold.js'></script>
|
||||
<script src='js/box2d/collision/b2OBB.js'></script>
|
||||
<script src='js/box2d/collision/b2Proxy.js'></script>
|
||||
<script src='js/box2d/collision/ClipVertex.js'></script>
|
||||
<script src='js/box2d/collision/shapes/b2Shape.js'></script>
|
||||
<script src='js/box2d/collision/shapes/b2ShapeDef.js'></script>
|
||||
<script src='js/box2d/collision/shapes/b2BoxDef.js'></script>
|
||||
<script src='js/box2d/collision/shapes/b2CircleDef.js'></script>
|
||||
<script src='js/box2d/collision/shapes/b2CircleShape.js'></script>
|
||||
<script src='js/box2d/collision/shapes/b2MassData.js'></script>
|
||||
<script src='js/box2d/collision/shapes/b2PolyDef.js'></script>
|
||||
<script src='js/box2d/collision/shapes/b2PolyShape.js'></script>
|
||||
<script src='js/box2d/dynamics/b2Body.js'></script>
|
||||
<script src='js/box2d/dynamics/b2BodyDef.js'></script>
|
||||
<script src='js/box2d/dynamics/b2CollisionFilter.js'></script>
|
||||
<script src='js/box2d/dynamics/b2Island.js'></script>
|
||||
<script src='js/box2d/dynamics/b2TimeStep.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2ContactNode.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2Contact.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2ContactConstraint.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2ContactConstraintPoint.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2ContactRegister.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2ContactSolver.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2CircleContact.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2Conservative.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2NullContact.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2PolyAndCircleContact.js'></script>
|
||||
<script src='js/box2d/dynamics/contacts/b2PolyContact.js'></script>
|
||||
<script src='js/box2d/dynamics/b2ContactManager.js'></script>
|
||||
<script src='js/box2d/dynamics/b2World.js'></script>
|
||||
<script src='js/box2d/dynamics/b2WorldListener.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2JointNode.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2Joint.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2JointDef.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2DistanceJoint.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2DistanceJointDef.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2Jacobian.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2GearJoint.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2GearJointDef.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2MouseJoint.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2MouseJointDef.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2PrismaticJoint.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2PrismaticJointDef.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2PulleyJoint.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2PulleyJointDef.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2RevoluteJoint.js'></script>
|
||||
<script src='js/box2d/dynamics/joints/b2RevoluteJointDef.js'></script>
|
||||
<!--=============================-->
|
||||
<!-- Copy this part to your app. -->
|
||||
<!-- END -->
|
||||
<!--=============================-->
|
||||
|
||||
<script src='js/html5games.box2dcargame.js'></script>
|
||||
</body>
|
||||
</html>
|
|
@ -1,10 +0,0 @@
|
|||
ExplorerCanvas
|
||||
|
||||
Google Open Source:
|
||||
<http://code.google.com>
|
||||
<opensource@google.com>
|
||||
|
||||
Developers:
|
||||
Emil A Eklund <emil@eae.net>
|
||||
Erik Arvidsson <erik@eae.net>
|
||||
Glen Murphy <glen@glenmurphy.com>
|
|
@ -1,202 +0,0 @@
|
|||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
Licensor for the purpose of discussing and improving the Work, but
|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
copyright license to reproduce, prepare Derivative Works of,
|
||||
publicly display, publicly perform, sublicense, and distribute the
|
||||
Work and such Derivative Works in Source or Object form.
|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
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|
||||
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||
where such license applies only to those patent claims licensable
|
||||
by such Contributor that are necessarily infringed by their
|
||||
Contribution(s) alone or by combination of their Contribution(s)
|
||||
with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a
|
||||
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|
||||
or a Contribution incorporated within the Work constitutes direct
|
||||
or contributory patent infringement, then any patent licenses
|
||||
granted to You under this License for that Work shall terminate
|
||||
as of the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
Work or Derivative Works thereof in any medium, with or without
|
||||
modifications, and in Source or Object form, provided that You
|
||||
meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
Derivative Works a copy of this License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
stating that You changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works
|
||||
that You distribute, all copyright, patent, trademark, and
|
||||
attribution notices from the Source form of the Work,
|
||||
excluding those notices that do not pertain to any part of
|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
documentation, if provided along with the Derivative Works; or,
|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
the conditions stated in this License.
|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
names, trademarks, service marks, or product names of the Licensor,
|
||||
except as required for reasonable and customary use in describing the
|
||||
origin of the Work and reproducing the content of the NOTICE file.
|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
agreed to in writing, Licensor provides the Work (and each
|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
|
||||
implied, including, without limitation, any warranties or conditions
|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
negligent acts) or agreed to in writing, shall any Contributor be
|
||||
liable to You for damages, including any direct, indirect, special,
|
||||
incidental, or consequential damages of any character arising as a
|
||||
result of this License or out of the use or inability to use the
|
||||
Work (including but not limited to damages for loss of goodwill,
|
||||
work stoppage, computer failure or malfunction, or any and all
|
||||
other commercial damages or losses), even if such Contributor
|
||||
has been advised of the possibility of such damages.
|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
|
||||
or other liability obligations and/or rights consistent with this
|
||||
License. However, in accepting such obligations, You may act only
|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
||||
defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
|
||||
boilerplate notice, with the fields enclosed by brackets "[]"
|
||||
replaced with your own identifying information. (Don't include
|
||||
the brackets!) The text should be enclosed in the appropriate
|
||||
comment syntax for the file format. We also recommend that a
|
||||
file or class name and description of purpose be included on the
|
||||
same "printed page" as the copyright notice for easier
|
||||
identification within third-party archives.
|
||||
|
||||
Copyright [yyyy] [name of copyright owner]
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
|
@ -1,22 +0,0 @@
|
|||
ExplorerCanvas
|
||||
Copyright 2006 Google Inc.
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
DESCRIPTION
|
||||
|
||||
Firefox, Safari and Opera 9 support the canvas tag to allow 2D command-based
|
||||
drawing operations. ExplorerCanvas brings the same functionality to Internet
|
||||
Explorer; web developers only need to include a single script tag in their
|
||||
existing canvas webpages to enable this support.
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------
|
||||
INSTALLATION
|
||||
|
||||
Include the ExplorerCanvas tag in the same directory as your HTML files, and
|
||||
add the following code to your page, preferably in the <head> tag.
|
||||
|
||||
<!--[if IE]><script type="text/javascript" src="excanvas.js"></script><![endif]-->
|
||||
|
||||
If you run into trouble, please look at the included example code to see how
|
||||
to best implement this
|
|
@ -1,35 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var ClipVertex = Class.create();
|
||||
ClipVertex.prototype =
|
||||
{
|
||||
v: new b2Vec2(),
|
||||
id: new b2ContactID(),
|
||||
initialize: function() {
|
||||
// initialize instance variables for references
|
||||
this.v = new b2Vec2();
|
||||
this.id = new b2ContactID();
|
||||
//
|
||||
}};
|
||||
|
||||
|
|
@ -1,61 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
// We use contact ids to facilitate warm starting.
|
||||
var Features = Class.create();
|
||||
Features.prototype =
|
||||
{
|
||||
//
|
||||
set_referenceFace: function(value){
|
||||
this._referenceFace = value;
|
||||
this._m_id._key = (this._m_id._key & 0xffffff00) | (this._referenceFace & 0x000000ff)
|
||||
},
|
||||
get_referenceFace: function(){
|
||||
return this._referenceFace;
|
||||
},
|
||||
_referenceFace: 0,
|
||||
//
|
||||
set_incidentEdge: function(value){
|
||||
this._incidentEdge = value;
|
||||
this._m_id._key = (this._m_id._key & 0xffff00ff) | ((this._incidentEdge << 8) & 0x0000ff00)
|
||||
},
|
||||
get_incidentEdge: function(){
|
||||
return this._incidentEdge;
|
||||
},
|
||||
_incidentEdge: 0,
|
||||
//
|
||||
set_incidentVertex: function(value){
|
||||
this._incidentVertex = value;
|
||||
this._m_id._key = (this._m_id._key & 0xff00ffff) | ((this._incidentVertex << 16) & 0x00ff0000)
|
||||
},
|
||||
get_incidentVertex: function(){
|
||||
return this._incidentVertex;
|
||||
},
|
||||
_incidentVertex: 0,
|
||||
//
|
||||
set_flip: function(value){
|
||||
this._flip = value;
|
||||
this._m_id._key = (this._m_id._key & 0x00ffffff) | ((this._flip << 24) & 0xff000000)
|
||||
},
|
||||
get_flip: function(){
|
||||
return this._flip;
|
||||
},
|
||||
_flip: 0,
|
||||
_m_id: null,
|
||||
initialize: function() {}};
|
|
@ -1,45 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// A manifold for two touching convex shapes.
|
||||
var b2AABB = Class.create();
|
||||
b2AABB.prototype =
|
||||
{
|
||||
IsValid: function(){
|
||||
//var d = b2Math.SubtractVV(this.maxVertex, this.minVertex);
|
||||
var dX = this.maxVertex.x;
|
||||
var dY = this.maxVertex.y;
|
||||
dX = this.maxVertex.x;
|
||||
dY = this.maxVertex.y;
|
||||
dX -= this.minVertex.x;
|
||||
dY -= this.minVertex.y;
|
||||
var valid = dX >= 0.0 && dY >= 0.0;
|
||||
valid = valid && this.minVertex.IsValid() && this.maxVertex.IsValid();
|
||||
return valid;
|
||||
},
|
||||
|
||||
minVertex: new b2Vec2(),
|
||||
maxVertex: new b2Vec2(),
|
||||
initialize: function() {
|
||||
// initialize instance variables for references
|
||||
this.minVertex = new b2Vec2();
|
||||
this.maxVertex = new b2Vec2();
|
||||
//
|
||||
}};
|
|
@ -1,43 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
var b2Bound = Class.create();
|
||||
b2Bound.prototype = {
|
||||
IsLower: function(){ return (this.value & 1) == 0; },
|
||||
IsUpper: function(){ return (this.value & 1) == 1; },
|
||||
Swap: function(b){
|
||||
var tempValue = this.value;
|
||||
var tempProxyId = this.proxyId;
|
||||
var tempStabbingCount = this.stabbingCount;
|
||||
|
||||
this.value = b.value;
|
||||
this.proxyId = b.proxyId;
|
||||
this.stabbingCount = b.stabbingCount;
|
||||
|
||||
b.value = tempValue;
|
||||
b.proxyId = tempProxyId;
|
||||
b.stabbingCount = tempStabbingCount;
|
||||
},
|
||||
|
||||
value: 0,
|
||||
proxyId: 0,
|
||||
stabbingCount: 0,
|
||||
|
||||
initialize: function() {}}
|
|
@ -1,31 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
var b2BoundValues = Class.create();
|
||||
b2BoundValues.prototype = {
|
||||
lowerValues: [0,0],
|
||||
upperValues: [0,0],
|
||||
|
||||
initialize: function() {
|
||||
// initialize instance variables for references
|
||||
this.lowerValues = [0,0];
|
||||
this.upperValues = [0,0];
|
||||
//
|
||||
}}
|
|
@ -1,898 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
This broad phase uses the Sweep and Prune algorithm in:
|
||||
Collision Detection in Interactive 3D Environments by Gino van den Bergen
|
||||
Also, some ideas, such integral values for fast compares comes from
|
||||
Bullet (http:/www.bulletphysics.com).
|
||||
*/
|
||||
|
||||
|
||||
// Notes:
|
||||
// - we use bound arrays instead of linked lists for cache coherence.
|
||||
// - we use quantized integral values for fast compares.
|
||||
// - we use short indices rather than pointers to save memory.
|
||||
// - we use a stabbing count for fast overlap queries (less than order N).
|
||||
// - we also use a time stamp on each proxy to speed up the registration of
|
||||
// overlap query results.
|
||||
// - where possible, we compare bound indices instead of values to reduce
|
||||
// cache misses (TODO_ERIN).
|
||||
// - no broadphase is perfect and neither is this one: it is not great for huge
|
||||
// worlds (use a multi-SAP instead), it is not great for large objects.
|
||||
|
||||
var b2BroadPhase = Class.create();
|
||||
b2BroadPhase.prototype =
|
||||
{
|
||||
//public:
|
||||
initialize: function(worldAABB, callback){
|
||||
// initialize instance variables for references
|
||||
this.m_pairManager = new b2PairManager();
|
||||
this.m_proxyPool = new Array(b2Settings.b2_maxPairs);
|
||||
this.m_bounds = new Array(2*b2Settings.b2_maxProxies);
|
||||
this.m_queryResults = new Array(b2Settings.b2_maxProxies);
|
||||
this.m_quantizationFactor = new b2Vec2();
|
||||
//
|
||||
|
||||
//b2Settings.b2Assert(worldAABB.IsValid());
|
||||
var i = 0;
|
||||
|
||||
this.m_pairManager.Initialize(this, callback);
|
||||
|
||||
this.m_worldAABB = worldAABB;
|
||||
|
||||
this.m_proxyCount = 0;
|
||||
|
||||
// query results
|
||||
for (i = 0; i < b2Settings.b2_maxProxies; i++){
|
||||
this.m_queryResults[i] = 0;
|
||||
}
|
||||
|
||||
// bounds array
|
||||
this.m_bounds = new Array(2);
|
||||
for (i = 0; i < 2; i++){
|
||||
this.m_bounds[i] = new Array(2*b2Settings.b2_maxProxies);
|
||||
for (var j = 0; j < 2*b2Settings.b2_maxProxies; j++){
|
||||
this.m_bounds[i][j] = new b2Bound();
|
||||
}
|
||||
}
|
||||
|
||||
//var d = b2Math.SubtractVV(worldAABB.maxVertex, worldAABB.minVertex);
|
||||
var dX = worldAABB.maxVertex.x;
|
||||
var dY = worldAABB.maxVertex.y;
|
||||
dX -= worldAABB.minVertex.x;
|
||||
dY -= worldAABB.minVertex.y;
|
||||
|
||||
this.m_quantizationFactor.x = b2Settings.USHRT_MAX / dX;
|
||||
this.m_quantizationFactor.y = b2Settings.USHRT_MAX / dY;
|
||||
|
||||
var tProxy;
|
||||
for (i = 0; i < b2Settings.b2_maxProxies - 1; ++i)
|
||||
{
|
||||
tProxy = new b2Proxy();
|
||||
this.m_proxyPool[i] = tProxy;
|
||||
tProxy.SetNext(i + 1);
|
||||
tProxy.timeStamp = 0;
|
||||
tProxy.overlapCount = b2BroadPhase.b2_invalid;
|
||||
tProxy.userData = null;
|
||||
}
|
||||
tProxy = new b2Proxy();
|
||||
this.m_proxyPool[b2Settings.b2_maxProxies-1] = tProxy;
|
||||
tProxy.SetNext(b2Pair.b2_nullProxy);
|
||||
tProxy.timeStamp = 0;
|
||||
tProxy.overlapCount = b2BroadPhase.b2_invalid;
|
||||
tProxy.userData = null;
|
||||
this.m_freeProxy = 0;
|
||||
|
||||
this.m_timeStamp = 1;
|
||||
this.m_queryResultCount = 0;
|
||||
},
|
||||
//~b2BroadPhase();
|
||||
|
||||
// Use this to see if your proxy is in range. If it is not in range,
|
||||
// it should be destroyed. Otherwise you may get O(m^2) pairs, where m
|
||||
// is the number of proxies that are out of range.
|
||||
InRange: function(aabb){
|
||||
//var d = b2Math.b2MaxV(b2Math.SubtractVV(aabb.minVertex, this.m_worldAABB.maxVertex), b2Math.SubtractVV(this.m_worldAABB.minVertex, aabb.maxVertex));
|
||||
var dX;
|
||||
var dY;
|
||||
var d2X;
|
||||
var d2Y;
|
||||
|
||||
dX = aabb.minVertex.x;
|
||||
dY = aabb.minVertex.y;
|
||||
dX -= this.m_worldAABB.maxVertex.x;
|
||||
dY -= this.m_worldAABB.maxVertex.y;
|
||||
|
||||
d2X = this.m_worldAABB.minVertex.x;
|
||||
d2Y = this.m_worldAABB.minVertex.y;
|
||||
d2X -= aabb.maxVertex.x;
|
||||
d2Y -= aabb.maxVertex.y;
|
||||
|
||||
dX = b2Math.b2Max(dX, d2X);
|
||||
dY = b2Math.b2Max(dY, d2Y);
|
||||
|
||||
return b2Math.b2Max(dX, dY) < 0.0;
|
||||
},
|
||||
|
||||
// Get a single proxy. Returns NULL if the id is invalid.
|
||||
GetProxy: function(proxyId){
|
||||
if (proxyId == b2Pair.b2_nullProxy || this.m_proxyPool[proxyId].IsValid() == false)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return this.m_proxyPool[ proxyId ];
|
||||
},
|
||||
|
||||
// Create and destroy proxies. These call Flush first.
|
||||
CreateProxy: function(aabb, userData){
|
||||
var index = 0;
|
||||
var proxy;
|
||||
|
||||
//b2Settings.b2Assert(this.m_proxyCount < b2_maxProxies);
|
||||
//b2Settings.b2Assert(this.m_freeProxy != b2Pair.b2_nullProxy);
|
||||
|
||||
var proxyId = this.m_freeProxy;
|
||||
proxy = this.m_proxyPool[ proxyId ];
|
||||
this.m_freeProxy = proxy.GetNext();
|
||||
|
||||
proxy.overlapCount = 0;
|
||||
proxy.userData = userData;
|
||||
|
||||
var boundCount = 2 * this.m_proxyCount;
|
||||
|
||||
var lowerValues = new Array();
|
||||
var upperValues = new Array();
|
||||
this.ComputeBounds(lowerValues, upperValues, aabb);
|
||||
|
||||
for (var axis = 0; axis < 2; ++axis)
|
||||
{
|
||||
var bounds = this.m_bounds[axis];
|
||||
var lowerIndex = 0;
|
||||
var upperIndex = 0;
|
||||
var lowerIndexOut = [lowerIndex];
|
||||
var upperIndexOut = [upperIndex];
|
||||
this.Query(lowerIndexOut, upperIndexOut, lowerValues[axis], upperValues[axis], bounds, boundCount, axis);
|
||||
lowerIndex = lowerIndexOut[0];
|
||||
upperIndex = upperIndexOut[0];
|
||||
|
||||
// Replace memmove calls
|
||||
//memmove(bounds + upperIndex + 2, bounds + upperIndex, (edgeCount - upperIndex) * sizeof(b2Bound));
|
||||
var tArr = new Array();
|
||||
var j = 0;
|
||||
var tEnd = boundCount - upperIndex
|
||||
var tBound1;
|
||||
var tBound2;
|
||||
// make temp array
|
||||
for (j = 0; j < tEnd; j++){
|
||||
tArr[j] = new b2Bound();
|
||||
tBound1 = tArr[j];
|
||||
tBound2 = bounds[upperIndex+j];
|
||||
tBound1.value = tBound2.value;
|
||||
tBound1.proxyId = tBound2.proxyId;
|
||||
tBound1.stabbingCount = tBound2.stabbingCount;
|
||||
}
|
||||
// move temp array back in to bounds
|
||||
tEnd = tArr.length;
|
||||
var tIndex = upperIndex+2;
|
||||
for (j = 0; j < tEnd; j++){
|
||||
//bounds[tIndex+j] = tArr[j];
|
||||
tBound2 = tArr[j];
|
||||
tBound1 = bounds[tIndex+j]
|
||||
tBound1.value = tBound2.value;
|
||||
tBound1.proxyId = tBound2.proxyId;
|
||||
tBound1.stabbingCount = tBound2.stabbingCount;
|
||||
}
|
||||
//memmove(bounds + lowerIndex + 1, bounds + lowerIndex, (upperIndex - lowerIndex) * sizeof(b2Bound));
|
||||
// make temp array
|
||||
tArr = new Array();
|
||||
tEnd = upperIndex - lowerIndex;
|
||||
for (j = 0; j < tEnd; j++){
|
||||
tArr[j] = new b2Bound();
|
||||
tBound1 = tArr[j];
|
||||
tBound2 = bounds[lowerIndex+j];
|
||||
tBound1.value = tBound2.value;
|
||||
tBound1.proxyId = tBound2.proxyId;
|
||||
tBound1.stabbingCount = tBound2.stabbingCount;
|
||||
}
|
||||
// move temp array back in to bounds
|
||||
tEnd = tArr.length;
|
||||
tIndex = lowerIndex+1;
|
||||
for (j = 0; j < tEnd; j++){
|
||||
//bounds[tIndex+j] = tArr[j];
|
||||
tBound2 = tArr[j];
|
||||
tBound1 = bounds[tIndex+j]
|
||||
tBound1.value = tBound2.value;
|
||||
tBound1.proxyId = tBound2.proxyId;
|
||||
tBound1.stabbingCount = tBound2.stabbingCount;
|
||||
}
|
||||
|
||||
// The upper index has increased because of the lower bound insertion.
|
||||
++upperIndex;
|
||||
|
||||
// Copy in the new bounds.
|
||||
bounds[lowerIndex].value = lowerValues[axis];
|
||||
bounds[lowerIndex].proxyId = proxyId;
|
||||
bounds[upperIndex].value = upperValues[axis];
|
||||
bounds[upperIndex].proxyId = proxyId;
|
||||
|
||||
bounds[lowerIndex].stabbingCount = lowerIndex == 0 ? 0 : bounds[lowerIndex-1].stabbingCount;
|
||||
bounds[upperIndex].stabbingCount = bounds[upperIndex-1].stabbingCount;
|
||||
|
||||
// Adjust the stabbing count between the new bounds.
|
||||
for (index = lowerIndex; index < upperIndex; ++index)
|
||||
{
|
||||
bounds[index].stabbingCount++;
|
||||
}
|
||||
|
||||
// Adjust the all the affected bound indices.
|
||||
for (index = lowerIndex; index < boundCount + 2; ++index)
|
||||
{
|
||||
var proxy2 = this.m_proxyPool[ bounds[index].proxyId ];
|
||||
if (bounds[index].IsLower())
|
||||
{
|
||||
proxy2.lowerBounds[axis] = index;
|
||||
}
|
||||
else
|
||||
{
|
||||
proxy2.upperBounds[axis] = index;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
++this.m_proxyCount;
|
||||
|
||||
//b2Settings.b2Assert(this.m_queryResultCount < b2Settings.b2_maxProxies);
|
||||
|
||||
for (var i = 0; i < this.m_queryResultCount; ++i)
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_queryResults[i] < b2_maxProxies);
|
||||
//b2Settings.b2Assert(this.m_proxyPool[this.m_queryResults[i]].IsValid());
|
||||
|
||||
this.m_pairManager.AddBufferedPair(proxyId, this.m_queryResults[i]);
|
||||
}
|
||||
|
||||
this.m_pairManager.Commit();
|
||||
|
||||
// Prepare for next query.
|
||||
this.m_queryResultCount = 0;
|
||||
this.IncrementTimeStamp();
|
||||
|
||||
return proxyId;
|
||||
},
|
||||
|
||||
DestroyProxy: function(proxyId){
|
||||
|
||||
//b2Settings.b2Assert(0 < this.m_proxyCount && this.m_proxyCount <= b2_maxProxies);
|
||||
|
||||
var proxy = this.m_proxyPool[ proxyId ];
|
||||
//b2Settings.b2Assert(proxy.IsValid());
|
||||
|
||||
var boundCount = 2 * this.m_proxyCount;
|
||||
|
||||
for (var axis = 0; axis < 2; ++axis)
|
||||
{
|
||||
var bounds = this.m_bounds[axis];
|
||||
|
||||
var lowerIndex = proxy.lowerBounds[axis];
|
||||
var upperIndex = proxy.upperBounds[axis];
|
||||
var lowerValue = bounds[lowerIndex].value;
|
||||
var upperValue = bounds[upperIndex].value;
|
||||
|
||||
// replace memmove calls
|
||||
//memmove(bounds + lowerIndex, bounds + lowerIndex + 1, (upperIndex - lowerIndex - 1) * sizeof(b2Bound));
|
||||
var tArr = new Array();
|
||||
var j = 0;
|
||||
var tEnd = upperIndex - lowerIndex - 1;
|
||||
var tBound1;
|
||||
var tBound2;
|
||||
// make temp array
|
||||
for (j = 0; j < tEnd; j++){
|
||||
tArr[j] = new b2Bound();
|
||||
tBound1 = tArr[j];
|
||||
tBound2 = bounds[lowerIndex+1+j];
|
||||
tBound1.value = tBound2.value;
|
||||
tBound1.proxyId = tBound2.proxyId;
|
||||
tBound1.stabbingCount = tBound2.stabbingCount;
|
||||
}
|
||||
// move temp array back in to bounds
|
||||
tEnd = tArr.length;
|
||||
var tIndex = lowerIndex;
|
||||
for (j = 0; j < tEnd; j++){
|
||||
//bounds[tIndex+j] = tArr[j];
|
||||
tBound2 = tArr[j];
|
||||
tBound1 = bounds[tIndex+j]
|
||||
tBound1.value = tBound2.value;
|
||||
tBound1.proxyId = tBound2.proxyId;
|
||||
tBound1.stabbingCount = tBound2.stabbingCount;
|
||||
}
|
||||
//memmove(bounds + upperIndex-1, bounds + upperIndex + 1, (edgeCount - upperIndex - 1) * sizeof(b2Bound));
|
||||
// make temp array
|
||||
tArr = new Array();
|
||||
tEnd = boundCount - upperIndex - 1;
|
||||
for (j = 0; j < tEnd; j++){
|
||||
tArr[j] = new b2Bound();
|
||||
tBound1 = tArr[j];
|
||||
tBound2 = bounds[upperIndex+1+j];
|
||||
tBound1.value = tBound2.value;
|
||||
tBound1.proxyId = tBound2.proxyId;
|
||||
tBound1.stabbingCount = tBound2.stabbingCount;
|
||||
}
|
||||
// move temp array back in to bounds
|
||||
tEnd = tArr.length;
|
||||
tIndex = upperIndex-1;
|
||||
for (j = 0; j < tEnd; j++){
|
||||
//bounds[tIndex+j] = tArr[j];
|
||||
tBound2 = tArr[j];
|
||||
tBound1 = bounds[tIndex+j]
|
||||
tBound1.value = tBound2.value;
|
||||
tBound1.proxyId = tBound2.proxyId;
|
||||
tBound1.stabbingCount = tBound2.stabbingCount;
|
||||
}
|
||||
|
||||
// Fix bound indices.
|
||||
tEnd = boundCount - 2;
|
||||
for (var index = lowerIndex; index < tEnd; ++index)
|
||||
{
|
||||
var proxy2 = this.m_proxyPool[ bounds[index].proxyId ];
|
||||
if (bounds[index].IsLower())
|
||||
{
|
||||
proxy2.lowerBounds[axis] = index;
|
||||
}
|
||||
else
|
||||
{
|
||||
proxy2.upperBounds[axis] = index;
|
||||
}
|
||||
}
|
||||
|
||||
// Fix stabbing count.
|
||||
tEnd = upperIndex - 1;
|
||||
for (var index2 = lowerIndex; index2 < tEnd; ++index2)
|
||||
{
|
||||
bounds[index2].stabbingCount--;
|
||||
}
|
||||
|
||||
// this.Query for pairs to be removed. lowerIndex and upperIndex are not needed.
|
||||
// make lowerIndex and upper output using an array and do this for others if compiler doesn't pick them up
|
||||
this.Query([0], [0], lowerValue, upperValue, bounds, boundCount - 2, axis);
|
||||
}
|
||||
|
||||
//b2Settings.b2Assert(this.m_queryResultCount < b2Settings.b2_maxProxies);
|
||||
|
||||
for (var i = 0; i < this.m_queryResultCount; ++i)
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_proxyPool[this.m_queryResults[i]].IsValid());
|
||||
|
||||
this.m_pairManager.RemoveBufferedPair(proxyId, this.m_queryResults[i]);
|
||||
}
|
||||
|
||||
this.m_pairManager.Commit();
|
||||
|
||||
// Prepare for next query.
|
||||
this.m_queryResultCount = 0;
|
||||
this.IncrementTimeStamp();
|
||||
|
||||
// Return the proxy to the pool.
|
||||
proxy.userData = null;
|
||||
proxy.overlapCount = b2BroadPhase.b2_invalid;
|
||||
proxy.lowerBounds[0] = b2BroadPhase.b2_invalid;
|
||||
proxy.lowerBounds[1] = b2BroadPhase.b2_invalid;
|
||||
proxy.upperBounds[0] = b2BroadPhase.b2_invalid;
|
||||
proxy.upperBounds[1] = b2BroadPhase.b2_invalid;
|
||||
|
||||
proxy.SetNext(this.m_freeProxy);
|
||||
this.m_freeProxy = proxyId;
|
||||
--this.m_proxyCount;
|
||||
},
|
||||
|
||||
|
||||
// Call this.MoveProxy times like, then when you are done
|
||||
// call this.Commit to finalized the proxy pairs (for your time step).
|
||||
MoveProxy: function(proxyId, aabb){
|
||||
var axis = 0;
|
||||
var index = 0;
|
||||
var bound;
|
||||
var prevBound
|
||||
var nextBound
|
||||
var nextProxyId = 0;
|
||||
var nextProxy;
|
||||
|
||||
if (proxyId == b2Pair.b2_nullProxy || b2Settings.b2_maxProxies <= proxyId)
|
||||
{
|
||||
//b2Settings.b2Assert(false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (aabb.IsValid() == false)
|
||||
{
|
||||
//b2Settings.b2Assert(false);
|
||||
return;
|
||||
}
|
||||
|
||||
var boundCount = 2 * this.m_proxyCount;
|
||||
|
||||
var proxy = this.m_proxyPool[ proxyId ];
|
||||
// Get new bound values
|
||||
var newValues = new b2BoundValues();
|
||||
this.ComputeBounds(newValues.lowerValues, newValues.upperValues, aabb);
|
||||
|
||||
// Get old bound values
|
||||
var oldValues = new b2BoundValues();
|
||||
for (axis = 0; axis < 2; ++axis)
|
||||
{
|
||||
oldValues.lowerValues[axis] = this.m_bounds[axis][proxy.lowerBounds[axis]].value;
|
||||
oldValues.upperValues[axis] = this.m_bounds[axis][proxy.upperBounds[axis]].value;
|
||||
}
|
||||
|
||||
for (axis = 0; axis < 2; ++axis)
|
||||
{
|
||||
var bounds = this.m_bounds[axis];
|
||||
|
||||
var lowerIndex = proxy.lowerBounds[axis];
|
||||
var upperIndex = proxy.upperBounds[axis];
|
||||
|
||||
var lowerValue = newValues.lowerValues[axis];
|
||||
var upperValue = newValues.upperValues[axis];
|
||||
|
||||
var deltaLower = lowerValue - bounds[lowerIndex].value;
|
||||
var deltaUpper = upperValue - bounds[upperIndex].value;
|
||||
|
||||
bounds[lowerIndex].value = lowerValue;
|
||||
bounds[upperIndex].value = upperValue;
|
||||
|
||||
//
|
||||
// Expanding adds overlaps
|
||||
//
|
||||
|
||||
// Should we move the lower bound down?
|
||||
if (deltaLower < 0)
|
||||
{
|
||||
index = lowerIndex;
|
||||
while (index > 0 && lowerValue < bounds[index-1].value)
|
||||
{
|
||||
bound = bounds[index];
|
||||
prevBound = bounds[index - 1];
|
||||
|
||||
var prevProxyId = prevBound.proxyId;
|
||||
var prevProxy = this.m_proxyPool[ prevBound.proxyId ];
|
||||
|
||||
prevBound.stabbingCount++;
|
||||
|
||||
if (prevBound.IsUpper() == true)
|
||||
{
|
||||
if (this.TestOverlap(newValues, prevProxy))
|
||||
{
|
||||
this.m_pairManager.AddBufferedPair(proxyId, prevProxyId);
|
||||
}
|
||||
|
||||
prevProxy.upperBounds[axis]++;
|
||||
bound.stabbingCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
prevProxy.lowerBounds[axis]++;
|
||||
bound.stabbingCount--;
|
||||
}
|
||||
|
||||
proxy.lowerBounds[axis]--;
|
||||
|
||||
// swap
|
||||
//var temp = bound;
|
||||
//bound = prevEdge;
|
||||
//prevEdge = temp;
|
||||
bound.Swap(prevBound);
|
||||
//b2Math.b2Swap(bound, prevEdge);
|
||||
--index;
|
||||
}
|
||||
}
|
||||
|
||||
// Should we move the upper bound up?
|
||||
if (deltaUpper > 0)
|
||||
{
|
||||
index = upperIndex;
|
||||
while (index < boundCount-1 && bounds[index+1].value <= upperValue)
|
||||
{
|
||||
bound = bounds[ index ];
|
||||
nextBound = bounds[ index + 1 ];
|
||||
nextProxyId = nextBound.proxyId;
|
||||
nextProxy = this.m_proxyPool[ nextProxyId ];
|
||||
|
||||
nextBound.stabbingCount++;
|
||||
|
||||
if (nextBound.IsLower() == true)
|
||||
{
|
||||
if (this.TestOverlap(newValues, nextProxy))
|
||||
{
|
||||
this.m_pairManager.AddBufferedPair(proxyId, nextProxyId);
|
||||
}
|
||||
|
||||
nextProxy.lowerBounds[axis]--;
|
||||
bound.stabbingCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
nextProxy.upperBounds[axis]--;
|
||||
bound.stabbingCount--;
|
||||
}
|
||||
|
||||
proxy.upperBounds[axis]++;
|
||||
// swap
|
||||
//var temp = bound;
|
||||
//bound = nextEdge;
|
||||
//nextEdge = temp;
|
||||
bound.Swap(nextBound);
|
||||
//b2Math.b2Swap(bound, nextEdge);
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Shrinking removes overlaps
|
||||
//
|
||||
|
||||
// Should we move the lower bound up?
|
||||
if (deltaLower > 0)
|
||||
{
|
||||
index = lowerIndex;
|
||||
while (index < boundCount-1 && bounds[index+1].value <= lowerValue)
|
||||
{
|
||||
bound = bounds[ index ];
|
||||
nextBound = bounds[ index + 1 ];
|
||||
|
||||
nextProxyId = nextBound.proxyId;
|
||||
nextProxy = this.m_proxyPool[ nextProxyId ];
|
||||
|
||||
nextBound.stabbingCount--;
|
||||
|
||||
if (nextBound.IsUpper())
|
||||
{
|
||||
if (this.TestOverlap(oldValues, nextProxy))
|
||||
{
|
||||
this.m_pairManager.RemoveBufferedPair(proxyId, nextProxyId);
|
||||
}
|
||||
|
||||
nextProxy.upperBounds[axis]--;
|
||||
bound.stabbingCount--;
|
||||
}
|
||||
else
|
||||
{
|
||||
nextProxy.lowerBounds[axis]--;
|
||||
bound.stabbingCount++;
|
||||
}
|
||||
|
||||
proxy.lowerBounds[axis]++;
|
||||
// swap
|
||||
//var temp = bound;
|
||||
//bound = nextEdge;
|
||||
//nextEdge = temp;
|
||||
bound.Swap(nextBound);
|
||||
//b2Math.b2Swap(bound, nextEdge);
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
// Should we move the upper bound down?
|
||||
if (deltaUpper < 0)
|
||||
{
|
||||
index = upperIndex;
|
||||
while (index > 0 && upperValue < bounds[index-1].value)
|
||||
{
|
||||
bound = bounds[index];
|
||||
prevBound = bounds[index - 1];
|
||||
|
||||
prevProxyId = prevBound.proxyId;
|
||||
prevProxy = this.m_proxyPool[ prevProxyId ];
|
||||
|
||||
prevBound.stabbingCount--;
|
||||
|
||||
if (prevBound.IsLower() == true)
|
||||
{
|
||||
if (this.TestOverlap(oldValues, prevProxy))
|
||||
{
|
||||
this.m_pairManager.RemoveBufferedPair(proxyId, prevProxyId);
|
||||
}
|
||||
|
||||
prevProxy.lowerBounds[axis]++;
|
||||
bound.stabbingCount--;
|
||||
}
|
||||
else
|
||||
{
|
||||
prevProxy.upperBounds[axis]++;
|
||||
bound.stabbingCount++;
|
||||
}
|
||||
|
||||
proxy.upperBounds[axis]--;
|
||||
// swap
|
||||
//var temp = bound;
|
||||
//bound = prevEdge;
|
||||
//prevEdge = temp;
|
||||
bound.Swap(prevBound);
|
||||
//b2Math.b2Swap(bound, prevEdge);
|
||||
index--;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
Commit: function(){
|
||||
this.m_pairManager.Commit();
|
||||
},
|
||||
|
||||
// this.Query an AABB for overlapping proxies, returns the user data and
|
||||
// the count, up to the supplied maximum count.
|
||||
QueryAABB: function(aabb, userData, maxCount){
|
||||
var lowerValues = new Array();
|
||||
var upperValues = new Array();
|
||||
this.ComputeBounds(lowerValues, upperValues, aabb);
|
||||
|
||||
var lowerIndex = 0;
|
||||
var upperIndex = 0;
|
||||
var lowerIndexOut = [lowerIndex];
|
||||
var upperIndexOut = [upperIndex];
|
||||
this.Query(lowerIndexOut, upperIndexOut, lowerValues[0], upperValues[0], this.m_bounds[0], 2*this.m_proxyCount, 0);
|
||||
this.Query(lowerIndexOut, upperIndexOut, lowerValues[1], upperValues[1], this.m_bounds[1], 2*this.m_proxyCount, 1);
|
||||
|
||||
//b2Settings.b2Assert(this.m_queryResultCount < b2Settings.b2_maxProxies);
|
||||
|
||||
var count = 0;
|
||||
for (var i = 0; i < this.m_queryResultCount && count < maxCount; ++i, ++count)
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_queryResults[i] < b2Settings.b2_maxProxies);
|
||||
var proxy = this.m_proxyPool[ this.m_queryResults[i] ];
|
||||
//b2Settings.b2Assert(proxy.IsValid());
|
||||
userData[i] = proxy.userData;
|
||||
}
|
||||
|
||||
// Prepare for next query.
|
||||
this.m_queryResultCount = 0;
|
||||
this.IncrementTimeStamp();
|
||||
|
||||
return count;
|
||||
},
|
||||
|
||||
Validate: function(){
|
||||
var pair;
|
||||
var proxy1;
|
||||
var proxy2;
|
||||
var overlap;
|
||||
|
||||
for (var axis = 0; axis < 2; ++axis)
|
||||
{
|
||||
var bounds = this.m_bounds[axis];
|
||||
|
||||
var boundCount = 2 * this.m_proxyCount;
|
||||
var stabbingCount = 0;
|
||||
|
||||
for (var i = 0; i < boundCount; ++i)
|
||||
{
|
||||
var bound = bounds[i];
|
||||
//b2Settings.b2Assert(i == 0 || bounds[i-1].value <= bound->value);
|
||||
//b2Settings.b2Assert(bound->proxyId != b2_nullProxy);
|
||||
//b2Settings.b2Assert(this.m_proxyPool[bound->proxyId].IsValid());
|
||||
|
||||
if (bound.IsLower() == true)
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_proxyPool[bound.proxyId].lowerBounds[axis] == i);
|
||||
stabbingCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_proxyPool[bound.proxyId].upperBounds[axis] == i);
|
||||
stabbingCount--;
|
||||
}
|
||||
|
||||
//b2Settings.b2Assert(bound.stabbingCount == stabbingCount);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
//private:
|
||||
ComputeBounds: function(lowerValues, upperValues, aabb)
|
||||
{
|
||||
//b2Settings.b2Assert(aabb.maxVertex.x > aabb.minVertex.x);
|
||||
//b2Settings.b2Assert(aabb.maxVertex.y > aabb.minVertex.y);
|
||||
|
||||
//var minVertex = b2Math.b2ClampV(aabb.minVertex, this.m_worldAABB.minVertex, this.m_worldAABB.maxVertex);
|
||||
var minVertexX = aabb.minVertex.x;
|
||||
var minVertexY = aabb.minVertex.y;
|
||||
minVertexX = b2Math.b2Min(minVertexX, this.m_worldAABB.maxVertex.x);
|
||||
minVertexY = b2Math.b2Min(minVertexY, this.m_worldAABB.maxVertex.y);
|
||||
minVertexX = b2Math.b2Max(minVertexX, this.m_worldAABB.minVertex.x);
|
||||
minVertexY = b2Math.b2Max(minVertexY, this.m_worldAABB.minVertex.y);
|
||||
|
||||
//var maxVertex = b2Math.b2ClampV(aabb.maxVertex, this.m_worldAABB.minVertex, this.m_worldAABB.maxVertex);
|
||||
var maxVertexX = aabb.maxVertex.x;
|
||||
var maxVertexY = aabb.maxVertex.y;
|
||||
maxVertexX = b2Math.b2Min(maxVertexX, this.m_worldAABB.maxVertex.x);
|
||||
maxVertexY = b2Math.b2Min(maxVertexY, this.m_worldAABB.maxVertex.y);
|
||||
maxVertexX = b2Math.b2Max(maxVertexX, this.m_worldAABB.minVertex.x);
|
||||
maxVertexY = b2Math.b2Max(maxVertexY, this.m_worldAABB.minVertex.y);
|
||||
|
||||
// Bump lower bounds downs and upper bounds up. This ensures correct sorting of
|
||||
// lower/upper bounds that would have equal values.
|
||||
// TODO_ERIN implement fast float to uint16 conversion.
|
||||
lowerValues[0] = /*uint*/(this.m_quantizationFactor.x * (minVertexX - this.m_worldAABB.minVertex.x)) & (b2Settings.USHRT_MAX - 1);
|
||||
upperValues[0] = (/*uint*/(this.m_quantizationFactor.x * (maxVertexX - this.m_worldAABB.minVertex.x))& 0x0000ffff) | 1;
|
||||
|
||||
lowerValues[1] = /*uint*/(this.m_quantizationFactor.y * (minVertexY - this.m_worldAABB.minVertex.y)) & (b2Settings.USHRT_MAX - 1);
|
||||
upperValues[1] = (/*uint*/(this.m_quantizationFactor.y * (maxVertexY - this.m_worldAABB.minVertex.y))& 0x0000ffff) | 1;
|
||||
},
|
||||
|
||||
// This one is only used for validation.
|
||||
TestOverlapValidate: function(p1, p2){
|
||||
|
||||
for (var axis = 0; axis < 2; ++axis)
|
||||
{
|
||||
var bounds = this.m_bounds[axis];
|
||||
|
||||
//b2Settings.b2Assert(p1.lowerBounds[axis] < 2 * this.m_proxyCount);
|
||||
//b2Settings.b2Assert(p1.upperBounds[axis] < 2 * this.m_proxyCount);
|
||||
//b2Settings.b2Assert(p2.lowerBounds[axis] < 2 * this.m_proxyCount);
|
||||
//b2Settings.b2Assert(p2.upperBounds[axis] < 2 * this.m_proxyCount);
|
||||
|
||||
if (bounds[p1.lowerBounds[axis]].value > bounds[p2.upperBounds[axis]].value)
|
||||
return false;
|
||||
|
||||
if (bounds[p1.upperBounds[axis]].value < bounds[p2.lowerBounds[axis]].value)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
TestOverlap: function(b, p)
|
||||
{
|
||||
for (var axis = 0; axis < 2; ++axis)
|
||||
{
|
||||
var bounds = this.m_bounds[axis];
|
||||
|
||||
//b2Settings.b2Assert(p.lowerBounds[axis] < 2 * this.m_proxyCount);
|
||||
//b2Settings.b2Assert(p.upperBounds[axis] < 2 * this.m_proxyCount);
|
||||
|
||||
if (b.lowerValues[axis] > bounds[p.upperBounds[axis]].value)
|
||||
return false;
|
||||
|
||||
if (b.upperValues[axis] < bounds[p.lowerBounds[axis]].value)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
Query: function(lowerQueryOut, upperQueryOut, lowerValue, upperValue, bounds, boundCount, axis){
|
||||
|
||||
var lowerQuery = b2BroadPhase.BinarySearch(bounds, boundCount, lowerValue);
|
||||
var upperQuery = b2BroadPhase.BinarySearch(bounds, boundCount, upperValue);
|
||||
|
||||
// Easy case: lowerQuery <= lowerIndex(i) < upperQuery
|
||||
// Solution: search query range for min bounds.
|
||||
for (var j = lowerQuery; j < upperQuery; ++j)
|
||||
{
|
||||
if (bounds[j].IsLower())
|
||||
{
|
||||
this.IncrementOverlapCount(bounds[j].proxyId);
|
||||
}
|
||||
}
|
||||
|
||||
// Hard case: lowerIndex(i) < lowerQuery < upperIndex(i)
|
||||
// Solution: use the stabbing count to search down the bound array.
|
||||
if (lowerQuery > 0)
|
||||
{
|
||||
var i = lowerQuery - 1;
|
||||
var s = bounds[i].stabbingCount;
|
||||
|
||||
// Find the s overlaps.
|
||||
while (s)
|
||||
{
|
||||
//b2Settings.b2Assert(i >= 0);
|
||||
|
||||
if (bounds[i].IsLower())
|
||||
{
|
||||
var proxy = this.m_proxyPool[ bounds[i].proxyId ];
|
||||
if (lowerQuery <= proxy.upperBounds[axis])
|
||||
{
|
||||
this.IncrementOverlapCount(bounds[i].proxyId);
|
||||
--s;
|
||||
}
|
||||
}
|
||||
--i;
|
||||
}
|
||||
}
|
||||
|
||||
lowerQueryOut[0] = lowerQuery;
|
||||
upperQueryOut[0] = upperQuery;
|
||||
},
|
||||
|
||||
|
||||
IncrementOverlapCount: function(proxyId){
|
||||
var proxy = this.m_proxyPool[ proxyId ];
|
||||
if (proxy.timeStamp < this.m_timeStamp)
|
||||
{
|
||||
proxy.timeStamp = this.m_timeStamp;
|
||||
proxy.overlapCount = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
proxy.overlapCount = 2;
|
||||
//b2Settings.b2Assert(this.m_queryResultCount < b2Settings.b2_maxProxies);
|
||||
this.m_queryResults[this.m_queryResultCount] = proxyId;
|
||||
++this.m_queryResultCount;
|
||||
}
|
||||
},
|
||||
IncrementTimeStamp: function(){
|
||||
if (this.m_timeStamp == b2Settings.USHRT_MAX)
|
||||
{
|
||||
for (var i = 0; i < b2Settings.b2_maxProxies; ++i)
|
||||
{
|
||||
this.m_proxyPool[i].timeStamp = 0;
|
||||
}
|
||||
this.m_timeStamp = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
++this.m_timeStamp;
|
||||
}
|
||||
},
|
||||
|
||||
//public:
|
||||
m_pairManager: new b2PairManager(),
|
||||
|
||||
m_proxyPool: new Array(b2Settings.b2_maxPairs),
|
||||
m_freeProxy: 0,
|
||||
|
||||
m_bounds: new Array(2*b2Settings.b2_maxProxies),
|
||||
|
||||
m_queryResults: new Array(b2Settings.b2_maxProxies),
|
||||
m_queryResultCount: 0,
|
||||
|
||||
m_worldAABB: null,
|
||||
m_quantizationFactor: new b2Vec2(),
|
||||
m_proxyCount: 0,
|
||||
m_timeStamp: 0};
|
||||
b2BroadPhase.s_validate = false;
|
||||
b2BroadPhase.b2_invalid = b2Settings.USHRT_MAX;
|
||||
b2BroadPhase.b2_nullEdge = b2Settings.USHRT_MAX;
|
||||
b2BroadPhase.BinarySearch = function(bounds, count, value)
|
||||
{
|
||||
var low = 0;
|
||||
var high = count - 1;
|
||||
while (low <= high)
|
||||
{
|
||||
var mid = Math.floor((low + high) / 2);
|
||||
if (bounds[mid].value > value)
|
||||
{
|
||||
high = mid - 1;
|
||||
}
|
||||
else if (bounds[mid].value < value)
|
||||
{
|
||||
low = mid + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
return /*uint*/(mid);
|
||||
}
|
||||
}
|
||||
|
||||
return /*uint*/(low);
|
||||
};
|
|
@ -1,26 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
var b2BufferedPair = Class.create();
|
||||
b2BufferedPair.prototype = {
|
||||
proxyId1: 0,
|
||||
proxyId2: 0,
|
||||
|
||||
initialize: function() {}}
|
|
@ -1,738 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
var b2Collision = Class.create();
|
||||
b2Collision.prototype = {
|
||||
|
||||
// Null feature
|
||||
|
||||
|
||||
|
||||
|
||||
// Find the separation between poly1 and poly2 for a give edge normal on poly1.
|
||||
|
||||
|
||||
|
||||
|
||||
// Find the max separation between poly1 and poly2 using edge normals
|
||||
// from poly1.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Find edge normal of max separation on A - return if separating axis is found
|
||||
// Find edge normal of max separation on B - return if separation axis is found
|
||||
// Choose reference edge(minA, minB)
|
||||
// Find incident edge
|
||||
// Clip
|
||||
// The normal points from 1 to 2
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
initialize: function() {}}
|
||||
b2Collision.b2_nullFeature = 0x000000ff;
|
||||
b2Collision.ClipSegmentToLine = function(vOut, vIn, normal, offset)
|
||||
{
|
||||
// Start with no output points
|
||||
var numOut = 0;
|
||||
|
||||
var vIn0 = vIn[0].v;
|
||||
var vIn1 = vIn[1].v;
|
||||
|
||||
// Calculate the distance of end points to the line
|
||||
var distance0 = b2Math.b2Dot(normal, vIn[0].v) - offset;
|
||||
var distance1 = b2Math.b2Dot(normal, vIn[1].v) - offset;
|
||||
|
||||
// If the points are behind the plane
|
||||
if (distance0 <= 0.0) vOut[numOut++] = vIn[0];
|
||||
if (distance1 <= 0.0) vOut[numOut++] = vIn[1];
|
||||
|
||||
// If the points are on different sides of the plane
|
||||
if (distance0 * distance1 < 0.0)
|
||||
{
|
||||
// Find intersection point of edge and plane
|
||||
var interp = distance0 / (distance0 - distance1);
|
||||
// expanded for performance
|
||||
var tVec = vOut[numOut].v;
|
||||
tVec.x = vIn0.x + interp * (vIn1.x - vIn0.x);
|
||||
tVec.y = vIn0.y + interp * (vIn1.y - vIn0.y);
|
||||
if (distance0 > 0.0)
|
||||
{
|
||||
vOut[numOut].id = vIn[0].id;
|
||||
}
|
||||
else
|
||||
{
|
||||
vOut[numOut].id = vIn[1].id;
|
||||
}
|
||||
++numOut;
|
||||
}
|
||||
|
||||
return numOut;
|
||||
};
|
||||
b2Collision.EdgeSeparation = function(poly1, edge1, poly2)
|
||||
{
|
||||
var vert1s = poly1.m_vertices;
|
||||
var count2 = poly2.m_vertexCount;
|
||||
var vert2s = poly2.m_vertices;
|
||||
|
||||
// Convert normal from into poly2's frame.
|
||||
//b2Settings.b2Assert(edge1 < poly1.m_vertexCount);
|
||||
|
||||
//var normal = b2Math.b2MulMV(poly1.m_R, poly1->m_normals[edge1]);
|
||||
var normalX = poly1.m_normals[edge1].x;
|
||||
var normalY = poly1.m_normals[edge1].y;
|
||||
var tX = normalX;
|
||||
var tMat = poly1.m_R;
|
||||
normalX = tMat.col1.x * tX + tMat.col2.x * normalY;
|
||||
normalY = tMat.col1.y * tX + tMat.col2.y * normalY;
|
||||
// ^^^^^^^ normal.MulM(poly1.m_R);
|
||||
|
||||
//var normalLocal2 = b2Math.b2MulTMV(poly2.m_R, normal);
|
||||
var normalLocal2X = normalX;
|
||||
var normalLocal2Y = normalY;
|
||||
tMat = poly2.m_R;
|
||||
tX = normalLocal2X * tMat.col1.x + normalLocal2Y * tMat.col1.y;
|
||||
normalLocal2Y = normalLocal2X * tMat.col2.x + normalLocal2Y * tMat.col2.y;
|
||||
normalLocal2X = tX;
|
||||
// ^^^^^ normalLocal2.MulTM(poly2.m_R);
|
||||
|
||||
// Find support vertex on poly2 for -normal.
|
||||
var vertexIndex2 = 0;
|
||||
var minDot = Number.MAX_VALUE;
|
||||
for (var i = 0; i < count2; ++i)
|
||||
{
|
||||
//var dot = b2Math.b2Dot(vert2s[i], normalLocal2);
|
||||
var tVec = vert2s[i];
|
||||
var dot = tVec.x * normalLocal2X + tVec.y * normalLocal2Y;
|
||||
if (dot < minDot)
|
||||
{
|
||||
minDot = dot;
|
||||
vertexIndex2 = i;
|
||||
}
|
||||
}
|
||||
|
||||
//b2Vec2 v1 = poly1->m_position + b2Mul(poly1->m_R, vert1s[edge1]);
|
||||
tMat = poly1.m_R;
|
||||
var v1X = poly1.m_position.x + (tMat.col1.x * vert1s[edge1].x + tMat.col2.x * vert1s[edge1].y)
|
||||
var v1Y = poly1.m_position.y + (tMat.col1.y * vert1s[edge1].x + tMat.col2.y * vert1s[edge1].y)
|
||||
|
||||
//b2Vec2 v2 = poly2->m_position + b2Mul(poly2->m_R, vert2s[vertexIndex2]);
|
||||
tMat = poly2.m_R;
|
||||
var v2X = poly2.m_position.x + (tMat.col1.x * vert2s[vertexIndex2].x + tMat.col2.x * vert2s[vertexIndex2].y)
|
||||
var v2Y = poly2.m_position.y + (tMat.col1.y * vert2s[vertexIndex2].x + tMat.col2.y * vert2s[vertexIndex2].y)
|
||||
|
||||
//var separation = b2Math.b2Dot( b2Math.SubtractVV( v2, v1 ) , normal);
|
||||
v2X -= v1X;
|
||||
v2Y -= v1Y;
|
||||
//var separation = b2Math.b2Dot( v2 , normal);
|
||||
var separation = v2X * normalX + v2Y * normalY;
|
||||
return separation;
|
||||
};
|
||||
b2Collision.FindMaxSeparation = function(edgeIndex /*int ptr*/, poly1, poly2, conservative)
|
||||
{
|
||||
var count1 = poly1.m_vertexCount;
|
||||
|
||||
// Vector pointing from the origin of poly1 to the origin of poly2.
|
||||
//var d = b2Math.SubtractVV( poly2.m_position, poly1.m_position );
|
||||
var dX = poly2.m_position.x - poly1.m_position.x;
|
||||
var dY = poly2.m_position.y - poly1.m_position.y;
|
||||
|
||||
//var dLocal1 = b2Math.b2MulTMV(poly1.m_R, d);
|
||||
var dLocal1X = (dX * poly1.m_R.col1.x + dY * poly1.m_R.col1.y);
|
||||
var dLocal1Y = (dX * poly1.m_R.col2.x + dY * poly1.m_R.col2.y);
|
||||
|
||||
// Get support vertex hint for our search
|
||||
var edge = 0;
|
||||
var maxDot = -Number.MAX_VALUE;
|
||||
for (var i = 0; i < count1; ++i)
|
||||
{
|
||||
//var dot = b2Math.b2Dot(poly.m_normals[i], dLocal1);
|
||||
var dot = (poly1.m_normals[i].x * dLocal1X + poly1.m_normals[i].y * dLocal1Y);
|
||||
if (dot > maxDot)
|
||||
{
|
||||
maxDot = dot;
|
||||
edge = i;
|
||||
}
|
||||
}
|
||||
|
||||
// Get the separation for the edge normal.
|
||||
var s = b2Collision.EdgeSeparation(poly1, edge, poly2);
|
||||
if (s > 0.0 && conservative == false)
|
||||
{
|
||||
return s;
|
||||
}
|
||||
|
||||
// Check the separation for the neighboring edges.
|
||||
var prevEdge = edge - 1 >= 0 ? edge - 1 : count1 - 1;
|
||||
var sPrev = b2Collision.EdgeSeparation(poly1, prevEdge, poly2);
|
||||
if (sPrev > 0.0 && conservative == false)
|
||||
{
|
||||
return sPrev;
|
||||
}
|
||||
|
||||
var nextEdge = edge + 1 < count1 ? edge + 1 : 0;
|
||||
var sNext = b2Collision.EdgeSeparation(poly1, nextEdge, poly2);
|
||||
if (sNext > 0.0 && conservative == false)
|
||||
{
|
||||
return sNext;
|
||||
}
|
||||
|
||||
// Find the best edge and the search direction.
|
||||
var bestEdge = 0;
|
||||
var bestSeparation;
|
||||
var increment = 0;
|
||||
if (sPrev > s && sPrev > sNext)
|
||||
{
|
||||
increment = -1;
|
||||
bestEdge = prevEdge;
|
||||
bestSeparation = sPrev;
|
||||
}
|
||||
else if (sNext > s)
|
||||
{
|
||||
increment = 1;
|
||||
bestEdge = nextEdge;
|
||||
bestSeparation = sNext;
|
||||
}
|
||||
else
|
||||
{
|
||||
// pointer out
|
||||
edgeIndex[0] = edge;
|
||||
return s;
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
|
||||
if (increment == -1)
|
||||
edge = bestEdge - 1 >= 0 ? bestEdge - 1 : count1 - 1;
|
||||
else
|
||||
edge = bestEdge + 1 < count1 ? bestEdge + 1 : 0;
|
||||
|
||||
s = b2Collision.EdgeSeparation(poly1, edge, poly2);
|
||||
if (s > 0.0 && conservative == false)
|
||||
{
|
||||
return s;
|
||||
}
|
||||
|
||||
if (s > bestSeparation)
|
||||
{
|
||||
bestEdge = edge;
|
||||
bestSeparation = s;
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// pointer out
|
||||
edgeIndex[0] = bestEdge;
|
||||
return bestSeparation;
|
||||
};
|
||||
b2Collision.FindIncidentEdge = function(c, poly1, edge1, poly2)
|
||||
{
|
||||
var count1 = poly1.m_vertexCount;
|
||||
var vert1s = poly1.m_vertices;
|
||||
var count2 = poly2.m_vertexCount;
|
||||
var vert2s = poly2.m_vertices;
|
||||
|
||||
// Get the vertices associated with edge1.
|
||||
var vertex11 = edge1;
|
||||
var vertex12 = edge1 + 1 == count1 ? 0 : edge1 + 1;
|
||||
|
||||
// Get the normal of edge1.
|
||||
var tVec = vert1s[vertex12];
|
||||
//var normal1Local1 = b2Math.b2CrossVF( b2Math.SubtractVV( vert1s[vertex12], vert1s[vertex11] ), 1.0);
|
||||
var normal1Local1X = tVec.x;
|
||||
var normal1Local1Y = tVec.y;
|
||||
tVec = vert1s[vertex11];
|
||||
normal1Local1X -= tVec.x;
|
||||
normal1Local1Y -= tVec.y;
|
||||
var tX = normal1Local1X;
|
||||
normal1Local1X = normal1Local1Y;
|
||||
normal1Local1Y = -tX;
|
||||
// ^^^^ normal1Local1.CrossVF(1.0);
|
||||
|
||||
var invLength = 1.0 / Math.sqrt(normal1Local1X*normal1Local1X + normal1Local1Y*normal1Local1Y);
|
||||
normal1Local1X *= invLength;
|
||||
normal1Local1Y *= invLength;
|
||||
// ^^^^normal1Local1.Normalize();
|
||||
//var normal1 = b2Math.b2MulMV(poly1.m_R, normal1Local1);
|
||||
var normal1X = normal1Local1X;
|
||||
var normal1Y = normal1Local1Y;
|
||||
|
||||
tX = normal1X;
|
||||
var tMat = poly1.m_R;
|
||||
normal1X = tMat.col1.x * tX + tMat.col2.x * normal1Y;
|
||||
normal1Y = tMat.col1.y * tX + tMat.col2.y * normal1Y;
|
||||
// ^^^^ normal1.MulM(poly1.m_R);
|
||||
|
||||
//var normal1Local2 = b2Math.b2MulTMV(poly2.m_R, normal1);
|
||||
var normal1Local2X = normal1X;
|
||||
var normal1Local2Y = normal1Y;
|
||||
tMat = poly2.m_R;
|
||||
tX = normal1Local2X * tMat.col1.x + normal1Local2Y * tMat.col1.y;
|
||||
normal1Local2Y = normal1Local2X * tMat.col2.x + normal1Local2Y * tMat.col2.y;
|
||||
normal1Local2X = tX;
|
||||
// ^^^^ normal1Local2.MulTM(poly2.m_R);
|
||||
|
||||
// Find the incident edge on poly2.
|
||||
var vertex21 = 0;
|
||||
var vertex22 = 0;
|
||||
var minDot = Number.MAX_VALUE;
|
||||
for (var i = 0; i < count2; ++i)
|
||||
{
|
||||
var i1 = i;
|
||||
var i2 = i + 1 < count2 ? i + 1 : 0;
|
||||
|
||||
//var normal2Local2 = b2Math.b2CrossVF( b2Math.SubtractVV( vert2s[i2], vert2s[i1] ), 1.0);
|
||||
tVec = vert2s[i2];
|
||||
var normal2Local2X = tVec.x;
|
||||
var normal2Local2Y = tVec.y;
|
||||
tVec = vert2s[i1];
|
||||
normal2Local2X -= tVec.x;
|
||||
normal2Local2Y -= tVec.y;
|
||||
tX = normal2Local2X;
|
||||
normal2Local2X = normal2Local2Y;
|
||||
normal2Local2Y = -tX;
|
||||
// ^^^^ normal2Local2.CrossVF(1.0);
|
||||
|
||||
invLength = 1.0 / Math.sqrt(normal2Local2X*normal2Local2X + normal2Local2Y*normal2Local2Y);
|
||||
normal2Local2X *= invLength;
|
||||
normal2Local2Y *= invLength;
|
||||
// ^^^^ normal2Local2.Normalize();
|
||||
|
||||
//var dot = b2Math.b2Dot(normal2Local2, normal1Local2);
|
||||
var dot = normal2Local2X * normal1Local2X + normal2Local2Y * normal1Local2Y;
|
||||
if (dot < minDot)
|
||||
{
|
||||
minDot = dot;
|
||||
vertex21 = i1;
|
||||
vertex22 = i2;
|
||||
}
|
||||
}
|
||||
|
||||
var tClip;
|
||||
// Build the clip vertices for the incident edge.
|
||||
tClip = c[0];
|
||||
//tClip.v = b2Math.AddVV(poly2.m_position, b2Math.b2MulMV(poly2.m_R, vert2s[vertex21]));
|
||||
tVec = tClip.v;
|
||||
tVec.SetV(vert2s[vertex21]);
|
||||
tVec.MulM(poly2.m_R);
|
||||
tVec.Add(poly2.m_position);
|
||||
|
||||
tClip.id.features.referenceFace = edge1;
|
||||
tClip.id.features.incidentEdge = vertex21;
|
||||
tClip.id.features.incidentVertex = vertex21;
|
||||
|
||||
tClip = c[1];
|
||||
//tClip.v = b2Math.AddVV(poly2.m_position, b2Math.b2MulMV(poly2.m_R, vert2s[vertex22]));
|
||||
tVec = tClip.v;
|
||||
tVec.SetV(vert2s[vertex22]);
|
||||
tVec.MulM(poly2.m_R);
|
||||
tVec.Add(poly2.m_position);
|
||||
tClip.id.features.referenceFace = edge1;
|
||||
tClip.id.features.incidentEdge = vertex21;
|
||||
tClip.id.features.incidentVertex = vertex22;
|
||||
};
|
||||
b2Collision.b2CollidePolyTempVec = new b2Vec2();
|
||||
b2Collision.b2CollidePoly = function(manifold, polyA, polyB, conservative)
|
||||
{
|
||||
manifold.pointCount = 0;
|
||||
|
||||
var edgeA = 0;
|
||||
var edgeAOut = [edgeA];
|
||||
var separationA = b2Collision.FindMaxSeparation(edgeAOut, polyA, polyB, conservative);
|
||||
edgeA = edgeAOut[0];
|
||||
if (separationA > 0.0 && conservative == false)
|
||||
return;
|
||||
|
||||
var edgeB = 0;
|
||||
var edgeBOut = [edgeB];
|
||||
var separationB = b2Collision.FindMaxSeparation(edgeBOut, polyB, polyA, conservative);
|
||||
edgeB = edgeBOut[0];
|
||||
if (separationB > 0.0 && conservative == false)
|
||||
return;
|
||||
|
||||
var poly1;
|
||||
var poly2;
|
||||
var edge1 = 0;
|
||||
var flip = 0;
|
||||
var k_relativeTol = 0.98;
|
||||
var k_absoluteTol = 0.001;
|
||||
|
||||
// TODO_ERIN use "radius" of poly for absolute tolerance.
|
||||
if (separationB > k_relativeTol * separationA + k_absoluteTol)
|
||||
{
|
||||
poly1 = polyB;
|
||||
poly2 = polyA;
|
||||
edge1 = edgeB;
|
||||
flip = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
poly1 = polyA;
|
||||
poly2 = polyB;
|
||||
edge1 = edgeA;
|
||||
flip = 0;
|
||||
}
|
||||
|
||||
var incidentEdge = [new ClipVertex(), new ClipVertex()];
|
||||
b2Collision.FindIncidentEdge(incidentEdge, poly1, edge1, poly2);
|
||||
|
||||
var count1 = poly1.m_vertexCount;
|
||||
var vert1s = poly1.m_vertices;
|
||||
|
||||
var v11 = vert1s[edge1];
|
||||
var v12 = edge1 + 1 < count1 ? vert1s[edge1+1] : vert1s[0];
|
||||
|
||||
//var dv = b2Math.SubtractVV(v12, v11);
|
||||
var dvX = v12.x - v11.x;
|
||||
var dvY = v12.y - v11.y;
|
||||
|
||||
//var sideNormal = b2Math.b2MulMV(poly1.m_R, b2Math.SubtractVV(v12, v11));
|
||||
var sideNormalX = v12.x - v11.x;
|
||||
var sideNormalY = v12.y - v11.y;
|
||||
|
||||
var tX = sideNormalX;
|
||||
var tMat = poly1.m_R;
|
||||
sideNormalX = tMat.col1.x * tX + tMat.col2.x * sideNormalY;
|
||||
sideNormalY = tMat.col1.y * tX + tMat.col2.y * sideNormalY;
|
||||
// ^^^^ sideNormal.MulM(poly1.m_R);
|
||||
|
||||
var invLength = 1.0 / Math.sqrt(sideNormalX*sideNormalX + sideNormalY*sideNormalY);
|
||||
sideNormalX *= invLength;
|
||||
sideNormalY *= invLength;
|
||||
// ^^^^ sideNormal.Normalize();
|
||||
|
||||
//var frontNormal = b2Math.b2CrossVF(sideNormal, 1.0);
|
||||
var frontNormalX = sideNormalX;
|
||||
var frontNormalY = sideNormalY;
|
||||
tX = frontNormalX;
|
||||
frontNormalX = frontNormalY;
|
||||
frontNormalY = -tX;
|
||||
// ^^^^ frontNormal.CrossVF(1.0);
|
||||
|
||||
// Expanded for performance
|
||||
//v11 = b2Math.AddVV(poly1.m_position, b2Math.b2MulMV(poly1.m_R, v11));
|
||||
var v11X = v11.x;
|
||||
var v11Y = v11.y;
|
||||
tX = v11X;
|
||||
tMat = poly1.m_R;
|
||||
v11X = tMat.col1.x * tX + tMat.col2.x * v11Y;
|
||||
v11Y = tMat.col1.y * tX + tMat.col2.y * v11Y;
|
||||
// ^^^^ v11.MulM(poly1.m_R);
|
||||
v11X += poly1.m_position.x;
|
||||
v11Y += poly1.m_position.y;
|
||||
//v12 = b2Math.AddVV(poly1.m_position, b2Math.b2MulMV(poly1.m_R, v12));
|
||||
var v12X = v12.x;
|
||||
var v12Y = v12.y;
|
||||
tX = v12X;
|
||||
tMat = poly1.m_R;
|
||||
v12X = tMat.col1.x * tX + tMat.col2.x * v12Y;
|
||||
v12Y = tMat.col1.y * tX + tMat.col2.y * v12Y;
|
||||
// ^^^^ v12.MulM(poly1.m_R);
|
||||
v12X += poly1.m_position.x;
|
||||
v12Y += poly1.m_position.y;
|
||||
|
||||
//var frontOffset = b2Math.b2Dot(frontNormal, v11);
|
||||
var frontOffset = frontNormalX * v11X + frontNormalY * v11Y;
|
||||
//var sideOffset1 = -b2Math.b2Dot(sideNormal, v11);
|
||||
var sideOffset1 = -(sideNormalX * v11X + sideNormalY * v11Y);
|
||||
//var sideOffset2 = b2Math.b2Dot(sideNormal, v12);
|
||||
var sideOffset2 = sideNormalX * v12X + sideNormalY * v12Y;
|
||||
|
||||
// Clip incident edge against extruded edge1 side edges.
|
||||
var clipPoints1 = [new ClipVertex(), new ClipVertex()];
|
||||
var clipPoints2 = [new ClipVertex(), new ClipVertex()];
|
||||
|
||||
var np = 0;
|
||||
|
||||
// Clip to box side 1
|
||||
b2Collision.b2CollidePolyTempVec.Set(-sideNormalX, -sideNormalY);
|
||||
np = b2Collision.ClipSegmentToLine(clipPoints1, incidentEdge, b2Collision.b2CollidePolyTempVec, sideOffset1);
|
||||
|
||||
if (np < 2)
|
||||
return;
|
||||
|
||||
// Clip to negative box side 1
|
||||
b2Collision.b2CollidePolyTempVec.Set(sideNormalX, sideNormalY);
|
||||
np = b2Collision.ClipSegmentToLine(clipPoints2, clipPoints1, b2Collision.b2CollidePolyTempVec, sideOffset2);
|
||||
|
||||
if (np < 2)
|
||||
return;
|
||||
|
||||
// Now clipPoints2 contains the clipped points.
|
||||
if (flip){
|
||||
manifold.normal.Set(-frontNormalX, -frontNormalY);
|
||||
}
|
||||
else{
|
||||
manifold.normal.Set(frontNormalX, frontNormalY);
|
||||
}
|
||||
// ^^^^ manifold.normal = flip ? frontNormal.Negative() : frontNormal;
|
||||
|
||||
var pointCount = 0;
|
||||
for (var i = 0; i < b2Settings.b2_maxManifoldPoints; ++i)
|
||||
{
|
||||
//var separation = b2Math.b2Dot(frontNormal, clipPoints2[i].v) - frontOffset;
|
||||
var tVec = clipPoints2[i].v;
|
||||
var separation = (frontNormalX * tVec.x + frontNormalY * tVec.y) - frontOffset;
|
||||
|
||||
if (separation <= 0.0 || conservative == true)
|
||||
{
|
||||
var cp = manifold.points[ pointCount ];
|
||||
cp.separation = separation;
|
||||
cp.position.SetV( clipPoints2[i].v );
|
||||
cp.id.Set( clipPoints2[i].id );
|
||||
cp.id.features.flip = flip;
|
||||
++pointCount;
|
||||
}
|
||||
}
|
||||
|
||||
manifold.pointCount = pointCount;
|
||||
};
|
||||
b2Collision.b2CollideCircle = function(manifold, circle1, circle2, conservative)
|
||||
{
|
||||
manifold.pointCount = 0;
|
||||
|
||||
//var d = b2Math.SubtractVV(circle2.m_position, circle1.m_position);
|
||||
var dX = circle2.m_position.x - circle1.m_position.x;
|
||||
var dY = circle2.m_position.y - circle1.m_position.y;
|
||||
//var distSqr = b2Math.b2Dot(d, d);
|
||||
var distSqr = dX * dX + dY * dY;
|
||||
var radiusSum = circle1.m_radius + circle2.m_radius;
|
||||
if (distSqr > radiusSum * radiusSum && conservative == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var separation;
|
||||
if (distSqr < Number.MIN_VALUE)
|
||||
{
|
||||
separation = -radiusSum;
|
||||
manifold.normal.Set(0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
var dist = Math.sqrt(distSqr);
|
||||
separation = dist - radiusSum;
|
||||
var a = 1.0 / dist;
|
||||
manifold.normal.x = a * dX;
|
||||
manifold.normal.y = a * dY;
|
||||
}
|
||||
|
||||
manifold.pointCount = 1;
|
||||
var tPoint = manifold.points[0];
|
||||
tPoint.id.set_key(0);
|
||||
tPoint.separation = separation;
|
||||
//tPoint.position = b2Math.SubtractVV(circle2.m_position, b2Math.MulFV(circle2.m_radius, manifold.normal));
|
||||
tPoint.position.x = circle2.m_position.x - (circle2.m_radius * manifold.normal.x);
|
||||
tPoint.position.y = circle2.m_position.y - (circle2.m_radius * manifold.normal.y);
|
||||
};
|
||||
b2Collision.b2CollidePolyAndCircle = function(manifold, poly, circle, conservative)
|
||||
{
|
||||
manifold.pointCount = 0;
|
||||
var tPoint;
|
||||
|
||||
var dX;
|
||||
var dY;
|
||||
|
||||
// Compute circle position in the frame of the polygon.
|
||||
//var xLocal = b2Math.b2MulTMV(poly.m_R, b2Math.SubtractVV(circle.m_position, poly.m_position));
|
||||
var xLocalX = circle.m_position.x - poly.m_position.x;
|
||||
var xLocalY = circle.m_position.y - poly.m_position.y;
|
||||
var tMat = poly.m_R;
|
||||
var tX = xLocalX * tMat.col1.x + xLocalY * tMat.col1.y;
|
||||
xLocalY = xLocalX * tMat.col2.x + xLocalY * tMat.col2.y;
|
||||
xLocalX = tX;
|
||||
|
||||
var dist;
|
||||
|
||||
// Find the min separating edge.
|
||||
var normalIndex = 0;
|
||||
var separation = -Number.MAX_VALUE;
|
||||
var radius = circle.m_radius;
|
||||
for (var i = 0; i < poly.m_vertexCount; ++i)
|
||||
{
|
||||
//var s = b2Math.b2Dot(poly.m_normals[i], b2Math.SubtractVV(xLocal, poly.m_vertices[i]));
|
||||
var s = poly.m_normals[i].x * (xLocalX-poly.m_vertices[i].x) + poly.m_normals[i].y * (xLocalY-poly.m_vertices[i].y);
|
||||
if (s > radius)
|
||||
{
|
||||
// Early out.
|
||||
return;
|
||||
}
|
||||
|
||||
if (s > separation)
|
||||
{
|
||||
separation = s;
|
||||
normalIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
// If the center is inside the polygon ...
|
||||
if (separation < Number.MIN_VALUE)
|
||||
{
|
||||
manifold.pointCount = 1;
|
||||
//manifold.normal = b2Math.b2MulMV(poly.m_R, poly.m_normals[normalIndex]);
|
||||
var tVec = poly.m_normals[normalIndex];
|
||||
manifold.normal.x = tMat.col1.x * tVec.x + tMat.col2.x * tVec.y;
|
||||
manifold.normal.y = tMat.col1.y * tVec.x + tMat.col2.y * tVec.y;
|
||||
|
||||
tPoint = manifold.points[0];
|
||||
tPoint.id.features.incidentEdge = normalIndex;
|
||||
tPoint.id.features.incidentVertex = b2Collision.b2_nullFeature;
|
||||
tPoint.id.features.referenceFace = b2Collision.b2_nullFeature;
|
||||
tPoint.id.features.flip = 0;
|
||||
tPoint.position.x = circle.m_position.x - radius * manifold.normal.x;
|
||||
tPoint.position.y = circle.m_position.y - radius * manifold.normal.y;
|
||||
//tPoint.position = b2Math.SubtractVV(circle.m_position , b2Math.MulFV(radius , manifold.normal));
|
||||
tPoint.separation = separation - radius;
|
||||
return;
|
||||
}
|
||||
|
||||
// Project the circle center onto the edge segment.
|
||||
var vertIndex1 = normalIndex;
|
||||
var vertIndex2 = vertIndex1 + 1 < poly.m_vertexCount ? vertIndex1 + 1 : 0;
|
||||
//var e = b2Math.SubtractVV(poly.m_vertices[vertIndex2] , poly.m_vertices[vertIndex1]);
|
||||
var eX = poly.m_vertices[vertIndex2].x - poly.m_vertices[vertIndex1].x;
|
||||
var eY = poly.m_vertices[vertIndex2].y - poly.m_vertices[vertIndex1].y;
|
||||
//var length = e.Normalize();
|
||||
var length = Math.sqrt(eX*eX + eY*eY);
|
||||
eX /= length;
|
||||
eY /= length;
|
||||
|
||||
// If the edge length is zero ...
|
||||
if (length < Number.MIN_VALUE)
|
||||
{
|
||||
//d = b2Math.SubtractVV(xLocal , poly.m_vertices[vertIndex1]);
|
||||
dX = xLocalX - poly.m_vertices[vertIndex1].x;
|
||||
dY = xLocalY - poly.m_vertices[vertIndex1].y;
|
||||
//dist = d.Normalize();
|
||||
dist = Math.sqrt(dX*dX + dY*dY);
|
||||
dX /= dist;
|
||||
dY /= dist;
|
||||
if (dist > radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
manifold.pointCount = 1;
|
||||
//manifold.normal = b2Math.b2MulMV(poly.m_R, d);
|
||||
manifold.normal.Set(tMat.col1.x * dX + tMat.col2.x * dY, tMat.col1.y * dX + tMat.col2.y * dY);
|
||||
tPoint = manifold.points[0];
|
||||
tPoint.id.features.incidentEdge = b2Collision.b2_nullFeature;
|
||||
tPoint.id.features.incidentVertex = vertIndex1;
|
||||
tPoint.id.features.referenceFace = b2Collision.b2_nullFeature;
|
||||
tPoint.id.features.flip = 0;
|
||||
//tPoint.position = b2Math.SubtractVV(circle.m_position , b2Math.MulFV(radius , manifold.normal));
|
||||
tPoint.position.x = circle.m_position.x - radius * manifold.normal.x;
|
||||
tPoint.position.y = circle.m_position.y - radius * manifold.normal.y;
|
||||
tPoint.separation = dist - radius;
|
||||
return;
|
||||
}
|
||||
|
||||
// Project the center onto the edge.
|
||||
//var u = b2Math.b2Dot(b2Math.SubtractVV(xLocal , poly.m_vertices[vertIndex1]) , e);
|
||||
var u = (xLocalX-poly.m_vertices[vertIndex1].x) * eX + (xLocalY-poly.m_vertices[vertIndex1].y) * eY;
|
||||
|
||||
tPoint = manifold.points[0];
|
||||
tPoint.id.features.incidentEdge = b2Collision.b2_nullFeature;
|
||||
tPoint.id.features.incidentVertex = b2Collision.b2_nullFeature;
|
||||
tPoint.id.features.referenceFace = b2Collision.b2_nullFeature;
|
||||
tPoint.id.features.flip = 0;
|
||||
|
||||
var pX, pY;
|
||||
if (u <= 0.0)
|
||||
{
|
||||
pX = poly.m_vertices[vertIndex1].x;
|
||||
pY = poly.m_vertices[vertIndex1].y;
|
||||
tPoint.id.features.incidentVertex = vertIndex1;
|
||||
}
|
||||
else if (u >= length)
|
||||
{
|
||||
pX = poly.m_vertices[vertIndex2].x;
|
||||
pY = poly.m_vertices[vertIndex2].y;
|
||||
tPoint.id.features.incidentVertex = vertIndex2;
|
||||
}
|
||||
else
|
||||
{
|
||||
//p = b2Math.AddVV(poly.m_vertices[vertIndex1] , b2Math.MulFV(u, e));
|
||||
pX = eX * u + poly.m_vertices[vertIndex1].x;
|
||||
pY = eY * u + poly.m_vertices[vertIndex1].y;
|
||||
tPoint.id.features.incidentEdge = vertIndex1;
|
||||
}
|
||||
|
||||
//d = b2Math.SubtractVV(xLocal , p);
|
||||
dX = xLocalX - pX;
|
||||
dY = xLocalY - pY;
|
||||
//dist = d.Normalize();
|
||||
dist = Math.sqrt(dX*dX + dY*dY);
|
||||
dX /= dist;
|
||||
dY /= dist;
|
||||
if (dist > radius)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
manifold.pointCount = 1;
|
||||
//manifold.normal = b2Math.b2MulMV(poly.m_R, d);
|
||||
manifold.normal.Set(tMat.col1.x * dX + tMat.col2.x * dY, tMat.col1.y * dX + tMat.col2.y * dY);
|
||||
//tPoint.position = b2Math.SubtractVV(circle.m_position , b2Math.MulFV(radius , manifold.normal));
|
||||
tPoint.position.x = circle.m_position.x - radius * manifold.normal.x;
|
||||
tPoint.position.y = circle.m_position.y - radius * manifold.normal.y;
|
||||
tPoint.separation = dist - radius;
|
||||
};
|
||||
b2Collision.b2TestOverlap = function(a, b)
|
||||
{
|
||||
var t1 = b.minVertex;
|
||||
var t2 = a.maxVertex;
|
||||
//d1 = b2Math.SubtractVV(b.minVertex, a.maxVertex);
|
||||
var d1X = t1.x - t2.x;
|
||||
var d1Y = t1.y - t2.y;
|
||||
//d2 = b2Math.SubtractVV(a.minVertex, b.maxVertex);
|
||||
t1 = a.minVertex;
|
||||
t2 = b.maxVertex;
|
||||
var d2X = t1.x - t2.x;
|
||||
var d2Y = t1.y - t2.y;
|
||||
|
||||
if (d1X > 0.0 || d1Y > 0.0)
|
||||
return false;
|
||||
|
||||
if (d2X > 0.0 || d2Y > 0.0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
};
|
|
@ -1,52 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// We use contact ids to facilitate warm starting.
|
||||
var b2ContactID = Class.create();
|
||||
b2ContactID.prototype =
|
||||
{
|
||||
initialize: function(){
|
||||
// initialize instance variables for references
|
||||
this.features = new Features();
|
||||
//
|
||||
|
||||
this.features._m_id = this;
|
||||
|
||||
},
|
||||
Set: function(id){
|
||||
this.set_key(id._key);
|
||||
},
|
||||
Copy: function(){
|
||||
var id = new b2ContactID();
|
||||
id.set_key(this._key);
|
||||
return id;
|
||||
},
|
||||
get_key: function(){
|
||||
return this._key;
|
||||
},
|
||||
set_key: function(value) {
|
||||
this._key = value;
|
||||
this.features._referenceFace = this._key & 0x000000ff;
|
||||
this.features._incidentEdge = ((this._key & 0x0000ff00) >> 8) & 0x000000ff;
|
||||
this.features._incidentVertex = ((this._key & 0x00ff0000) >> 16) & 0x000000ff;
|
||||
this.features._flip = ((this._key & 0xff000000) >> 24) & 0x000000ff;
|
||||
},
|
||||
features: new Features(),
|
||||
_key: 0};
|
|
@ -1,35 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// We use contact ids to facilitate warm starting.
|
||||
var b2ContactPoint = Class.create();
|
||||
b2ContactPoint.prototype =
|
||||
{
|
||||
position: new b2Vec2(),
|
||||
separation: null,
|
||||
normalImpulse: null,
|
||||
tangentImpulse: null,
|
||||
id: new b2ContactID(),
|
||||
initialize: function() {
|
||||
// initialize instance variables for references
|
||||
this.position = new b2Vec2();
|
||||
this.id = new b2ContactID();
|
||||
//
|
||||
}};
|
|
@ -1,333 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
var b2Distance = Class.create();
|
||||
b2Distance.prototype =
|
||||
{
|
||||
|
||||
// GJK using Voronoi regions (Christer Ericson) and region selection
|
||||
// optimizations (Casey Muratori).
|
||||
|
||||
// The origin is either in the region of points[1] or in the edge region. The origin is
|
||||
// not in region of points[0] because that is the old point.
|
||||
|
||||
// Possible regions:
|
||||
// - points[2]
|
||||
// - edge points[0]-points[2]
|
||||
// - edge points[1]-points[2]
|
||||
// - inside the triangle
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
initialize: function() {}};
|
||||
b2Distance.ProcessTwo = function(p1Out, p2Out, p1s, p2s, points)
|
||||
{
|
||||
// If in point[1] region
|
||||
//b2Vec2 r = -points[1];
|
||||
var rX = -points[1].x;
|
||||
var rY = -points[1].y;
|
||||
//b2Vec2 d = points[1] - points[0];
|
||||
var dX = points[0].x - points[1].x;
|
||||
var dY = points[0].y - points[1].y;
|
||||
//float32 length = d.Normalize();
|
||||
var length = Math.sqrt(dX*dX + dY*dY);
|
||||
dX /= length;
|
||||
dY /= length;
|
||||
|
||||
//float32 lambda = b2Dot(r, d);
|
||||
var lambda = rX * dX + rY * dY;
|
||||
if (lambda <= 0.0 || length < Number.MIN_VALUE)
|
||||
{
|
||||
// The simplex is reduced to a point.
|
||||
//*p1Out = p1s[1];
|
||||
p1Out.SetV(p1s[1]);
|
||||
//*p2Out = p2s[1];
|
||||
p2Out.SetV(p2s[1]);
|
||||
//p1s[0] = p1s[1];
|
||||
p1s[0].SetV(p1s[1]);
|
||||
//p2s[0] = p2s[1];
|
||||
p2s[0].SetV(p2s[1]);
|
||||
points[0].SetV(points[1]);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Else in edge region
|
||||
lambda /= length;
|
||||
//*p1Out = p1s[1] + lambda * (p1s[0] - p1s[1]);
|
||||
p1Out.x = p1s[1].x + lambda * (p1s[0].x - p1s[1].x);
|
||||
p1Out.y = p1s[1].y + lambda * (p1s[0].y - p1s[1].y);
|
||||
//*p2Out = p2s[1] + lambda * (p2s[0] - p2s[1]);
|
||||
p2Out.x = p2s[1].x + lambda * (p2s[0].x - p2s[1].x);
|
||||
p2Out.y = p2s[1].y + lambda * (p2s[0].y - p2s[1].y);
|
||||
return 2;
|
||||
};
|
||||
b2Distance.ProcessThree = function(p1Out, p2Out, p1s, p2s, points)
|
||||
{
|
||||
//b2Vec2 a = points[0];
|
||||
var aX = points[0].x;
|
||||
var aY = points[0].y;
|
||||
//b2Vec2 b = points[1];
|
||||
var bX = points[1].x;
|
||||
var bY = points[1].y;
|
||||
//b2Vec2 c = points[2];
|
||||
var cX = points[2].x;
|
||||
var cY = points[2].y;
|
||||
|
||||
//b2Vec2 ab = b - a;
|
||||
var abX = bX - aX;
|
||||
var abY = bY - aY;
|
||||
//b2Vec2 ac = c - a;
|
||||
var acX = cX - aX;
|
||||
var acY = cY - aY;
|
||||
//b2Vec2 bc = c - b;
|
||||
var bcX = cX - bX;
|
||||
var bcY = cY - bY;
|
||||
|
||||
//float32 sn = -b2Dot(a, ab), sd = b2Dot(b, ab);
|
||||
var sn = -(aX * abX + aY * abY);
|
||||
var sd = (bX * abX + bY * abY);
|
||||
//float32 tn = -b2Dot(a, ac), td = b2Dot(c, ac);
|
||||
var tn = -(aX * acX + aY * acY);
|
||||
var td = (cX * acX + cY * acY);
|
||||
//float32 un = -b2Dot(b, bc), ud = b2Dot(c, bc);
|
||||
var un = -(bX * bcX + bY * bcY);
|
||||
var ud = (cX * bcX + cY * bcY);
|
||||
|
||||
// In vertex c region?
|
||||
if (td <= 0.0 && ud <= 0.0)
|
||||
{
|
||||
// Single point
|
||||
//*p1Out = p1s[2];
|
||||
p1Out.SetV(p1s[2]);
|
||||
//*p2Out = p2s[2];
|
||||
p2Out.SetV(p2s[2]);
|
||||
//p1s[0] = p1s[2];
|
||||
p1s[0].SetV(p1s[2]);
|
||||
//p2s[0] = p2s[2];
|
||||
p2s[0].SetV(p2s[2]);
|
||||
points[0].SetV(points[2]);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Should not be in vertex a or b region.
|
||||
//b2Settings.b2Assert(sn > 0.0 || tn > 0.0);
|
||||
//b2Settings.b2Assert(sd > 0.0 || un > 0.0);
|
||||
|
||||
//float32 n = b2Cross(ab, ac);
|
||||
var n = abX * acY - abY * acX;
|
||||
|
||||
// Should not be in edge ab region.
|
||||
//float32 vc = n * b2Cross(a, b);
|
||||
var vc = n * (aX * bY - aY * bX);
|
||||
//b2Settings.b2Assert(vc > 0.0 || sn > 0.0 || sd > 0.0);
|
||||
|
||||
// In edge bc region?
|
||||
//float32 va = n * b2Cross(b, c);
|
||||
var va = n * (bX * cY - bY * cX);
|
||||
if (va <= 0.0 && un >= 0.0 && ud >= 0.0)
|
||||
{
|
||||
//b2Settings.b2Assert(un + ud > 0.0);
|
||||
|
||||
//float32 lambda = un / (un + ud);
|
||||
var lambda = un / (un + ud);
|
||||
//*p1Out = p1s[1] + lambda * (p1s[2] - p1s[1]);
|
||||
p1Out.x = p1s[1].x + lambda * (p1s[2].x - p1s[1].x);
|
||||
p1Out.y = p1s[1].y + lambda * (p1s[2].y - p1s[1].y);
|
||||
//*p2Out = p2s[1] + lambda * (p2s[2] - p2s[1]);
|
||||
p2Out.x = p2s[1].x + lambda * (p2s[2].x - p2s[1].x);
|
||||
p2Out.y = p2s[1].y + lambda * (p2s[2].y - p2s[1].y);
|
||||
//p1s[0] = p1s[2];
|
||||
p1s[0].SetV(p1s[2]);
|
||||
//p2s[0] = p2s[2];
|
||||
p2s[0].SetV(p2s[2]);
|
||||
//points[0] = points[2];
|
||||
points[0].SetV(points[2]);
|
||||
return 2;
|
||||
}
|
||||
|
||||
// In edge ac region?
|
||||
//float32 vb = n * b2Cross(c, a);
|
||||
var vb = n * (cX * aY - cY * aX);
|
||||
if (vb <= 0.0 && tn >= 0.0 && td >= 0.0)
|
||||
{
|
||||
//b2Settings.b2Assert(tn + td > 0.0);
|
||||
|
||||
//float32 lambda = tn / (tn + td);
|
||||
var lambda = tn / (tn + td);
|
||||
//*p1Out = p1s[0] + lambda * (p1s[2] - p1s[0]);
|
||||
p1Out.x = p1s[0].x + lambda * (p1s[2].x - p1s[0].x);
|
||||
p1Out.y = p1s[0].y + lambda * (p1s[2].y - p1s[0].y);
|
||||
//*p2Out = p2s[0] + lambda * (p2s[2] - p2s[0]);
|
||||
p2Out.x = p2s[0].x + lambda * (p2s[2].x - p2s[0].x);
|
||||
p2Out.y = p2s[0].y + lambda * (p2s[2].y - p2s[0].y);
|
||||
//p1s[1] = p1s[2];
|
||||
p1s[1].SetV(p1s[2]);
|
||||
//p2s[1] = p2s[2];
|
||||
p2s[1].SetV(p2s[2]);
|
||||
//points[1] = points[2];
|
||||
points[1].SetV(points[2]);
|
||||
return 2;
|
||||
}
|
||||
|
||||
// Inside the triangle, compute barycentric coordinates
|
||||
//float32 denom = va + vb + vc;
|
||||
var denom = va + vb + vc;
|
||||
//b2Settings.b2Assert(denom > 0.0);
|
||||
denom = 1.0 / denom;
|
||||
//float32 u = va * denom;
|
||||
var u = va * denom;
|
||||
//float32 v = vb * denom;
|
||||
var v = vb * denom;
|
||||
//float32 w = 1.0f - u - v;
|
||||
var w = 1.0 - u - v;
|
||||
//*p1Out = u * p1s[0] + v * p1s[1] + w * p1s[2];
|
||||
p1Out.x = u * p1s[0].x + v * p1s[1].x + w * p1s[2].x;
|
||||
p1Out.y = u * p1s[0].y + v * p1s[1].y + w * p1s[2].y;
|
||||
//*p2Out = u * p2s[0] + v * p2s[1] + w * p2s[2];
|
||||
p2Out.x = u * p2s[0].x + v * p2s[1].x + w * p2s[2].x;
|
||||
p2Out.y = u * p2s[0].y + v * p2s[1].y + w * p2s[2].y;
|
||||
return 3;
|
||||
};
|
||||
b2Distance.InPoinsts = function(w, points, pointCount)
|
||||
{
|
||||
for (var i = 0; i < pointCount; ++i)
|
||||
{
|
||||
if (w.x == points[i].x && w.y == points[i].y)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
b2Distance.Distance = function(p1Out, p2Out, shape1, shape2)
|
||||
{
|
||||
//b2Vec2 p1s[3], p2s[3];
|
||||
var p1s = new Array(3);
|
||||
var p2s = new Array(3);
|
||||
//b2Vec2 points[3];
|
||||
var points = new Array(3);
|
||||
//int32 pointCount = 0;
|
||||
var pointCount = 0;
|
||||
|
||||
//*p1Out = shape1->m_position;
|
||||
p1Out.SetV(shape1.m_position);
|
||||
//*p2Out = shape2->m_position;
|
||||
p2Out.SetV(shape2.m_position);
|
||||
|
||||
var vSqr = 0.0;
|
||||
var maxIterations = 20;
|
||||
for (var iter = 0; iter < maxIterations; ++iter)
|
||||
{
|
||||
//b2Vec2 v = *p2Out - *p1Out;
|
||||
var vX = p2Out.x - p1Out.x;
|
||||
var vY = p2Out.y - p1Out.y;
|
||||
//b2Vec2 w1 = shape1->Support(v);
|
||||
var w1 = shape1.Support(vX, vY);
|
||||
//b2Vec2 w2 = shape2->Support(-v);
|
||||
var w2 = shape2.Support(-vX, -vY);
|
||||
//float32 vSqr = b2Dot(v, v);
|
||||
vSqr = (vX*vX + vY*vY);
|
||||
//b2Vec2 w = w2 - w1;
|
||||
var wX = w2.x - w1.x;
|
||||
var wY = w2.y - w1.y;
|
||||
//float32 vw = b2Dot(v, w);
|
||||
var vw = (vX*wX + vY*wY);
|
||||
//if (vSqr - b2Dot(v, w) <= 0.01f * vSqr)
|
||||
if (vSqr - b2Dot(vX * wX + vY * wY) <= 0.01 * vSqr)
|
||||
{
|
||||
if (pointCount == 0)
|
||||
{
|
||||
//*p1Out = w1;
|
||||
p1Out.SetV(w1);
|
||||
//*p2Out = w2;
|
||||
p2Out.SetV(w2);
|
||||
}
|
||||
b2Distance.g_GJK_Iterations = iter;
|
||||
return Math.sqrt(vSqr);
|
||||
}
|
||||
|
||||
switch (pointCount)
|
||||
{
|
||||
case 0:
|
||||
//p1s[0] = w1;
|
||||
p1s[0].SetV(w1);
|
||||
//p2s[0] = w2;
|
||||
p2s[0].SetV(w2);
|
||||
points[0] = w;
|
||||
//*p1Out = p1s[0];
|
||||
p1Out.SetV(p1s[0]);
|
||||
//*p2Out = p2s[0];
|
||||
p2Out.SetV(p2s[0]);
|
||||
++pointCount;
|
||||
break;
|
||||
|
||||
case 1:
|
||||
//p1s[1] = w1;
|
||||
p1s[1].SetV(w1);
|
||||
//p2s[1] = w2;
|
||||
p2s[1].SetV(w2);
|
||||
//points[1] = w;
|
||||
points[1].x = wX;
|
||||
points[1].y = wY;
|
||||
pointCount = b2Distance.ProcessTwo(p1Out, p2Out, p1s, p2s, points);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
//p1s[2] = w1;
|
||||
p1s[2].SetV(w1);
|
||||
//p2s[2] = w2;
|
||||
p2s[2].SetV(w2);
|
||||
//points[2] = w;
|
||||
points[2].x = wX;
|
||||
points[2].y = wY;
|
||||
pointCount = b2Distance.ProcessThree(p1Out, p2Out, p1s, p2s, points);
|
||||
break;
|
||||
}
|
||||
|
||||
// If we have three points, then the origin is in the corresponding triangle.
|
||||
if (pointCount == 3)
|
||||
{
|
||||
b2Distance.g_GJK_Iterations = iter;
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
//float32 maxSqr = -FLT_MAX;
|
||||
var maxSqr = -Number.MAX_VALUE;
|
||||
for (var i = 0; i < pointCount; ++i)
|
||||
{
|
||||
//maxSqr = b2Math.b2Max(maxSqr, b2Dot(points[i], points[i]));
|
||||
maxSqr = b2Math.b2Max(maxSqr, (points[i].x*points[i].x + points[i].y*points[i].y));
|
||||
}
|
||||
|
||||
if (pointCount == 3 || vSqr <= 100.0 * Number.MIN_VALUE * maxSqr)
|
||||
{
|
||||
b2Distance.g_GJK_Iterations = iter;
|
||||
return Math.sqrt(vSqr);
|
||||
}
|
||||
}
|
||||
|
||||
b2Distance.g_GJK_Iterations = maxIterations;
|
||||
return Math.sqrt(vSqr);
|
||||
};
|
||||
b2Distance.g_GJK_Iterations = 0;
|
|
@ -1,34 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// A manifold for two touching convex shapes.
|
||||
var b2Manifold = Class.create();
|
||||
b2Manifold.prototype =
|
||||
{
|
||||
initialize: function(){
|
||||
this.points = new Array(b2Settings.b2_maxManifoldPoints);
|
||||
for (var i = 0; i < b2Settings.b2_maxManifoldPoints; i++){
|
||||
this.points[i] = new b2ContactPoint();
|
||||
}
|
||||
this.normal = new b2Vec2();
|
||||
},
|
||||
points: null,
|
||||
normal: null,
|
||||
pointCount: 0};
|
|
@ -1,34 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
// A manifold for two touching convex shapes.
|
||||
var b2OBB = Class.create();
|
||||
b2OBB.prototype =
|
||||
{
|
||||
R: new b2Mat22(),
|
||||
center: new b2Vec2(),
|
||||
extents: new b2Vec2(),
|
||||
initialize: function() {
|
||||
// initialize instance variables for references
|
||||
this.R = new b2Mat22();
|
||||
this.center = new b2Vec2();
|
||||
this.extents = new b2Vec2();
|
||||
//
|
||||
}};
|
|
@ -1,60 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
// The pair manager is used by the broad-phase to quickly add/remove/find pairs
|
||||
// of overlapping proxies. It is based closely on code provided by Pierre Terdiman.
|
||||
// http:
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2Pair = Class.create();
|
||||
b2Pair.prototype =
|
||||
{
|
||||
|
||||
|
||||
SetBuffered: function() { this.status |= b2Pair.e_pairBuffered; },
|
||||
ClearBuffered: function() { this.status &= ~b2Pair.e_pairBuffered; },
|
||||
IsBuffered: function(){ return (this.status & b2Pair.e_pairBuffered) == b2Pair.e_pairBuffered; },
|
||||
|
||||
SetRemoved: function() { this.status |= b2Pair.e_pairRemoved; },
|
||||
ClearRemoved: function() { this.status &= ~b2Pair.e_pairRemoved; },
|
||||
IsRemoved: function(){ return (this.status & b2Pair.e_pairRemoved) == b2Pair.e_pairRemoved; },
|
||||
|
||||
SetFinal: function() { this.status |= b2Pair.e_pairFinal; },
|
||||
IsFinal: function(){ return (this.status & b2Pair.e_pairFinal) == b2Pair.e_pairFinal; },
|
||||
|
||||
userData: null,
|
||||
proxyId1: 0,
|
||||
proxyId2: 0,
|
||||
next: 0,
|
||||
status: 0,
|
||||
|
||||
// STATIC
|
||||
|
||||
// enum
|
||||
|
||||
initialize: function() {}};
|
||||
b2Pair.b2_nullPair = b2Settings.USHRT_MAX;
|
||||
b2Pair.b2_nullProxy = b2Settings.USHRT_MAX;
|
||||
b2Pair.b2_tableCapacity = b2Settings.b2_maxPairs;
|
||||
b2Pair.b2_tableMask = b2Pair.b2_tableCapacity - 1;
|
||||
b2Pair.e_pairBuffered = 0x0001;
|
||||
b2Pair.e_pairRemoved = 0x0002;
|
||||
b2Pair.e_pairFinal = 0x0004;
|
|
@ -1,34 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
var b2PairCallback = Class.create();
|
||||
b2PairCallback.prototype =
|
||||
{
|
||||
//virtual ~b2PairCallback() {}
|
||||
|
||||
// This returns the new pair user data.
|
||||
PairAdded: function(proxyUserData1, proxyUserData2){return null},
|
||||
|
||||
// This should free the pair's user data. In extreme circumstances, it is possible
|
||||
// this will be called with null pairUserData because the pair never existed.
|
||||
PairRemoved: function(proxyUserData1, proxyUserData2, pairUserData){},
|
||||
initialize: function() {}};
|
||||
|
||||
|
|
@ -1,386 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
// The pair manager is used by the broad-phase to quickly add/remove/find pairs
|
||||
// of overlapping proxies. It is based closely on code provided by Pierre Terdiman.
|
||||
// http:
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2PairManager = Class.create();
|
||||
b2PairManager.prototype =
|
||||
{
|
||||
//public:
|
||||
initialize: function(){
|
||||
var i = 0;
|
||||
//b2Settings.b2Assert(b2Math.b2IsPowerOfTwo(b2Pair.b2_tableCapacity) == true);
|
||||
//b2Settings.b2Assert(b2Pair.b2_tableCapacity >= b2Settings.b2_maxPairs);
|
||||
this.m_hashTable = new Array(b2Pair.b2_tableCapacity);
|
||||
for (i = 0; i < b2Pair.b2_tableCapacity; ++i)
|
||||
{
|
||||
this.m_hashTable[i] = b2Pair.b2_nullPair;
|
||||
}
|
||||
this.m_pairs = new Array(b2Settings.b2_maxPairs);
|
||||
for (i = 0; i < b2Settings.b2_maxPairs; ++i)
|
||||
{
|
||||
this.m_pairs[i] = new b2Pair();
|
||||
}
|
||||
this.m_pairBuffer = new Array(b2Settings.b2_maxPairs);
|
||||
for (i = 0; i < b2Settings.b2_maxPairs; ++i)
|
||||
{
|
||||
this.m_pairBuffer[i] = new b2BufferedPair();
|
||||
}
|
||||
|
||||
for (i = 0; i < b2Settings.b2_maxPairs; ++i)
|
||||
{
|
||||
this.m_pairs[i].proxyId1 = b2Pair.b2_nullProxy;
|
||||
this.m_pairs[i].proxyId2 = b2Pair.b2_nullProxy;
|
||||
this.m_pairs[i].userData = null;
|
||||
this.m_pairs[i].status = 0;
|
||||
this.m_pairs[i].next = (i + 1);
|
||||
}
|
||||
this.m_pairs[b2Settings.b2_maxPairs-1].next = b2Pair.b2_nullPair;
|
||||
this.m_pairCount = 0;
|
||||
},
|
||||
//~b2PairManager();
|
||||
|
||||
Initialize: function(broadPhase, callback){
|
||||
this.m_broadPhase = broadPhase;
|
||||
this.m_callback = callback;
|
||||
},
|
||||
|
||||
/*
|
||||
As proxies are created and moved, many pairs are created and destroyed. Even worse, the same
|
||||
pair may be added and removed multiple times in a single time step of the physics engine. To reduce
|
||||
traffic in the pair manager, we try to avoid destroying pairs in the pair manager until the
|
||||
end of the physics step. This is done by buffering all the this.RemovePair requests. this.AddPair
|
||||
requests are processed immediately because we need the hash table entry for quick lookup.
|
||||
|
||||
All user user callbacks are delayed until the buffered pairs are confirmed in this.Commit.
|
||||
This is very important because the user callbacks may be very expensive and client logic
|
||||
may be harmed if pairs are added and removed within the same time step.
|
||||
|
||||
Buffer a pair for addition.
|
||||
We may add a pair that is not in the pair manager or pair buffer.
|
||||
We may add a pair that is already in the pair manager and pair buffer.
|
||||
If the added pair is not a new pair, then it must be in the pair buffer (because this.RemovePair was called).
|
||||
*/
|
||||
AddBufferedPair: function(proxyId1, proxyId2){
|
||||
//b2Settings.b2Assert(id1 != b2_nullProxy && id2 != b2_nullProxy);
|
||||
//b2Settings.b2Assert(this.m_pairBufferCount < b2_maxPairs);
|
||||
|
||||
var pair = this.AddPair(proxyId1, proxyId2);
|
||||
|
||||
// If this pair is not in the pair buffer ...
|
||||
if (pair.IsBuffered() == false)
|
||||
{
|
||||
// This must be a newly added pair.
|
||||
//b2Settings.b2Assert(pair.IsFinal() == false);
|
||||
|
||||
// Add it to the pair buffer.
|
||||
pair.SetBuffered();
|
||||
this.m_pairBuffer[this.m_pairBufferCount].proxyId1 = pair.proxyId1;
|
||||
this.m_pairBuffer[this.m_pairBufferCount].proxyId2 = pair.proxyId2;
|
||||
++this.m_pairBufferCount;
|
||||
|
||||
//b2Settings.b2Assert(this.m_pairBufferCount <= this.m_pairCount);
|
||||
}
|
||||
|
||||
// Confirm this pair for the subsequent call to this.Commit.
|
||||
pair.ClearRemoved();
|
||||
|
||||
if (b2BroadPhase.s_validate)
|
||||
{
|
||||
this.ValidateBuffer();
|
||||
}
|
||||
},
|
||||
|
||||
// Buffer a pair for removal.
|
||||
RemoveBufferedPair: function(proxyId1, proxyId2){
|
||||
//b2Settings.b2Assert(id1 != b2_nullProxy && id2 != b2_nullProxy);
|
||||
//b2Settings.b2Assert(this.m_pairBufferCount < b2_maxPairs);
|
||||
|
||||
var pair = this.Find(proxyId1, proxyId2);
|
||||
|
||||
if (pair == null)
|
||||
{
|
||||
// The pair never existed. This is legal (due to collision filtering).
|
||||
return;
|
||||
}
|
||||
|
||||
// If this pair is not in the pair buffer ...
|
||||
if (pair.IsBuffered() == false)
|
||||
{
|
||||
// This must be an old pair.
|
||||
//b2Settings.b2Assert(pair.IsFinal() == true);
|
||||
|
||||
pair.SetBuffered();
|
||||
this.m_pairBuffer[this.m_pairBufferCount].proxyId1 = pair.proxyId1;
|
||||
this.m_pairBuffer[this.m_pairBufferCount].proxyId2 = pair.proxyId2;
|
||||
++this.m_pairBufferCount;
|
||||
|
||||
//b2Settings.b2Assert(this.m_pairBufferCount <= this.m_pairCount);
|
||||
}
|
||||
|
||||
pair.SetRemoved();
|
||||
|
||||
if (b2BroadPhase.s_validate)
|
||||
{
|
||||
this.ValidateBuffer();
|
||||
}
|
||||
},
|
||||
|
||||
Commit: function(){
|
||||
var i = 0;
|
||||
|
||||
var removeCount = 0;
|
||||
|
||||
var proxies = this.m_broadPhase.m_proxyPool;
|
||||
|
||||
for (i = 0; i < this.m_pairBufferCount; ++i)
|
||||
{
|
||||
var pair = this.Find(this.m_pairBuffer[i].proxyId1, this.m_pairBuffer[i].proxyId2);
|
||||
//b2Settings.b2Assert(pair.IsBuffered());
|
||||
pair.ClearBuffered();
|
||||
|
||||
//b2Settings.b2Assert(pair.proxyId1 < b2Settings.b2_maxProxies && pair.proxyId2 < b2Settings.b2_maxProxies);
|
||||
|
||||
var proxy1 = proxies[ pair.proxyId1 ];
|
||||
var proxy2 = proxies[ pair.proxyId2 ];
|
||||
|
||||
//b2Settings.b2Assert(proxy1.IsValid());
|
||||
//b2Settings.b2Assert(proxy2.IsValid());
|
||||
|
||||
if (pair.IsRemoved())
|
||||
{
|
||||
// It is possible a pair was added then removed before a commit. Therefore,
|
||||
// we should be careful not to tell the user the pair was removed when the
|
||||
// the user didn't receive a matching add.
|
||||
if (pair.IsFinal() == true)
|
||||
{
|
||||
this.m_callback.PairRemoved(proxy1.userData, proxy2.userData, pair.userData);
|
||||
}
|
||||
|
||||
// Store the ids so we can actually remove the pair below.
|
||||
this.m_pairBuffer[removeCount].proxyId1 = pair.proxyId1;
|
||||
this.m_pairBuffer[removeCount].proxyId2 = pair.proxyId2;
|
||||
++removeCount;
|
||||
}
|
||||
else
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_broadPhase.TestOverlap(proxy1, proxy2) == true);
|
||||
|
||||
if (pair.IsFinal() == false)
|
||||
{
|
||||
pair.userData = this.m_callback.PairAdded(proxy1.userData, proxy2.userData);
|
||||
pair.SetFinal();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < removeCount; ++i)
|
||||
{
|
||||
this.RemovePair(this.m_pairBuffer[i].proxyId1, this.m_pairBuffer[i].proxyId2);
|
||||
}
|
||||
|
||||
this.m_pairBufferCount = 0;
|
||||
|
||||
if (b2BroadPhase.s_validate)
|
||||
{
|
||||
this.ValidateTable();
|
||||
}
|
||||
},
|
||||
|
||||
//private:
|
||||
|
||||
// Add a pair and return the new pair. If the pair already exists,
|
||||
// no new pair is created and the old one is returned.
|
||||
AddPair: function(proxyId1, proxyId2){
|
||||
|
||||
if (proxyId1 > proxyId2){
|
||||
var temp = proxyId1;
|
||||
proxyId1 = proxyId2;
|
||||
proxyId2 = temp;
|
||||
//b2Math.b2Swap(p1, p2);
|
||||
}
|
||||
|
||||
var hash = b2PairManager.Hash(proxyId1, proxyId2) & b2Pair.b2_tableMask;
|
||||
|
||||
//var pairIndex = this.FindHash(proxyId1, proxyId2, hash);
|
||||
var pair = pair = this.FindHash(proxyId1, proxyId2, hash);
|
||||
|
||||
if (pair != null)
|
||||
{
|
||||
return pair;
|
||||
}
|
||||
|
||||
//b2Settings.b2Assert(this.m_pairCount < b2Settings.b2_maxPairs && this.m_freePair != b2_nullPair);
|
||||
|
||||
var pIndex = this.m_freePair;
|
||||
pair = this.m_pairs[pIndex];
|
||||
this.m_freePair = pair.next;
|
||||
|
||||
pair.proxyId1 = proxyId1;
|
||||
pair.proxyId2 = proxyId2;
|
||||
pair.status = 0;
|
||||
pair.userData = null;
|
||||
pair.next = this.m_hashTable[hash];
|
||||
|
||||
this.m_hashTable[hash] = pIndex;
|
||||
|
||||
++this.m_pairCount;
|
||||
|
||||
return pair;
|
||||
},
|
||||
|
||||
// Remove a pair, return the pair's userData.
|
||||
RemovePair: function(proxyId1, proxyId2){
|
||||
|
||||
//b2Settings.b2Assert(this.m_pairCount > 0);
|
||||
|
||||
if (proxyId1 > proxyId2){
|
||||
var temp = proxyId1;
|
||||
proxyId1 = proxyId2;
|
||||
proxyId2 = temp;
|
||||
//b2Math.b2Swap(proxyId1, proxyId2);
|
||||
}
|
||||
|
||||
var hash = b2PairManager.Hash(proxyId1, proxyId2) & b2Pair.b2_tableMask;
|
||||
|
||||
var node = this.m_hashTable[hash];
|
||||
var pNode = null;
|
||||
|
||||
while (node != b2Pair.b2_nullPair)
|
||||
{
|
||||
if (b2PairManager.Equals(this.m_pairs[node], proxyId1, proxyId2))
|
||||
{
|
||||
var index = node;
|
||||
|
||||
//*node = this.m_pairs[*node].next;
|
||||
if (pNode){
|
||||
pNode.next = this.m_pairs[node].next;
|
||||
}
|
||||
else{
|
||||
this.m_hashTable[hash] = this.m_pairs[node].next;
|
||||
}
|
||||
|
||||
var pair = this.m_pairs[ index ];
|
||||
var userData = pair.userData;
|
||||
|
||||
// Scrub
|
||||
pair.next = this.m_freePair;
|
||||
pair.proxyId1 = b2Pair.b2_nullProxy;
|
||||
pair.proxyId2 = b2Pair.b2_nullProxy;
|
||||
pair.userData = null;
|
||||
pair.status = 0;
|
||||
|
||||
this.m_freePair = index;
|
||||
--this.m_pairCount;
|
||||
return userData;
|
||||
}
|
||||
else
|
||||
{
|
||||
//node = &this.m_pairs[*node].next;
|
||||
pNode = this.m_pairs[node];
|
||||
node = pNode.next;
|
||||
}
|
||||
}
|
||||
|
||||
//b2Settings.b2Assert(false);
|
||||
return null;
|
||||
},
|
||||
|
||||
Find: function(proxyId1, proxyId2){
|
||||
|
||||
if (proxyId1 > proxyId2){
|
||||
var temp = proxyId1;
|
||||
proxyId1 = proxyId2;
|
||||
proxyId2 = temp;
|
||||
//b2Math.b2Swap(proxyId1, proxyId2);
|
||||
}
|
||||
|
||||
var hash = b2PairManager.Hash(proxyId1, proxyId2) & b2Pair.b2_tableMask;
|
||||
|
||||
return this.FindHash(proxyId1, proxyId2, hash);
|
||||
},
|
||||
FindHash: function(proxyId1, proxyId2, hash){
|
||||
var index = this.m_hashTable[hash];
|
||||
|
||||
while( index != b2Pair.b2_nullPair && b2PairManager.Equals(this.m_pairs[index], proxyId1, proxyId2) == false)
|
||||
{
|
||||
index = this.m_pairs[index].next;
|
||||
}
|
||||
|
||||
if ( index == b2Pair.b2_nullPair )
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
//b2Settings.b2Assert(index < b2_maxPairs);
|
||||
|
||||
return this.m_pairs[ index ];
|
||||
},
|
||||
|
||||
ValidateBuffer: function(){
|
||||
// DEBUG
|
||||
},
|
||||
|
||||
ValidateTable: function(){
|
||||
// DEBUG
|
||||
},
|
||||
|
||||
//public:
|
||||
m_broadPhase: null,
|
||||
m_callback: null,
|
||||
m_pairs: null,
|
||||
m_freePair: 0,
|
||||
m_pairCount: 0,
|
||||
|
||||
m_pairBuffer: null,
|
||||
m_pairBufferCount: 0,
|
||||
|
||||
m_hashTable: null
|
||||
|
||||
|
||||
// static
|
||||
// Thomas Wang's hash, see: http:
|
||||
|
||||
|
||||
|
||||
};
|
||||
b2PairManager.Hash = function(proxyId1, proxyId2)
|
||||
{
|
||||
var key = ((proxyId2 << 16) & 0xffff0000) | proxyId1;
|
||||
key = ~key + ((key << 15) & 0xFFFF8000);
|
||||
key = key ^ ((key >> 12) & 0x000fffff);
|
||||
key = key + ((key << 2) & 0xFFFFFFFC);
|
||||
key = key ^ ((key >> 4) & 0x0fffffff);
|
||||
key = key * 2057;
|
||||
key = key ^ ((key >> 16) & 0x0000ffff);
|
||||
return key;
|
||||
};
|
||||
b2PairManager.Equals = function(pair, proxyId1, proxyId2)
|
||||
{
|
||||
return (pair.proxyId1 == proxyId1 && pair.proxyId2 == proxyId2);
|
||||
};
|
||||
b2PairManager.EqualsPair = function(pair1, pair2)
|
||||
{
|
||||
return pair1.proxyId1 == pair2.proxyId1 && pair1.proxyId2 == pair2.proxyId2;
|
||||
};
|
|
@ -1,40 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
var b2Proxy = Class.create();
|
||||
b2Proxy.prototype = {
|
||||
GetNext: function(){ return this.lowerBounds[0]; },
|
||||
SetNext: function(next) { this.lowerBounds[0] = next /*& 0x0000ffff*/; },
|
||||
|
||||
IsValid: function(){ return this.overlapCount != b2BroadPhase.b2_invalid; },
|
||||
|
||||
lowerBounds: [/*uint*/(0), /*uint*/(0)],
|
||||
upperBounds: [/*uint*/(0), /*uint*/(0)],
|
||||
overlapCount: 0,
|
||||
timeStamp: 0,
|
||||
|
||||
userData: null,
|
||||
|
||||
initialize: function() {
|
||||
// initialize instance variables for references
|
||||
this.lowerBounds = [/*uint*/(0), /*uint*/(0)];
|
||||
this.upperBounds = [/*uint*/(0), /*uint*/(0)];
|
||||
//
|
||||
}}
|
|
@ -1,49 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2BoxDef = Class.create();
|
||||
Object.extend(b2BoxDef.prototype, b2ShapeDef.prototype);
|
||||
Object.extend(b2BoxDef.prototype,
|
||||
{
|
||||
initialize: function()
|
||||
{
|
||||
// The constructor for b2ShapeDef
|
||||
this.type = b2Shape.e_unknownShape;
|
||||
this.userData = null;
|
||||
this.localPosition = new b2Vec2(0.0, 0.0);
|
||||
this.localRotation = 0.0;
|
||||
this.friction = 0.2;
|
||||
this.restitution = 0.0;
|
||||
this.density = 0.0;
|
||||
this.categoryBits = 0x0001;
|
||||
this.maskBits = 0xFFFF;
|
||||
this.groupIndex = 0;
|
||||
//
|
||||
|
||||
this.type = b2Shape.e_boxShape;
|
||||
this.extents = new b2Vec2(1.0, 1.0);
|
||||
},
|
||||
|
||||
extents: null});
|
||||
|
|
@ -1,49 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2CircleDef = Class.create();
|
||||
Object.extend(b2CircleDef.prototype, b2ShapeDef.prototype);
|
||||
Object.extend(b2CircleDef.prototype,
|
||||
{
|
||||
initialize: function()
|
||||
{
|
||||
// The constructor for b2ShapeDef
|
||||
this.type = b2Shape.e_unknownShape;
|
||||
this.userData = null;
|
||||
this.localPosition = new b2Vec2(0.0, 0.0);
|
||||
this.localRotation = 0.0;
|
||||
this.friction = 0.2;
|
||||
this.restitution = 0.0;
|
||||
this.density = 0.0;
|
||||
this.categoryBits = 0x0001;
|
||||
this.maskBits = 0xFFFF;
|
||||
this.groupIndex = 0;
|
||||
//
|
||||
|
||||
this.type = b2Shape.e_circleShape;
|
||||
this.radius = 1.0;
|
||||
},
|
||||
|
||||
radius: null});
|
||||
|
|
@ -1,198 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2CircleShape = Class.create();
|
||||
Object.extend(b2CircleShape.prototype, b2Shape.prototype);
|
||||
Object.extend(b2CircleShape.prototype,
|
||||
{
|
||||
TestPoint: function(p){
|
||||
//var d = b2Math.SubtractVV(p, this.m_position);
|
||||
var d = new b2Vec2();
|
||||
d.SetV(p);
|
||||
d.Subtract(this.m_position);
|
||||
return b2Math.b2Dot(d, d) <= this.m_radius * this.m_radius;
|
||||
},
|
||||
|
||||
//--------------- Internals Below -------------------
|
||||
|
||||
initialize: function(def, body, localCenter){
|
||||
// initialize instance variables for references
|
||||
this.m_R = new b2Mat22();
|
||||
this.m_position = new b2Vec2();
|
||||
//
|
||||
|
||||
// The constructor for b2Shape
|
||||
this.m_userData = def.userData;
|
||||
|
||||
this.m_friction = def.friction;
|
||||
this.m_restitution = def.restitution;
|
||||
this.m_body = body;
|
||||
|
||||
this.m_proxyId = b2Pair.b2_nullProxy;
|
||||
|
||||
this.m_maxRadius = 0.0;
|
||||
|
||||
this.m_categoryBits = def.categoryBits;
|
||||
this.m_maskBits = def.maskBits;
|
||||
this.m_groupIndex = def.groupIndex;
|
||||
//
|
||||
|
||||
// initialize instance variables for references
|
||||
this.m_localPosition = new b2Vec2();
|
||||
//
|
||||
|
||||
//super(def, body);
|
||||
|
||||
//b2Settings.b2Assert(def.type == b2Shape.e_circleShape);
|
||||
var circle = def;
|
||||
|
||||
//this.m_localPosition = def.localPosition - localCenter;
|
||||
this.m_localPosition.Set(def.localPosition.x - localCenter.x, def.localPosition.y - localCenter.y);
|
||||
this.m_type = b2Shape.e_circleShape;
|
||||
this.m_radius = circle.radius;
|
||||
|
||||
this.m_R.SetM(this.m_body.m_R);
|
||||
//b2Vec2 r = b2Mul(this.m_body->this.m_R, this.m_localPosition);
|
||||
var rX = this.m_R.col1.x * this.m_localPosition.x + this.m_R.col2.x * this.m_localPosition.y;
|
||||
var rY = this.m_R.col1.y * this.m_localPosition.x + this.m_R.col2.y * this.m_localPosition.y;
|
||||
//this.m_position = this.m_body->this.m_position + r;
|
||||
this.m_position.x = this.m_body.m_position.x + rX;
|
||||
this.m_position.y = this.m_body.m_position.y + rY;
|
||||
//this.m_maxRadius = r.Length() + this.m_radius;
|
||||
this.m_maxRadius = Math.sqrt(rX*rX+rY*rY) + this.m_radius;
|
||||
|
||||
var aabb = new b2AABB();
|
||||
aabb.minVertex.Set(this.m_position.x - this.m_radius, this.m_position.y - this.m_radius);
|
||||
aabb.maxVertex.Set(this.m_position.x + this.m_radius, this.m_position.y + this.m_radius);
|
||||
|
||||
var broadPhase = this.m_body.m_world.m_broadPhase;
|
||||
if (broadPhase.InRange(aabb))
|
||||
{
|
||||
this.m_proxyId = broadPhase.CreateProxy(aabb, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_proxyId = b2Pair.b2_nullProxy;
|
||||
}
|
||||
|
||||
if (this.m_proxyId == b2Pair.b2_nullProxy)
|
||||
{
|
||||
this.m_body.Freeze();
|
||||
}
|
||||
},
|
||||
|
||||
Synchronize: function(position1, R1, position2, R2){
|
||||
this.m_R.SetM(R2);
|
||||
//this.m_position = position2 + b2Mul(R2, this.m_localPosition);
|
||||
this.m_position.x = (R2.col1.x * this.m_localPosition.x + R2.col2.x * this.m_localPosition.y) + position2.x;
|
||||
this.m_position.y = (R2.col1.y * this.m_localPosition.x + R2.col2.y * this.m_localPosition.y) + position2.y;
|
||||
|
||||
if (this.m_proxyId == b2Pair.b2_nullProxy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Compute an AABB that covers the swept shape (may miss some rotation effect).
|
||||
//b2Vec2 p1 = position1 + b2Mul(R1, this.m_localPosition);
|
||||
var p1X = position1.x + (R1.col1.x * this.m_localPosition.x + R1.col2.x * this.m_localPosition.y);
|
||||
var p1Y = position1.y + (R1.col1.y * this.m_localPosition.x + R1.col2.y * this.m_localPosition.y);
|
||||
//b2Vec2 lower = b2Min(p1, this.m_position);
|
||||
var lowerX = Math.min(p1X, this.m_position.x);
|
||||
var lowerY = Math.min(p1Y, this.m_position.y);
|
||||
//b2Vec2 upper = b2Max(p1, this.m_position);
|
||||
var upperX = Math.max(p1X, this.m_position.x);
|
||||
var upperY = Math.max(p1Y, this.m_position.y);
|
||||
|
||||
var aabb = new b2AABB();
|
||||
aabb.minVertex.Set(lowerX - this.m_radius, lowerY - this.m_radius);
|
||||
aabb.maxVertex.Set(upperX + this.m_radius, upperY + this.m_radius);
|
||||
|
||||
var broadPhase = this.m_body.m_world.m_broadPhase;
|
||||
if (broadPhase.InRange(aabb))
|
||||
{
|
||||
broadPhase.MoveProxy(this.m_proxyId, aabb);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_body.Freeze();
|
||||
}
|
||||
},
|
||||
|
||||
QuickSync: function(position, R){
|
||||
this.m_R.SetM(R);
|
||||
//this.m_position = position + b2Mul(R, this.m_localPosition);
|
||||
this.m_position.x = (R.col1.x * this.m_localPosition.x + R.col2.x * this.m_localPosition.y) + position.x;
|
||||
this.m_position.y = (R.col1.y * this.m_localPosition.x + R.col2.y * this.m_localPosition.y) + position.y;
|
||||
},
|
||||
|
||||
|
||||
ResetProxy: function(broadPhase)
|
||||
{
|
||||
if (this.m_proxyId == b2Pair.b2_nullProxy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var proxy = broadPhase.GetProxy(this.m_proxyId);
|
||||
|
||||
broadPhase.DestroyProxy(this.m_proxyId);
|
||||
proxy = null;
|
||||
|
||||
var aabb = new b2AABB();
|
||||
aabb.minVertex.Set(this.m_position.x - this.m_radius, this.m_position.y - this.m_radius);
|
||||
aabb.maxVertex.Set(this.m_position.x + this.m_radius, this.m_position.y + this.m_radius);
|
||||
|
||||
if (broadPhase.InRange(aabb))
|
||||
{
|
||||
this.m_proxyId = broadPhase.CreateProxy(aabb, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_proxyId = b2Pair.b2_nullProxy;
|
||||
}
|
||||
|
||||
if (this.m_proxyId == b2Pair.b2_nullProxy)
|
||||
{
|
||||
this.m_body.Freeze();
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
Support: function(dX, dY, out)
|
||||
{
|
||||
//b2Vec2 u = d;
|
||||
//u.Normalize();
|
||||
var len = Math.sqrt(dX*dX + dY*dY);
|
||||
dX /= len;
|
||||
dY /= len;
|
||||
//return this.m_position + this.m_radius * u;
|
||||
out.Set( this.m_position.x + this.m_radius*dX,
|
||||
this.m_position.y + this.m_radius*dY);
|
||||
},
|
||||
|
||||
|
||||
// Local position in parent body
|
||||
m_localPosition: new b2Vec2(),
|
||||
m_radius: null});
|
||||
|
|
@ -1,36 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2MassData = Class.create();
|
||||
b2MassData.prototype =
|
||||
{
|
||||
mass: 0.0,
|
||||
center: new b2Vec2(0,0),
|
||||
I: 0.0,
|
||||
|
||||
initialize: function() {
|
||||
// initialize instance variables for references
|
||||
this.center = new b2Vec2(0,0);
|
||||
//
|
||||
}}
|
|
@ -1,58 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2PolyDef = Class.create();
|
||||
Object.extend(b2PolyDef.prototype, b2ShapeDef.prototype);
|
||||
Object.extend(b2PolyDef.prototype,
|
||||
{
|
||||
initialize: function()
|
||||
{
|
||||
// The constructor for b2ShapeDef
|
||||
this.type = b2Shape.e_unknownShape;
|
||||
this.userData = null;
|
||||
this.localPosition = new b2Vec2(0.0, 0.0);
|
||||
this.localRotation = 0.0;
|
||||
this.friction = 0.2;
|
||||
this.restitution = 0.0;
|
||||
this.density = 0.0;
|
||||
this.categoryBits = 0x0001;
|
||||
this.maskBits = 0xFFFF;
|
||||
this.groupIndex = 0;
|
||||
//
|
||||
|
||||
// initialize instance variables for references
|
||||
this.vertices = new Array(b2Settings.b2_maxPolyVertices);
|
||||
//
|
||||
|
||||
this.type = b2Shape.e_polyShape;
|
||||
this.vertexCount = 0;
|
||||
|
||||
for (var i = 0; i < b2Settings.b2_maxPolyVertices; i++){
|
||||
this.vertices[i] = new b2Vec2();
|
||||
}
|
||||
},
|
||||
|
||||
vertices: new Array(b2Settings.b2_maxPolyVertices),
|
||||
vertexCount: 0});
|
||||
|
|
@ -1,492 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// A convex polygon. The position of the polygon (m_position) is the
|
||||
// position of the centroid. The vertices of the incoming polygon are pre-rotated
|
||||
// according to the local rotation. The vertices are also shifted to be centered
|
||||
// on the centroid. Since the local rotation is absorbed into the vertex
|
||||
// coordinates, the polygon rotation is equal to the body rotation. However,
|
||||
// the polygon position is centered on the polygon centroid. This simplifies
|
||||
// some collision algorithms.
|
||||
|
||||
var b2PolyShape = Class.create();
|
||||
Object.extend(b2PolyShape.prototype, b2Shape.prototype);
|
||||
Object.extend(b2PolyShape.prototype,
|
||||
{
|
||||
TestPoint: function(p){
|
||||
|
||||
//var pLocal = b2Math.b2MulTMV(this.m_R, b2Math.SubtractVV(p, this.m_position));
|
||||
var pLocal = new b2Vec2();
|
||||
pLocal.SetV(p);
|
||||
pLocal.Subtract(this.m_position);
|
||||
pLocal.MulTM(this.m_R);
|
||||
|
||||
for (var i = 0; i < this.m_vertexCount; ++i)
|
||||
{
|
||||
//var dot = b2Math.b2Dot(this.m_normals[i], b2Math.SubtractVV(pLocal, this.m_vertices[i]));
|
||||
var tVec = new b2Vec2();
|
||||
tVec.SetV(pLocal);
|
||||
tVec.Subtract(this.m_vertices[i]);
|
||||
|
||||
var dot = b2Math.b2Dot(this.m_normals[i], tVec);
|
||||
if (dot > 0.0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
},
|
||||
|
||||
//--------------- Internals Below -------------------
|
||||
// Temp vec for b2Shape.PolyCentroid
|
||||
|
||||
initialize: function(def, body, newOrigin){
|
||||
// initialize instance variables for references
|
||||
this.m_R = new b2Mat22();
|
||||
this.m_position = new b2Vec2();
|
||||
//
|
||||
|
||||
// The constructor for b2Shape
|
||||
this.m_userData = def.userData;
|
||||
|
||||
this.m_friction = def.friction;
|
||||
this.m_restitution = def.restitution;
|
||||
this.m_body = body;
|
||||
|
||||
this.m_proxyId = b2Pair.b2_nullProxy;
|
||||
|
||||
this.m_maxRadius = 0.0;
|
||||
|
||||
this.m_categoryBits = def.categoryBits;
|
||||
this.m_maskBits = def.maskBits;
|
||||
this.m_groupIndex = def.groupIndex;
|
||||
//
|
||||
|
||||
// initialize instance variables for references
|
||||
this.syncAABB = new b2AABB();
|
||||
this.syncMat = new b2Mat22();
|
||||
this.m_localCentroid = new b2Vec2();
|
||||
this.m_localOBB = new b2OBB();
|
||||
//
|
||||
|
||||
|
||||
//super(def, body);
|
||||
|
||||
var i = 0;
|
||||
|
||||
|
||||
var hX;
|
||||
var hY;
|
||||
|
||||
var tVec;
|
||||
|
||||
var aabb = new b2AABB();
|
||||
|
||||
// Vertices
|
||||
this.m_vertices = new Array(b2Settings.b2_maxPolyVertices);
|
||||
this.m_coreVertices = new Array(b2Settings.b2_maxPolyVertices);
|
||||
//for (i = 0; i < b2Settings.b2_maxPolyVertices; i++)
|
||||
// this.m_vertices[i] = new b2Vec2();
|
||||
|
||||
// Normals
|
||||
this.m_normals = new Array(b2Settings.b2_maxPolyVertices);
|
||||
//for (i = 0; i < b2Settings.b2_maxPolyVertices; i++)
|
||||
// this.m_normals[i] = new b2Vec2();
|
||||
|
||||
//b2Settings.b2Assert(def.type == b2Shape.e_boxShape || def.type == b2Shape.e_polyShape);
|
||||
this.m_type = b2Shape.e_polyShape;
|
||||
|
||||
var localR = new b2Mat22(def.localRotation);
|
||||
|
||||
// Get the vertices transformed into the body frame.
|
||||
if (def.type == b2Shape.e_boxShape)
|
||||
{
|
||||
//this.m_localCentroid = def.localPosition - newOrigin;
|
||||
this.m_localCentroid.x = def.localPosition.x - newOrigin.x;
|
||||
this.m_localCentroid.y = def.localPosition.y - newOrigin.y;
|
||||
|
||||
var box = def;
|
||||
this.m_vertexCount = 4;
|
||||
hX = box.extents.x;
|
||||
hY = box.extents.y;
|
||||
|
||||
//hc.x = b2Max(0.0f, h.x - 2.0f * b2_linearSlop);
|
||||
var hcX = Math.max(0.0, hX - 2.0 * b2Settings.b2_linearSlop);
|
||||
//hc.y = b2Max(0.0f, h.y - 2.0f * b2_linearSlop);
|
||||
var hcY = Math.max(0.0, hY - 2.0 * b2Settings.b2_linearSlop);
|
||||
|
||||
//this.m_vertices[0] = b2Mul(localR, b2Vec2(h.x, h.y));
|
||||
tVec = this.m_vertices[0] = new b2Vec2();
|
||||
tVec.x = localR.col1.x * hX + localR.col2.x * hY;
|
||||
tVec.y = localR.col1.y * hX + localR.col2.y * hY;
|
||||
//this.m_vertices[1] = b2Mul(localR, b2Vec2(-h.x, h.y));
|
||||
tVec = this.m_vertices[1] = new b2Vec2();
|
||||
tVec.x = localR.col1.x * -hX + localR.col2.x * hY;
|
||||
tVec.y = localR.col1.y * -hX + localR.col2.y * hY;
|
||||
//this.m_vertices[2] = b2Mul(localR, b2Vec2(-h.x, -h.y));
|
||||
tVec = this.m_vertices[2] = new b2Vec2();
|
||||
tVec.x = localR.col1.x * -hX + localR.col2.x * -hY;
|
||||
tVec.y = localR.col1.y * -hX + localR.col2.y * -hY;
|
||||
//this.m_vertices[3] = b2Mul(localR, b2Vec2(h.x, -h.y));
|
||||
tVec = this.m_vertices[3] = new b2Vec2();
|
||||
tVec.x = localR.col1.x * hX + localR.col2.x * -hY;
|
||||
tVec.y = localR.col1.y * hX + localR.col2.y * -hY;
|
||||
|
||||
//this.m_coreVertices[0] = b2Mul(localR, b2Vec2(hc.x, hc.y));
|
||||
tVec = this.m_coreVertices[0] = new b2Vec2();
|
||||
tVec.x = localR.col1.x * hcX + localR.col2.x * hcY;
|
||||
tVec.y = localR.col1.y * hcX + localR.col2.y * hcY;
|
||||
//this.m_coreVertices[1] = b2Mul(localR, b2Vec2(-hc.x, hc.y));
|
||||
tVec = this.m_coreVertices[1] = new b2Vec2();
|
||||
tVec.x = localR.col1.x * -hcX + localR.col2.x * hcY;
|
||||
tVec.y = localR.col1.y * -hcX + localR.col2.y * hcY;
|
||||
//this.m_coreVertices[2] = b2Mul(localR, b2Vec2(-hc.x, -hc.y));
|
||||
tVec = this.m_coreVertices[2] = new b2Vec2();
|
||||
tVec.x = localR.col1.x * -hcX + localR.col2.x * -hcY;
|
||||
tVec.y = localR.col1.y * -hcX + localR.col2.y * -hcY;
|
||||
//this.m_coreVertices[3] = b2Mul(localR, b2Vec2(hc.x, -hc.y));
|
||||
tVec = this.m_coreVertices[3] = new b2Vec2();
|
||||
tVec.x = localR.col1.x * hcX + localR.col2.x * -hcY;
|
||||
tVec.y = localR.col1.y * hcX + localR.col2.y * -hcY;
|
||||
}
|
||||
else
|
||||
{
|
||||
var poly = def;
|
||||
|
||||
this.m_vertexCount = poly.vertexCount;
|
||||
//b2Settings.b2Assert(3 <= this.m_vertexCount && this.m_vertexCount <= b2Settings.b2_maxPolyVertices);
|
||||
//b2Vec2 centroid = b2Shape.PolyCentroid(poly->vertices, poly->vertexCount);
|
||||
b2Shape.PolyCentroid(poly.vertices, poly.vertexCount, b2PolyShape.tempVec);
|
||||
var centroidX = b2PolyShape.tempVec.x;
|
||||
var centroidY = b2PolyShape.tempVec.y;
|
||||
//this.m_localCentroid = def->localPosition + b2Mul(localR, centroid) - newOrigin;
|
||||
this.m_localCentroid.x = def.localPosition.x + (localR.col1.x * centroidX + localR.col2.x * centroidY) - newOrigin.x;
|
||||
this.m_localCentroid.y = def.localPosition.y + (localR.col1.y * centroidX + localR.col2.y * centroidY) - newOrigin.y;
|
||||
|
||||
for (i = 0; i < this.m_vertexCount; ++i)
|
||||
{
|
||||
this.m_vertices[i] = new b2Vec2();
|
||||
this.m_coreVertices[i] = new b2Vec2();
|
||||
|
||||
//this.m_vertices[i] = b2Mul(localR, poly->vertices[i] - centroid);
|
||||
hX = poly.vertices[i].x - centroidX;
|
||||
hY = poly.vertices[i].y - centroidY;
|
||||
this.m_vertices[i].x = localR.col1.x * hX + localR.col2.x * hY;
|
||||
this.m_vertices[i].y = localR.col1.y * hX + localR.col2.y * hY;
|
||||
|
||||
//b2Vec2 u = this.m_vertices[i];
|
||||
var uX = this.m_vertices[i].x;
|
||||
var uY = this.m_vertices[i].y;
|
||||
//float32 length = u.Length();
|
||||
var length = Math.sqrt(uX*uX + uY*uY);
|
||||
if (length > Number.MIN_VALUE)
|
||||
{
|
||||
uX *= 1.0 / length;
|
||||
uY *= 1.0 / length;
|
||||
}
|
||||
|
||||
//this.m_coreVertices[i] = this.m_vertices[i] - 2.0f * b2_linearSlop * u;
|
||||
this.m_coreVertices[i].x = this.m_vertices[i].x - 2.0 * b2Settings.b2_linearSlop * uX;
|
||||
this.m_coreVertices[i].y = this.m_vertices[i].y - 2.0 * b2Settings.b2_linearSlop * uY;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Compute bounding box. TODO_ERIN optimize OBB
|
||||
//var minVertex = new b2Vec2(Number.MAX_VALUE, Number.MAX_VALUE);
|
||||
var minVertexX = Number.MAX_VALUE;
|
||||
var minVertexY = Number.MAX_VALUE;
|
||||
var maxVertexX = -Number.MAX_VALUE;
|
||||
var maxVertexY = -Number.MAX_VALUE;
|
||||
this.m_maxRadius = 0.0;
|
||||
for (i = 0; i < this.m_vertexCount; ++i)
|
||||
{
|
||||
var v = this.m_vertices[i];
|
||||
//minVertex = b2Math.b2MinV(minVertex, this.m_vertices[i]);
|
||||
minVertexX = Math.min(minVertexX, v.x);
|
||||
minVertexY = Math.min(minVertexY, v.y);
|
||||
//maxVertex = b2Math.b2MaxV(maxVertex, this.m_vertices[i]);
|
||||
maxVertexX = Math.max(maxVertexX, v.x);
|
||||
maxVertexY = Math.max(maxVertexY, v.y);
|
||||
//this.m_maxRadius = b2Max(this.m_maxRadius, v.Length());
|
||||
this.m_maxRadius = Math.max(this.m_maxRadius, v.Length());
|
||||
}
|
||||
|
||||
this.m_localOBB.R.SetIdentity();
|
||||
//this.m_localOBB.center = 0.5 * (minVertex + maxVertex);
|
||||
this.m_localOBB.center.Set((minVertexX + maxVertexX) * 0.5, (minVertexY + maxVertexY) * 0.5);
|
||||
//this.m_localOBB.extents = 0.5 * (maxVertex - minVertex);
|
||||
this.m_localOBB.extents.Set((maxVertexX - minVertexX) * 0.5, (maxVertexY - minVertexY) * 0.5);
|
||||
|
||||
// Compute the edge normals and next index map.
|
||||
var i1 = 0;
|
||||
var i2 = 0;
|
||||
for (i = 0; i < this.m_vertexCount; ++i)
|
||||
{
|
||||
this.m_normals[i] = new b2Vec2();
|
||||
i1 = i;
|
||||
i2 = i + 1 < this.m_vertexCount ? i + 1 : 0;
|
||||
//b2Vec2 edge = this.m_vertices[i2] - this.m_vertices[i1];
|
||||
//var edgeX = this.m_vertices[i2].x - this.m_vertices[i1].x;
|
||||
//var edgeY = this.m_vertices[i2].y - this.m_vertices[i1].y;
|
||||
//this.m_normals[i] = b2Cross(edge, 1.0f);
|
||||
this.m_normals[i].x = this.m_vertices[i2].y - this.m_vertices[i1].y;
|
||||
this.m_normals[i].y = -(this.m_vertices[i2].x - this.m_vertices[i1].x);
|
||||
this.m_normals[i].Normalize();
|
||||
}
|
||||
|
||||
// Ensure the polygon in convex. TODO_ERIN compute convex hull.
|
||||
for (i = 0; i < this.m_vertexCount; ++i)
|
||||
{
|
||||
i1 = i;
|
||||
i2 = i + 1 < this.m_vertexCount ? i + 1 : 0;
|
||||
|
||||
//b2Settings.b2Assert(b2Math.b2CrossVV(this.m_normals[i1], this.m_normals[i2]) > Number.MIN_VALUE);
|
||||
}
|
||||
|
||||
this.m_R.SetM(this.m_body.m_R);
|
||||
//this.m_position.SetV( this.m_body.m_position + b2Mul(this.m_body->this.m_R, this.m_localCentroid) );
|
||||
this.m_position.x = this.m_body.m_position.x + (this.m_R.col1.x * this.m_localCentroid.x + this.m_R.col2.x * this.m_localCentroid.y);
|
||||
this.m_position.y = this.m_body.m_position.y + (this.m_R.col1.y * this.m_localCentroid.x + this.m_R.col2.y * this.m_localCentroid.y);
|
||||
|
||||
//var R = b2Math.b2MulMM(this.m_R, this.m_localOBB.R);
|
||||
//R.col1 = b2MulMV(this.m_R, this.m_localOBB.R.col1);
|
||||
b2PolyShape.tAbsR.col1.x = this.m_R.col1.x * this.m_localOBB.R.col1.x + this.m_R.col2.x * this.m_localOBB.R.col1.y;
|
||||
b2PolyShape.tAbsR.col1.y = this.m_R.col1.y * this.m_localOBB.R.col1.x + this.m_R.col2.y * this.m_localOBB.R.col1.y;
|
||||
//R.col2 = b2MulMV(this.m_R, this.m_localOBB.R.col2)
|
||||
b2PolyShape.tAbsR.col2.x = this.m_R.col1.x * this.m_localOBB.R.col2.x + this.m_R.col2.x * this.m_localOBB.R.col2.y;
|
||||
b2PolyShape.tAbsR.col2.y = this.m_R.col1.y * this.m_localOBB.R.col2.x + this.m_R.col2.y * this.m_localOBB.R.col2.y;
|
||||
//var absR = b2Math.b2AbsM(R);
|
||||
b2PolyShape.tAbsR.Abs()
|
||||
|
||||
//h = b2Math.b2MulMV(b2PolyShape.tAbsR, this.m_localOBB.extents);
|
||||
hX = b2PolyShape.tAbsR.col1.x * this.m_localOBB.extents.x + b2PolyShape.tAbsR.col2.x * this.m_localOBB.extents.y;
|
||||
hY = b2PolyShape.tAbsR.col1.y * this.m_localOBB.extents.x + b2PolyShape.tAbsR.col2.y * this.m_localOBB.extents.y;
|
||||
|
||||
//var position = this.m_position + b2Mul(this.m_R, this.m_localOBB.center);
|
||||
var positionX = this.m_position.x + (this.m_R.col1.x * this.m_localOBB.center.x + this.m_R.col2.x * this.m_localOBB.center.y);
|
||||
var positionY = this.m_position.y + (this.m_R.col1.y * this.m_localOBB.center.x + this.m_R.col2.y * this.m_localOBB.center.y);
|
||||
|
||||
//aabb.minVertex = b2Math.SubtractVV(this.m_position, h);
|
||||
aabb.minVertex.x = positionX - hX;
|
||||
aabb.minVertex.y = positionY - hY;
|
||||
//aabb.maxVertex = b2Math.AddVV(this.m_position, h);
|
||||
aabb.maxVertex.x = positionX + hX;
|
||||
aabb.maxVertex.y = positionY + hY;
|
||||
|
||||
var broadPhase = this.m_body.m_world.m_broadPhase;
|
||||
if (broadPhase.InRange(aabb))
|
||||
{
|
||||
this.m_proxyId = broadPhase.CreateProxy(aabb, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_proxyId = b2Pair.b2_nullProxy;
|
||||
}
|
||||
|
||||
if (this.m_proxyId == b2Pair.b2_nullProxy)
|
||||
{
|
||||
this.m_body.Freeze();
|
||||
}
|
||||
},
|
||||
|
||||
// Temp AABB for Synch function
|
||||
syncAABB: new b2AABB(),
|
||||
syncMat: new b2Mat22(),
|
||||
Synchronize: function(position1, R1, position2, R2){
|
||||
// The body transform is copied for convenience.
|
||||
this.m_R.SetM(R2);
|
||||
//this.m_position = this.m_body->this.m_position + b2Mul(this.m_body->this.m_R, this.m_localCentroid)
|
||||
this.m_position.x = this.m_body.m_position.x + (R2.col1.x * this.m_localCentroid.x + R2.col2.x * this.m_localCentroid.y);
|
||||
this.m_position.y = this.m_body.m_position.y + (R2.col1.y * this.m_localCentroid.x + R2.col2.y * this.m_localCentroid.y);
|
||||
|
||||
if (this.m_proxyId == b2Pair.b2_nullProxy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//b2AABB aabb1, aabb2;
|
||||
var hX;
|
||||
var hY;
|
||||
|
||||
//b2Mat22 obbR = b2Mul(R1, this.m_localOBB.R);
|
||||
var v1 = R1.col1;
|
||||
var v2 = R1.col2;
|
||||
var v3 = this.m_localOBB.R.col1;
|
||||
var v4 = this.m_localOBB.R.col2;
|
||||
//this.syncMat.col1 = b2MulMV(R1, this.m_localOBB.R.col1);
|
||||
this.syncMat.col1.x = v1.x * v3.x + v2.x * v3.y;
|
||||
this.syncMat.col1.y = v1.y * v3.x + v2.y * v3.y;
|
||||
//this.syncMat.col2 = b2MulMV(R1, this.m_localOBB.R.col2);
|
||||
this.syncMat.col2.x = v1.x * v4.x + v2.x * v4.y;
|
||||
this.syncMat.col2.y = v1.y * v4.x + v2.y * v4.y;
|
||||
//b2Mat22 absR = b2Abs(obbR);
|
||||
this.syncMat.Abs();
|
||||
//b2Vec2 center = position1 + b2Mul(R1, this.m_localCentroid + this.m_localOBB.center);
|
||||
hX = this.m_localCentroid.x + this.m_localOBB.center.x;
|
||||
hY = this.m_localCentroid.y + this.m_localOBB.center.y;
|
||||
var centerX = position1.x + (R1.col1.x * hX + R1.col2.x * hY);
|
||||
var centerY = position1.y + (R1.col1.y * hX + R1.col2.y * hY);
|
||||
//b2Vec2 h = b2Mul(this.syncMat, this.m_localOBB.extents);
|
||||
hX = this.syncMat.col1.x * this.m_localOBB.extents.x + this.syncMat.col2.x * this.m_localOBB.extents.y;
|
||||
hY = this.syncMat.col1.y * this.m_localOBB.extents.x + this.syncMat.col2.y * this.m_localOBB.extents.y;
|
||||
//aabb1.minVertex = center - h;
|
||||
this.syncAABB.minVertex.x = centerX - hX;
|
||||
this.syncAABB.minVertex.y = centerY - hY;
|
||||
//aabb1.maxVertex = center + h;
|
||||
this.syncAABB.maxVertex.x = centerX + hX;
|
||||
this.syncAABB.maxVertex.y = centerY + hY;
|
||||
|
||||
//b2Mat22 obbR = b2Mul(R2, this.m_localOBB.R);
|
||||
v1 = R2.col1;
|
||||
v2 = R2.col2;
|
||||
v3 = this.m_localOBB.R.col1;
|
||||
v4 = this.m_localOBB.R.col2;
|
||||
//this.syncMat.col1 = b2MulMV(R1, this.m_localOBB.R.col1);
|
||||
this.syncMat.col1.x = v1.x * v3.x + v2.x * v3.y;
|
||||
this.syncMat.col1.y = v1.y * v3.x + v2.y * v3.y;
|
||||
//this.syncMat.col2 = b2MulMV(R1, this.m_localOBB.R.col2);
|
||||
this.syncMat.col2.x = v1.x * v4.x + v2.x * v4.y;
|
||||
this.syncMat.col2.y = v1.y * v4.x + v2.y * v4.y;
|
||||
//b2Mat22 absR = b2Abs(obbR);
|
||||
this.syncMat.Abs();
|
||||
//b2Vec2 center = position2 + b2Mul(R2, this.m_localCentroid + this.m_localOBB.center);
|
||||
hX = this.m_localCentroid.x + this.m_localOBB.center.x;
|
||||
hY = this.m_localCentroid.y + this.m_localOBB.center.y;
|
||||
centerX = position2.x + (R2.col1.x * hX + R2.col2.x * hY);
|
||||
centerY = position2.y + (R2.col1.y * hX + R2.col2.y * hY);
|
||||
//b2Vec2 h = b2Mul(absR, this.m_localOBB.extents);
|
||||
hX = this.syncMat.col1.x * this.m_localOBB.extents.x + this.syncMat.col2.x * this.m_localOBB.extents.y;
|
||||
hY = this.syncMat.col1.y * this.m_localOBB.extents.x + this.syncMat.col2.y * this.m_localOBB.extents.y;
|
||||
//aabb2.minVertex = center - h;
|
||||
//aabb2.maxVertex = center + h;
|
||||
|
||||
//aabb.minVertex = b2Min(aabb1.minVertex, aabb2.minVertex);
|
||||
this.syncAABB.minVertex.x = Math.min(this.syncAABB.minVertex.x, centerX - hX);
|
||||
this.syncAABB.minVertex.y = Math.min(this.syncAABB.minVertex.y, centerY - hY);
|
||||
//aabb.maxVertex = b2Max(aabb1.maxVertex, aabb2.maxVertex);
|
||||
this.syncAABB.maxVertex.x = Math.max(this.syncAABB.maxVertex.x, centerX + hX);
|
||||
this.syncAABB.maxVertex.y = Math.max(this.syncAABB.maxVertex.y, centerY + hY);
|
||||
|
||||
var broadPhase = this.m_body.m_world.m_broadPhase;
|
||||
if (broadPhase.InRange(this.syncAABB))
|
||||
{
|
||||
broadPhase.MoveProxy(this.m_proxyId, this.syncAABB);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_body.Freeze();
|
||||
}
|
||||
},
|
||||
|
||||
QuickSync: function(position, R){
|
||||
//this.m_R = R;
|
||||
this.m_R.SetM(R);
|
||||
//this.m_position = position + b2Mul(R, this.m_localCentroid);
|
||||
this.m_position.x = position.x + (R.col1.x * this.m_localCentroid.x + R.col2.x * this.m_localCentroid.y);
|
||||
this.m_position.y = position.y + (R.col1.y * this.m_localCentroid.x + R.col2.y * this.m_localCentroid.y);
|
||||
},
|
||||
|
||||
ResetProxy: function(broadPhase){
|
||||
|
||||
if (this.m_proxyId == b2Pair.b2_nullProxy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var proxy = broadPhase.GetProxy(this.m_proxyId);
|
||||
|
||||
broadPhase.DestroyProxy(this.m_proxyId);
|
||||
proxy = null;
|
||||
|
||||
var R = b2Math.b2MulMM(this.m_R, this.m_localOBB.R);
|
||||
var absR = b2Math.b2AbsM(R);
|
||||
var h = b2Math.b2MulMV(absR, this.m_localOBB.extents);
|
||||
//var position = this.m_position + b2Mul(this.m_R, this.m_localOBB.center);
|
||||
var position = b2Math.b2MulMV(this.m_R, this.m_localOBB.center);
|
||||
position.Add(this.m_position);
|
||||
|
||||
var aabb = new b2AABB();
|
||||
//aabb.minVertex = position - h;
|
||||
aabb.minVertex.SetV(position);
|
||||
aabb.minVertex.Subtract(h);
|
||||
//aabb.maxVertex = position + h;
|
||||
aabb.maxVertex.SetV(position);
|
||||
aabb.maxVertex.Add(h);
|
||||
|
||||
if (broadPhase.InRange(aabb))
|
||||
{
|
||||
this.m_proxyId = broadPhase.CreateProxy(aabb, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_proxyId = b2Pair.b2_nullProxy;
|
||||
}
|
||||
|
||||
if (this.m_proxyId == b2Pair.b2_nullProxy)
|
||||
{
|
||||
this.m_body.Freeze();
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
Support: function(dX, dY, out)
|
||||
{
|
||||
//b2Vec2 dLocal = b2MulT(this.m_R, d);
|
||||
var dLocalX = (dX*this.m_R.col1.x + dY*this.m_R.col1.y);
|
||||
var dLocalY = (dX*this.m_R.col2.x + dY*this.m_R.col2.y);
|
||||
|
||||
var bestIndex = 0;
|
||||
//float32 bestValue = b2Dot(this.m_vertices[0], dLocal);
|
||||
var bestValue = (this.m_coreVertices[0].x * dLocalX + this.m_coreVertices[0].y * dLocalY);
|
||||
for (var i = 1; i < this.m_vertexCount; ++i)
|
||||
{
|
||||
//float32 value = b2Dot(this.m_vertices[i], dLocal);
|
||||
var value = (this.m_coreVertices[i].x * dLocalX + this.m_coreVertices[i].y * dLocalY);
|
||||
if (value > bestValue)
|
||||
{
|
||||
bestIndex = i;
|
||||
bestValue = value;
|
||||
}
|
||||
}
|
||||
|
||||
//return this.m_position + b2Mul(this.m_R, this.m_vertices[bestIndex]);
|
||||
out.Set( this.m_position.x + (this.m_R.col1.x * this.m_coreVertices[bestIndex].x + this.m_R.col2.x * this.m_coreVertices[bestIndex].y),
|
||||
this.m_position.y + (this.m_R.col1.y * this.m_coreVertices[bestIndex].x + this.m_R.col2.y * this.m_coreVertices[bestIndex].y));
|
||||
|
||||
},
|
||||
|
||||
|
||||
// Local position of the shape centroid in parent body frame.
|
||||
m_localCentroid: new b2Vec2(),
|
||||
|
||||
// Local position oriented bounding box. The OBB center is relative to
|
||||
// shape centroid.
|
||||
m_localOBB: new b2OBB(),
|
||||
m_vertices: null,
|
||||
m_coreVertices: null,
|
||||
m_vertexCount: 0,
|
||||
m_normals: null});
|
||||
|
||||
b2PolyShape.tempVec = new b2Vec2();
|
||||
b2PolyShape.tAbsR = new b2Mat22();
|
|
@ -1,339 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Shapes are created automatically when a body is created.
|
||||
// Client code does not normally interact with shapes.
|
||||
var b2Shape = Class.create();
|
||||
b2Shape.prototype =
|
||||
{
|
||||
TestPoint: function(p){return false},
|
||||
|
||||
GetUserData: function(){return this.m_userData;},
|
||||
|
||||
GetType: function(){
|
||||
return this.m_type;
|
||||
},
|
||||
|
||||
// Get the parent body of this shape.
|
||||
GetBody: function(){
|
||||
return this.m_body;
|
||||
},
|
||||
|
||||
GetPosition: function(){
|
||||
return this.m_position;
|
||||
},
|
||||
GetRotationMatrix: function(){
|
||||
return this.m_R;
|
||||
},
|
||||
|
||||
// Remove and then add proxy from the broad-phase.
|
||||
// This is used to refresh the collision filters.
|
||||
ResetProxy: function(broadPhase){},
|
||||
|
||||
// Get the next shape in the parent body's shape list.
|
||||
GetNext: function(){
|
||||
return this.m_next;
|
||||
},
|
||||
|
||||
//--------------- Internals Below -------------------
|
||||
|
||||
|
||||
|
||||
|
||||
initialize: function(def, body){
|
||||
// initialize instance variables for references
|
||||
this.m_R = new b2Mat22();
|
||||
this.m_position = new b2Vec2();
|
||||
//
|
||||
|
||||
this.m_userData = def.userData;
|
||||
|
||||
this.m_friction = def.friction;
|
||||
this.m_restitution = def.restitution;
|
||||
this.m_body = body;
|
||||
|
||||
this.m_proxyId = b2Pair.b2_nullProxy;
|
||||
|
||||
this.m_maxRadius = 0.0;
|
||||
|
||||
this.m_categoryBits = def.categoryBits;
|
||||
this.m_maskBits = def.maskBits;
|
||||
this.m_groupIndex = def.groupIndex;
|
||||
},
|
||||
|
||||
// Internal use only. Do not call.
|
||||
//b2Shape::~b2Shape()
|
||||
//{
|
||||
// this.m_body->m_world->m_broadPhase->this.DestroyProxy(this.m_proxyId);
|
||||
//}
|
||||
|
||||
|
||||
DestroyProxy: function()
|
||||
{
|
||||
if (this.m_proxyId != b2Pair.b2_nullProxy)
|
||||
{
|
||||
this.m_body.m_world.m_broadPhase.DestroyProxy(this.m_proxyId);
|
||||
this.m_proxyId = b2Pair.b2_nullProxy;
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
// Internal use only. Do not call.
|
||||
Synchronize: function(position1, R1, position2, R2){},
|
||||
QuickSync: function(position, R){},
|
||||
Support: function(dX, dY, out){},
|
||||
GetMaxRadius: function(){
|
||||
return this.m_maxRadius;
|
||||
},
|
||||
|
||||
m_next: null,
|
||||
|
||||
m_R: new b2Mat22(),
|
||||
m_position: new b2Vec2(),
|
||||
|
||||
m_type: 0,
|
||||
|
||||
m_userData: null,
|
||||
|
||||
m_body: null,
|
||||
|
||||
m_friction: null,
|
||||
m_restitution: null,
|
||||
|
||||
m_maxRadius: null,
|
||||
|
||||
m_proxyId: 0,
|
||||
m_categoryBits: 0,
|
||||
m_maskBits: 0,
|
||||
m_groupIndex: 0
|
||||
|
||||
|
||||
|
||||
// b2ShapeType
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
b2Shape.Create = function(def, body, center){
|
||||
switch (def.type)
|
||||
{
|
||||
case b2Shape.e_circleShape:
|
||||
{
|
||||
//void* mem = body->m_world->m_blockAllocator.Allocate(sizeof(b2CircleShape));
|
||||
return new b2CircleShape(def, body, center);
|
||||
}
|
||||
|
||||
case b2Shape.e_boxShape:
|
||||
case b2Shape.e_polyShape:
|
||||
{
|
||||
//void* mem = body->m_world->m_blockAllocator.Allocate(sizeof(b2PolyShape));
|
||||
return new b2PolyShape(def, body, center);
|
||||
}
|
||||
}
|
||||
|
||||
//b2Settings.b2Assert(false);
|
||||
return null;
|
||||
};
|
||||
b2Shape.Destroy = function(shape)
|
||||
{
|
||||
/*b2BlockAllocator& allocator = shape->m_body->m_world->m_blockAllocator;
|
||||
|
||||
switch (shape.m_type)
|
||||
{
|
||||
case b2Shape.e_circleShape:
|
||||
shape->~b2Shape();
|
||||
allocator.Free(shape, sizeof(b2CircleShape));
|
||||
break;
|
||||
|
||||
case b2Shape.e_polyShape:
|
||||
shape->~b2Shape();
|
||||
allocator.Free(shape, sizeof(b2PolyShape));
|
||||
break;
|
||||
|
||||
default:
|
||||
b2Assert(false);
|
||||
}
|
||||
|
||||
shape = NULL;*/
|
||||
|
||||
// FROM DESTRUCTOR
|
||||
if (shape.m_proxyId != b2Pair.b2_nullProxy)
|
||||
shape.m_body.m_world.m_broadPhase.DestroyProxy(shape.m_proxyId);
|
||||
};
|
||||
b2Shape.e_unknownShape = -1;
|
||||
b2Shape.e_circleShape = 0;
|
||||
b2Shape.e_boxShape = 1;
|
||||
b2Shape.e_polyShape = 2;
|
||||
b2Shape.e_meshShape = 3;
|
||||
b2Shape.e_shapeTypeCount = 4;
|
||||
b2Shape.PolyMass = function(massData, vs, count, rho)
|
||||
{
|
||||
//b2Settings.b2Assert(count >= 3);
|
||||
|
||||
//var center = new b2Vec2(0.0, 0.0);
|
||||
var center = new b2Vec2();
|
||||
center.SetZero();
|
||||
|
||||
var area = 0.0;
|
||||
var I = 0.0;
|
||||
|
||||
// pRef is the reference point for forming triangles.
|
||||
// It's location doesn't change the result (except for rounding error).
|
||||
var pRef = new b2Vec2(0.0, 0.0);
|
||||
|
||||
var inv3 = 1.0 / 3.0;
|
||||
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
// Triangle vertices.
|
||||
var p1 = pRef;
|
||||
var p2 = vs[i];
|
||||
var p3 = i + 1 < count ? vs[i+1] : vs[0];
|
||||
|
||||
var e1 = b2Math.SubtractVV(p2, p1);
|
||||
var e2 = b2Math.SubtractVV(p3, p1);
|
||||
|
||||
var D = b2Math.b2CrossVV(e1, e2);
|
||||
|
||||
var triangleArea = 0.5 * D;
|
||||
area += triangleArea;
|
||||
|
||||
// Area weighted centroid
|
||||
// center += triangleArea * inv3 * (p1 + p2 + p3);
|
||||
var tVec = new b2Vec2();
|
||||
tVec.SetV(p1);
|
||||
tVec.Add(p2);
|
||||
tVec.Add(p3);
|
||||
tVec.Multiply(inv3*triangleArea);
|
||||
center.Add(tVec);
|
||||
|
||||
var px = p1.x;
|
||||
var py = p1.y;
|
||||
var ex1 = e1.x;
|
||||
var ey1 = e1.y;
|
||||
var ex2 = e2.x;
|
||||
var ey2 = e2.y;
|
||||
|
||||
var intx2 = inv3 * (0.25 * (ex1*ex1 + ex2*ex1 + ex2*ex2) + (px*ex1 + px*ex2)) + 0.5*px*px;
|
||||
var inty2 = inv3 * (0.25 * (ey1*ey1 + ey2*ey1 + ey2*ey2) + (py*ey1 + py*ey2)) + 0.5*py*py;
|
||||
|
||||
I += D * (intx2 + inty2);
|
||||
}
|
||||
|
||||
// Total mass
|
||||
massData.mass = rho * area;
|
||||
|
||||
// Center of mass
|
||||
//b2Settings.b2Assert(area > Number.MIN_VALUE);
|
||||
center.Multiply( 1.0 / area );
|
||||
massData.center = center;
|
||||
|
||||
// Inertia tensor relative to the center.
|
||||
I = rho * (I - area * b2Math.b2Dot(center, center));
|
||||
massData.I = I;
|
||||
};
|
||||
b2Shape.PolyCentroid = function(vs, count, out)
|
||||
{
|
||||
//b2Settings.b2Assert(count >= 3);
|
||||
|
||||
//b2Vec2 c; c.Set(0.0f, 0.0f);
|
||||
var cX = 0.0;
|
||||
var cY = 0.0;
|
||||
//float32 area = 0.0f;
|
||||
var area = 0.0;
|
||||
|
||||
// pRef is the reference point for forming triangles.
|
||||
// It's location doesn't change the result (except for rounding error).
|
||||
//b2Vec2 pRef(0.0f, 0.0f);
|
||||
var pRefX = 0.0;
|
||||
var pRefY = 0.0;
|
||||
/*
|
||||
// This code would put the reference point inside the polygon.
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
//pRef += vs[i];
|
||||
pRef.x += vs[i].x;
|
||||
pRef.y += vs[i].y;
|
||||
}
|
||||
pRef.x *= 1.0 / count;
|
||||
pRef.y *= 1.0 / count;
|
||||
*/
|
||||
|
||||
//const float32 inv3 = 1.0f / 3.0f;
|
||||
var inv3 = 1.0 / 3.0;
|
||||
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
// Triangle vertices.
|
||||
//b2Vec2 p1 = pRef;
|
||||
var p1X = pRefX;
|
||||
var p1Y = pRefY;
|
||||
//b2Vec2 p2 = vs[i];
|
||||
var p2X = vs[i].x;
|
||||
var p2Y = vs[i].y;
|
||||
//b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
|
||||
var p3X = i + 1 < count ? vs[i+1].x : vs[0].x;
|
||||
var p3Y = i + 1 < count ? vs[i+1].y : vs[0].y;
|
||||
|
||||
//b2Vec2 e1 = p2 - p1;
|
||||
var e1X = p2X - p1X;
|
||||
var e1Y = p2Y - p1Y;
|
||||
//b2Vec2 e2 = p3 - p1;
|
||||
var e2X = p3X - p1X;
|
||||
var e2Y = p3Y - p1Y;
|
||||
|
||||
//float32 D = b2Cross(e1, e2);
|
||||
var D = (e1X * e2Y - e1Y * e2X);
|
||||
|
||||
//float32 triangleArea = 0.5f * D;
|
||||
var triangleArea = 0.5 * D;
|
||||
area += triangleArea;
|
||||
|
||||
// Area weighted centroid
|
||||
//c += triangleArea * inv3 * (p1 + p2 + p3);
|
||||
cX += triangleArea * inv3 * (p1X + p2X + p3X);
|
||||
cY += triangleArea * inv3 * (p1Y + p2Y + p3Y);
|
||||
}
|
||||
|
||||
// Centroid
|
||||
//b2Settings.b2Assert(area > Number.MIN_VALUE);
|
||||
cX *= 1.0 / area;
|
||||
cY *= 1.0 / area;
|
||||
|
||||
// Replace return with 'out' vector
|
||||
//return c;
|
||||
out.Set(cX, cY);
|
||||
};
|
|
@ -1,109 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2ShapeDef = Class.create();
|
||||
b2ShapeDef.prototype =
|
||||
{
|
||||
initialize: function()
|
||||
{
|
||||
this.type = b2Shape.e_unknownShape;
|
||||
this.userData = null;
|
||||
this.localPosition = new b2Vec2(0.0, 0.0);
|
||||
this.localRotation = 0.0;
|
||||
this.friction = 0.2;
|
||||
this.restitution = 0.0;
|
||||
this.density = 0.0;
|
||||
this.categoryBits = 0x0001;
|
||||
this.maskBits = 0xFFFF;
|
||||
this.groupIndex = 0;
|
||||
},
|
||||
|
||||
//virtual ~b2ShapeDef() {}
|
||||
|
||||
ComputeMass: function(massData)
|
||||
{
|
||||
|
||||
massData.center = new b2Vec2(0.0, 0.0)
|
||||
|
||||
if (this.density == 0.0)
|
||||
{
|
||||
massData.mass = 0.0;
|
||||
massData.center.Set(0.0, 0.0);
|
||||
massData.I = 0.0;
|
||||
};
|
||||
|
||||
switch (this.type)
|
||||
{
|
||||
case b2Shape.e_circleShape:
|
||||
{
|
||||
var circle = this;
|
||||
massData.mass = this.density * b2Settings.b2_pi * circle.radius * circle.radius;
|
||||
massData.center.Set(0.0, 0.0);
|
||||
massData.I = 0.5 * (massData.mass) * circle.radius * circle.radius;
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Shape.e_boxShape:
|
||||
{
|
||||
var box = this;
|
||||
massData.mass = 4.0 * this.density * box.extents.x * box.extents.y;
|
||||
massData.center.Set(0.0, 0.0);
|
||||
massData.I = massData.mass / 3.0 * b2Math.b2Dot(box.extents, box.extents);
|
||||
}
|
||||
break;
|
||||
|
||||
case b2Shape.e_polyShape:
|
||||
{
|
||||
var poly = this;
|
||||
b2Shape.PolyMass(massData, poly.vertices, poly.vertexCount, this.density);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
massData.mass = 0.0;
|
||||
massData.center.Set(0.0, 0.0);
|
||||
massData.I = 0.0;
|
||||
break;
|
||||
}
|
||||
},
|
||||
|
||||
type: 0,
|
||||
userData: null,
|
||||
localPosition: null,
|
||||
localRotation: null,
|
||||
friction: null,
|
||||
restitution: null,
|
||||
density: null,
|
||||
|
||||
// The collision category bits. Normally you would just set one bit.
|
||||
categoryBits: 0,
|
||||
|
||||
// The collision mask bits. This states the categories that this
|
||||
// shape would accept for collision.
|
||||
maskBits: 0,
|
||||
|
||||
// Collision groups allow a certain group of objects to never collide (negative)
|
||||
// or always collide (positive). Zero means no collision group. Non-zero group
|
||||
// filtering always wins against the mask bits.
|
||||
groupIndex: 0};
|
|
@ -1,72 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2Settings = Class.create();
|
||||
b2Settings.prototype = {
|
||||
|
||||
|
||||
|
||||
// Define your unit system here. The default system is
|
||||
// meters-kilograms-seconds. For the tuning to work well,
|
||||
// your dynamic objects should be bigger than a pebble and smaller
|
||||
// than a house.
|
||||
//static public const b2Settings.b2_lengthUnitsPerMeter = 1.0;
|
||||
|
||||
// Use this for pixels:
|
||||
|
||||
// Global tuning constants based on MKS units.
|
||||
|
||||
// Collision
|
||||
|
||||
// Dynamics
|
||||
|
||||
// Sleep
|
||||
|
||||
// assert
|
||||
|
||||
initialize: function() {}}
|
||||
b2Settings.USHRT_MAX = 0x0000ffff;
|
||||
b2Settings.b2_pi = Math.PI;
|
||||
b2Settings.b2_massUnitsPerKilogram = 1.0;
|
||||
b2Settings.b2_timeUnitsPerSecond = 1.0;
|
||||
b2Settings.b2_lengthUnitsPerMeter = 30.0;
|
||||
b2Settings.b2_maxManifoldPoints = 2;
|
||||
b2Settings.b2_maxShapesPerBody = 64;
|
||||
b2Settings.b2_maxPolyVertices = 8;
|
||||
b2Settings.b2_maxProxies = 1024;
|
||||
b2Settings.b2_maxPairs = 8 * b2Settings.b2_maxProxies;
|
||||
b2Settings.b2_linearSlop = 0.005 * b2Settings.b2_lengthUnitsPerMeter;
|
||||
b2Settings.b2_angularSlop = 2.0 / 180.0 * b2Settings.b2_pi;
|
||||
b2Settings.b2_velocityThreshold = 1.0 * b2Settings.b2_lengthUnitsPerMeter / b2Settings.b2_timeUnitsPerSecond;
|
||||
b2Settings.b2_maxLinearCorrection = 0.2 * b2Settings.b2_lengthUnitsPerMeter;
|
||||
b2Settings.b2_maxAngularCorrection = 8.0 / 180.0 * b2Settings.b2_pi;
|
||||
b2Settings.b2_contactBaumgarte = 0.2;
|
||||
b2Settings.b2_timeToSleep = 0.5 * b2Settings.b2_timeUnitsPerSecond;
|
||||
b2Settings.b2_linearSleepTolerance = 0.01 * b2Settings.b2_lengthUnitsPerMeter / b2Settings.b2_timeUnitsPerSecond;
|
||||
b2Settings.b2_angularSleepTolerance = 2.0 / 180.0 / b2Settings.b2_timeUnitsPerSecond;
|
||||
b2Settings.b2Assert = function(a)
|
||||
{
|
||||
if (!a){
|
||||
var nullVec;
|
||||
nullVec.x++;
|
||||
}
|
||||
};
|
|
@ -1,130 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2Mat22 = Class.create();
|
||||
b2Mat22.prototype =
|
||||
{
|
||||
initialize: function(angle, c1, c2)
|
||||
{
|
||||
if (angle==null) angle = 0;
|
||||
// initialize instance variables for references
|
||||
this.col1 = new b2Vec2();
|
||||
this.col2 = new b2Vec2();
|
||||
//
|
||||
|
||||
if (c1!=null && c2!=null){
|
||||
this.col1.SetV(c1);
|
||||
this.col2.SetV(c2);
|
||||
}
|
||||
else{
|
||||
var c = Math.cos(angle);
|
||||
var s = Math.sin(angle);
|
||||
this.col1.x = c; this.col2.x = -s;
|
||||
this.col1.y = s; this.col2.y = c;
|
||||
}
|
||||
},
|
||||
|
||||
Set: function(angle)
|
||||
{
|
||||
var c = Math.cos(angle);
|
||||
var s = Math.sin(angle);
|
||||
this.col1.x = c; this.col2.x = -s;
|
||||
this.col1.y = s; this.col2.y = c;
|
||||
},
|
||||
|
||||
SetVV: function(c1, c2)
|
||||
{
|
||||
this.col1.SetV(c1);
|
||||
this.col2.SetV(c2);
|
||||
},
|
||||
|
||||
Copy: function(){
|
||||
return new b2Mat22(0, this.col1, this.col2);
|
||||
},
|
||||
|
||||
SetM: function(m)
|
||||
{
|
||||
this.col1.SetV(m.col1);
|
||||
this.col2.SetV(m.col2);
|
||||
},
|
||||
|
||||
AddM: function(m)
|
||||
{
|
||||
this.col1.x += m.col1.x;
|
||||
this.col1.y += m.col1.y;
|
||||
this.col2.x += m.col2.x;
|
||||
this.col2.y += m.col2.y;
|
||||
},
|
||||
|
||||
SetIdentity: function()
|
||||
{
|
||||
this.col1.x = 1.0; this.col2.x = 0.0;
|
||||
this.col1.y = 0.0; this.col2.y = 1.0;
|
||||
},
|
||||
|
||||
SetZero: function()
|
||||
{
|
||||
this.col1.x = 0.0; this.col2.x = 0.0;
|
||||
this.col1.y = 0.0; this.col2.y = 0.0;
|
||||
},
|
||||
|
||||
Invert: function(out)
|
||||
{
|
||||
var a = this.col1.x;
|
||||
var b = this.col2.x;
|
||||
var c = this.col1.y;
|
||||
var d = this.col2.y;
|
||||
//var B = new b2Mat22();
|
||||
var det = a * d - b * c;
|
||||
//b2Settings.b2Assert(det != 0.0);
|
||||
det = 1.0 / det;
|
||||
out.col1.x = det * d; out.col2.x = -det * b;
|
||||
out.col1.y = -det * c; out.col2.y = det * a;
|
||||
return out;
|
||||
},
|
||||
|
||||
// this.Solve A * x = b
|
||||
Solve: function(out, bX, bY)
|
||||
{
|
||||
//float32 a11 = this.col1.x, a12 = this.col2.x, a21 = this.col1.y, a22 = this.col2.y;
|
||||
var a11 = this.col1.x;
|
||||
var a12 = this.col2.x;
|
||||
var a21 = this.col1.y;
|
||||
var a22 = this.col2.y;
|
||||
//float32 det = a11 * a22 - a12 * a21;
|
||||
var det = a11 * a22 - a12 * a21;
|
||||
//b2Settings.b2Assert(det != 0.0);
|
||||
det = 1.0 / det;
|
||||
out.x = det * (a22 * bX - a12 * bY);
|
||||
out.y = det * (a11 * bY - a21 * bX);
|
||||
|
||||
return out;
|
||||
},
|
||||
|
||||
Abs: function()
|
||||
{
|
||||
this.col1.Abs();
|
||||
this.col2.Abs();
|
||||
},
|
||||
|
||||
col1: new b2Vec2(),
|
||||
col2: new b2Vec2()};
|
|
@ -1,218 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
var b2Math = Class.create();
|
||||
b2Math.prototype = {
|
||||
|
||||
|
||||
/*static public function b2InvSqrt(x)
|
||||
{
|
||||
float32 xhalf = 0.5f * x;
|
||||
int32 i = *(int32*)&x;
|
||||
i = 0x5f3759df - (i >> 1);
|
||||
x = *(float32*)&i;
|
||||
x = x * (1.5f - xhalf * x * x);
|
||||
return x;
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// A * B
|
||||
|
||||
// A^T * B
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// b2Math.b2Random number in range [-1,1]
|
||||
|
||||
/*inline float32 b2Math.b2Random(float32 lo, float32 hi)
|
||||
{
|
||||
float32 r = (float32)rand();
|
||||
r /= RAND_MAX;
|
||||
r = (hi - lo) * r + lo;
|
||||
return r;
|
||||
}*/
|
||||
|
||||
// "Next Largest Power of 2
|
||||
// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
|
||||
// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
|
||||
// the same most significant 1, but all 1's below it. Adding 1 to that value yields the next
|
||||
// largest power of 2. For a 32-bit value:"
|
||||
|
||||
|
||||
|
||||
// Temp vector functions to reduce calls to 'new'
|
||||
/*static public var tempVec = new b2Vec2();
|
||||
|
||||
|
||||
static public var tempAABB = new b2AABB(); */
|
||||
|
||||
|
||||
|
||||
initialize: function() {}}
|
||||
b2Math.b2IsValid = function(x)
|
||||
{
|
||||
return isFinite(x);
|
||||
};
|
||||
b2Math.b2Dot = function(a, b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y;
|
||||
};
|
||||
b2Math.b2CrossVV = function(a, b)
|
||||
{
|
||||
return a.x * b.y - a.y * b.x;
|
||||
};
|
||||
b2Math.b2CrossVF = function(a, s)
|
||||
{
|
||||
var v = new b2Vec2(s * a.y, -s * a.x);
|
||||
return v;
|
||||
};
|
||||
b2Math.b2CrossFV = function(s, a)
|
||||
{
|
||||
var v = new b2Vec2(-s * a.y, s * a.x);
|
||||
return v;
|
||||
};
|
||||
b2Math.b2MulMV = function(A, v)
|
||||
{
|
||||
var u = new b2Vec2(A.col1.x * v.x + A.col2.x * v.y, A.col1.y * v.x + A.col2.y * v.y);
|
||||
return u;
|
||||
};
|
||||
b2Math.b2MulTMV = function(A, v)
|
||||
{
|
||||
var u = new b2Vec2(b2Math.b2Dot(v, A.col1), b2Math.b2Dot(v, A.col2));
|
||||
return u;
|
||||
};
|
||||
b2Math.AddVV = function(a, b)
|
||||
{
|
||||
var v = new b2Vec2(a.x + b.x, a.y + b.y);
|
||||
return v;
|
||||
};
|
||||
b2Math.SubtractVV = function(a, b)
|
||||
{
|
||||
var v = new b2Vec2(a.x - b.x, a.y - b.y);
|
||||
return v;
|
||||
};
|
||||
b2Math.MulFV = function(s, a)
|
||||
{
|
||||
var v = new b2Vec2(s * a.x, s * a.y);
|
||||
return v;
|
||||
};
|
||||
b2Math.AddMM = function(A, B)
|
||||
{
|
||||
var C = new b2Mat22(0, b2Math.AddVV(A.col1, B.col1), b2Math.AddVV(A.col2, B.col2));
|
||||
return C;
|
||||
};
|
||||
b2Math.b2MulMM = function(A, B)
|
||||
{
|
||||
var C = new b2Mat22(0, b2Math.b2MulMV(A, B.col1), b2Math.b2MulMV(A, B.col2));
|
||||
return C;
|
||||
};
|
||||
b2Math.b2MulTMM = function(A, B)
|
||||
{
|
||||
var c1 = new b2Vec2(b2Math.b2Dot(A.col1, B.col1), b2Math.b2Dot(A.col2, B.col1));
|
||||
var c2 = new b2Vec2(b2Math.b2Dot(A.col1, B.col2), b2Math.b2Dot(A.col2, B.col2));
|
||||
var C = new b2Mat22(0, c1, c2);
|
||||
return C;
|
||||
};
|
||||
b2Math.b2Abs = function(a)
|
||||
{
|
||||
return a > 0.0 ? a : -a;
|
||||
};
|
||||
b2Math.b2AbsV = function(a)
|
||||
{
|
||||
var b = new b2Vec2(b2Math.b2Abs(a.x), b2Math.b2Abs(a.y));
|
||||
return b;
|
||||
};
|
||||
b2Math.b2AbsM = function(A)
|
||||
{
|
||||
var B = new b2Mat22(0, b2Math.b2AbsV(A.col1), b2Math.b2AbsV(A.col2));
|
||||
return B;
|
||||
};
|
||||
b2Math.b2Min = function(a, b)
|
||||
{
|
||||
return a < b ? a : b;
|
||||
};
|
||||
b2Math.b2MinV = function(a, b)
|
||||
{
|
||||
var c = new b2Vec2(b2Math.b2Min(a.x, b.x), b2Math.b2Min(a.y, b.y));
|
||||
return c;
|
||||
};
|
||||
b2Math.b2Max = function(a, b)
|
||||
{
|
||||
return a > b ? a : b;
|
||||
};
|
||||
b2Math.b2MaxV = function(a, b)
|
||||
{
|
||||
var c = new b2Vec2(b2Math.b2Max(a.x, b.x), b2Math.b2Max(a.y, b.y));
|
||||
return c;
|
||||
};
|
||||
b2Math.b2Clamp = function(a, low, high)
|
||||
{
|
||||
return b2Math.b2Max(low, b2Math.b2Min(a, high));
|
||||
};
|
||||
b2Math.b2ClampV = function(a, low, high)
|
||||
{
|
||||
return b2Math.b2MaxV(low, b2Math.b2MinV(a, high));
|
||||
};
|
||||
b2Math.b2Swap = function(a, b)
|
||||
{
|
||||
var tmp = a[0];
|
||||
a[0] = b[0];
|
||||
b[0] = tmp;
|
||||
};
|
||||
b2Math.b2Random = function()
|
||||
{
|
||||
return Math.random() * 2 - 1;
|
||||
};
|
||||
b2Math.b2NextPowerOfTwo = function(x)
|
||||
{
|
||||
x |= (x >> 1) & 0x7FFFFFFF;
|
||||
x |= (x >> 2) & 0x3FFFFFFF;
|
||||
x |= (x >> 4) & 0x0FFFFFFF;
|
||||
x |= (x >> 8) & 0x00FFFFFF;
|
||||
x |= (x >> 16)& 0x0000FFFF;
|
||||
return x + 1;
|
||||
};
|
||||
b2Math.b2IsPowerOfTwo = function(x)
|
||||
{
|
||||
var result = x > 0 && (x & (x - 1)) == 0;
|
||||
return result;
|
||||
};
|
||||
b2Math.tempVec2 = new b2Vec2();
|
||||
b2Math.tempVec3 = new b2Vec2();
|
||||
b2Math.tempVec4 = new b2Vec2();
|
||||
b2Math.tempVec5 = new b2Vec2();
|
||||
b2Math.tempMat = new b2Mat22();
|
|
@ -1,131 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// b2Vec2 has no constructor so that it
|
||||
// can be placed in a union.
|
||||
var b2Vec2 = Class.create();
|
||||
b2Vec2.prototype =
|
||||
{
|
||||
initialize: function(x_, y_) {this.x=x_; this.y=y_;},
|
||||
|
||||
SetZero: function() { this.x = 0.0; this.y = 0.0; },
|
||||
Set: function(x_, y_) {this.x=x_; this.y=y_;},
|
||||
SetV: function(v) {this.x=v.x; this.y=v.y;},
|
||||
|
||||
Negative: function(){ return new b2Vec2(-this.x, -this.y); },
|
||||
|
||||
|
||||
Copy: function(){
|
||||
return new b2Vec2(this.x,this.y);
|
||||
},
|
||||
|
||||
Add: function(v)
|
||||
{
|
||||
this.x += v.x; this.y += v.y;
|
||||
},
|
||||
|
||||
Subtract: function(v)
|
||||
{
|
||||
this.x -= v.x; this.y -= v.y;
|
||||
},
|
||||
|
||||
Multiply: function(a)
|
||||
{
|
||||
this.x *= a; this.y *= a;
|
||||
},
|
||||
|
||||
MulM: function(A)
|
||||
{
|
||||
var tX = this.x;
|
||||
this.x = A.col1.x * tX + A.col2.x * this.y;
|
||||
this.y = A.col1.y * tX + A.col2.y * this.y;
|
||||
},
|
||||
|
||||
MulTM: function(A)
|
||||
{
|
||||
var tX = b2Math.b2Dot(this, A.col1);
|
||||
this.y = b2Math.b2Dot(this, A.col2);
|
||||
this.x = tX;
|
||||
},
|
||||
|
||||
CrossVF: function(s)
|
||||
{
|
||||
var tX = this.x;
|
||||
this.x = s * this.y;
|
||||
this.y = -s * tX;
|
||||
},
|
||||
|
||||
CrossFV: function(s)
|
||||
{
|
||||
var tX = this.x;
|
||||
this.x = -s * this.y;
|
||||
this.y = s * tX;
|
||||
},
|
||||
|
||||
MinV: function(b)
|
||||
{
|
||||
this.x = this.x < b.x ? this.x : b.x;
|
||||
this.y = this.y < b.y ? this.y : b.y;
|
||||
},
|
||||
|
||||
MaxV: function(b)
|
||||
{
|
||||
this.x = this.x > b.x ? this.x : b.x;
|
||||
this.y = this.y > b.y ? this.y : b.y;
|
||||
},
|
||||
|
||||
Abs: function()
|
||||
{
|
||||
this.x = Math.abs(this.x);
|
||||
this.y = Math.abs(this.y);
|
||||
},
|
||||
|
||||
Length: function()
|
||||
{
|
||||
return Math.sqrt(this.x * this.x + this.y * this.y);
|
||||
},
|
||||
|
||||
Normalize: function()
|
||||
{
|
||||
var length = this.Length();
|
||||
if (length < Number.MIN_VALUE)
|
||||
{
|
||||
return 0.0;
|
||||
}
|
||||
var invLength = 1.0 / length;
|
||||
this.x *= invLength;
|
||||
this.y *= invLength;
|
||||
|
||||
return length;
|
||||
},
|
||||
|
||||
IsValid: function()
|
||||
{
|
||||
return b2Math.b2IsValid(this.x) && b2Math.b2IsValid(this.y);
|
||||
},
|
||||
|
||||
x: null,
|
||||
y: null};
|
||||
b2Vec2.Make = function(x_, y_)
|
||||
{
|
||||
return new b2Vec2(x_, y_);
|
||||
};
|
|
@ -1,469 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// A rigid body. Internal computation are done in terms
|
||||
// of the center of mass position. The center of mass may
|
||||
// be offset from the body's origin.
|
||||
var b2Body = Class.create();
|
||||
b2Body.prototype =
|
||||
{
|
||||
// Set the position of the body's origin and rotation (radians).
|
||||
// This breaks any contacts and wakes the other bodies.
|
||||
SetOriginPosition: function(position, rotation){
|
||||
if (this.IsFrozen())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this.m_rotation = rotation;
|
||||
this.m_R.Set(this.m_rotation);
|
||||
this.m_position = b2Math.AddVV(position , b2Math.b2MulMV(this.m_R, this.m_center));
|
||||
|
||||
this.m_position0.SetV(this.m_position);
|
||||
this.m_rotation0 = this.m_rotation;
|
||||
|
||||
for (var s = this.m_shapeList; s != null; s = s.m_next)
|
||||
{
|
||||
s.Synchronize(this.m_position, this.m_R, this.m_position, this.m_R);
|
||||
}
|
||||
|
||||
this.m_world.m_broadPhase.Commit();
|
||||
},
|
||||
|
||||
// Get the position of the body's origin. The body's origin does not
|
||||
// necessarily coincide with the center of mass. It depends on how the
|
||||
// shapes are created.
|
||||
GetOriginPosition: function(){
|
||||
return b2Math.SubtractVV(this.m_position, b2Math.b2MulMV(this.m_R, this.m_center));
|
||||
},
|
||||
|
||||
// Set the position of the body's center of mass and rotation (radians).
|
||||
// This breaks any contacts and wakes the other bodies.
|
||||
SetCenterPosition: function(position, rotation){
|
||||
if (this.IsFrozen())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this.m_rotation = rotation;
|
||||
this.m_R.Set(this.m_rotation);
|
||||
this.m_position.SetV( position );
|
||||
|
||||
this.m_position0.SetV(this.m_position);
|
||||
this.m_rotation0 = this.m_rotation;
|
||||
|
||||
for (var s = this.m_shapeList; s != null; s = s.m_next)
|
||||
{
|
||||
s.Synchronize(this.m_position, this.m_R, this.m_position, this.m_R);
|
||||
}
|
||||
|
||||
this.m_world.m_broadPhase.Commit();
|
||||
},
|
||||
|
||||
// Get the position of the body's center of mass. The body's center of mass
|
||||
// does not necessarily coincide with the body's origin. It depends on how the
|
||||
// shapes are created.
|
||||
GetCenterPosition: function(){
|
||||
return this.m_position;
|
||||
},
|
||||
|
||||
// Get the rotation in radians.
|
||||
GetRotation: function(){
|
||||
return this.m_rotation;
|
||||
},
|
||||
|
||||
GetRotationMatrix: function(){
|
||||
return this.m_R;
|
||||
},
|
||||
|
||||
// Set/Get the linear velocity of the center of mass.
|
||||
SetLinearVelocity: function(v){
|
||||
this.m_linearVelocity.SetV(v);
|
||||
},
|
||||
GetLinearVelocity: function(){
|
||||
return this.m_linearVelocity;
|
||||
},
|
||||
|
||||
// Set/Get the angular velocity.
|
||||
SetAngularVelocity: function(w){
|
||||
this.m_angularVelocity = w;
|
||||
},
|
||||
GetAngularVelocity: function(){
|
||||
return this.m_angularVelocity;
|
||||
},
|
||||
|
||||
// Apply a force at a world point. Additive.
|
||||
ApplyForce: function(force, point)
|
||||
{
|
||||
if (this.IsSleeping() == false)
|
||||
{
|
||||
this.m_force.Add( force );
|
||||
this.m_torque += b2Math.b2CrossVV(b2Math.SubtractVV(point, this.m_position), force);
|
||||
}
|
||||
},
|
||||
|
||||
// Apply a torque. Additive.
|
||||
ApplyTorque: function(torque)
|
||||
{
|
||||
if (this.IsSleeping() == false)
|
||||
{
|
||||
this.m_torque += torque;
|
||||
}
|
||||
},
|
||||
|
||||
// Apply an impulse at a point. This immediately modifies the velocity.
|
||||
ApplyImpulse: function(impulse, point)
|
||||
{
|
||||
if (this.IsSleeping() == false)
|
||||
{
|
||||
this.m_linearVelocity.Add( b2Math.MulFV(this.m_invMass, impulse) );
|
||||
this.m_angularVelocity += ( this.m_invI * b2Math.b2CrossVV( b2Math.SubtractVV(point, this.m_position), impulse) );
|
||||
}
|
||||
},
|
||||
|
||||
GetMass: function(){
|
||||
return this.m_mass;
|
||||
},
|
||||
|
||||
GetInertia: function(){
|
||||
return this.m_I;
|
||||
},
|
||||
|
||||
// Get the world coordinates of a point give the local coordinates
|
||||
// relative to the body's center of mass.
|
||||
GetWorldPoint: function(localPoint){
|
||||
return b2Math.AddVV(this.m_position , b2Math.b2MulMV(this.m_R, localPoint));
|
||||
},
|
||||
|
||||
// Get the world coordinates of a vector given the local coordinates.
|
||||
GetWorldVector: function(localVector){
|
||||
return b2Math.b2MulMV(this.m_R, localVector);
|
||||
},
|
||||
|
||||
// Returns a local point relative to the center of mass given a world point.
|
||||
GetLocalPoint: function(worldPoint){
|
||||
return b2Math.b2MulTMV(this.m_R, b2Math.SubtractVV(worldPoint, this.m_position));
|
||||
},
|
||||
|
||||
// Returns a local vector given a world vector.
|
||||
GetLocalVector: function(worldVector){
|
||||
return b2Math.b2MulTMV(this.m_R, worldVector);
|
||||
},
|
||||
|
||||
// Is this body static (immovable)?
|
||||
IsStatic: function(){
|
||||
return (this.m_flags & b2Body.e_staticFlag) == b2Body.e_staticFlag;
|
||||
},
|
||||
|
||||
IsFrozen: function()
|
||||
{
|
||||
return (this.m_flags & b2Body.e_frozenFlag) == b2Body.e_frozenFlag;
|
||||
},
|
||||
|
||||
// Is this body sleeping (not simulating).
|
||||
IsSleeping: function(){
|
||||
return (this.m_flags & b2Body.e_sleepFlag) == b2Body.e_sleepFlag;
|
||||
},
|
||||
|
||||
// You can disable sleeping on this particular body.
|
||||
AllowSleeping: function(flag)
|
||||
{
|
||||
if (flag)
|
||||
{
|
||||
this.m_flags |= b2Body.e_allowSleepFlag;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_flags &= ~b2Body.e_allowSleepFlag;
|
||||
this.WakeUp();
|
||||
}
|
||||
},
|
||||
|
||||
// Wake up this body so it will begin simulating.
|
||||
WakeUp: function(){
|
||||
this.m_flags &= ~b2Body.e_sleepFlag;
|
||||
this.m_sleepTime = 0.0;
|
||||
},
|
||||
|
||||
// Get the list of all shapes attached to this body.
|
||||
GetShapeList: function(){
|
||||
return this.m_shapeList;
|
||||
},
|
||||
|
||||
GetContactList: function()
|
||||
{
|
||||
return this.m_contactList;
|
||||
},
|
||||
|
||||
GetJointList: function()
|
||||
{
|
||||
return this.m_jointList;
|
||||
},
|
||||
|
||||
// Get the next body in the world's body list.
|
||||
GetNext: function(){
|
||||
return this.m_next;
|
||||
},
|
||||
|
||||
GetUserData: function(){
|
||||
return this.m_userData;
|
||||
},
|
||||
|
||||
//--------------- Internals Below -------------------
|
||||
|
||||
initialize: function(bd, world){
|
||||
// initialize instance variables for references
|
||||
this.sMat0 = new b2Mat22();
|
||||
this.m_position = new b2Vec2();
|
||||
this.m_R = new b2Mat22(0);
|
||||
this.m_position0 = new b2Vec2();
|
||||
//
|
||||
|
||||
var i = 0;
|
||||
var sd;
|
||||
var massData;
|
||||
|
||||
this.m_flags = 0;
|
||||
this.m_position.SetV( bd.position );
|
||||
this.m_rotation = bd.rotation;
|
||||
this.m_R.Set(this.m_rotation);
|
||||
this.m_position0.SetV(this.m_position);
|
||||
this.m_rotation0 = this.m_rotation;
|
||||
this.m_world = world;
|
||||
|
||||
this.m_linearDamping = b2Math.b2Clamp(1.0 - bd.linearDamping, 0.0, 1.0);
|
||||
this.m_angularDamping = b2Math.b2Clamp(1.0 - bd.angularDamping, 0.0, 1.0);
|
||||
|
||||
this.m_force = new b2Vec2(0.0, 0.0);
|
||||
this.m_torque = 0.0;
|
||||
|
||||
this.m_mass = 0.0;
|
||||
|
||||
var massDatas = new Array(b2Settings.b2_maxShapesPerBody);
|
||||
for (i = 0; i < b2Settings.b2_maxShapesPerBody; i++){
|
||||
massDatas[i] = new b2MassData();
|
||||
}
|
||||
|
||||
// Compute the shape mass properties, the bodies total mass and COM.
|
||||
this.m_shapeCount = 0;
|
||||
this.m_center = new b2Vec2(0.0, 0.0);
|
||||
for (i = 0; i < b2Settings.b2_maxShapesPerBody; ++i)
|
||||
{
|
||||
sd = bd.shapes[i];
|
||||
if (sd == null) break;
|
||||
massData = massDatas[ i ];
|
||||
sd.ComputeMass(massData);
|
||||
this.m_mass += massData.mass;
|
||||
//this.m_center += massData->mass * (sd->localPosition + massData->center);
|
||||
this.m_center.x += massData.mass * (sd.localPosition.x + massData.center.x);
|
||||
this.m_center.y += massData.mass * (sd.localPosition.y + massData.center.y);
|
||||
++this.m_shapeCount;
|
||||
}
|
||||
|
||||
// Compute center of mass, and shift the origin to the COM.
|
||||
if (this.m_mass > 0.0)
|
||||
{
|
||||
this.m_center.Multiply( 1.0 / this.m_mass );
|
||||
this.m_position.Add( b2Math.b2MulMV(this.m_R, this.m_center) );
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_flags |= b2Body.e_staticFlag;
|
||||
}
|
||||
|
||||
// Compute the moment of inertia.
|
||||
this.m_I = 0.0;
|
||||
for (i = 0; i < this.m_shapeCount; ++i)
|
||||
{
|
||||
sd = bd.shapes[i];
|
||||
massData = massDatas[ i ];
|
||||
this.m_I += massData.I;
|
||||
var r = b2Math.SubtractVV( b2Math.AddVV(sd.localPosition, massData.center), this.m_center );
|
||||
this.m_I += massData.mass * b2Math.b2Dot(r, r);
|
||||
}
|
||||
|
||||
if (this.m_mass > 0.0)
|
||||
{
|
||||
this.m_invMass = 1.0 / this.m_mass;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_invMass = 0.0;
|
||||
}
|
||||
|
||||
if (this.m_I > 0.0 && bd.preventRotation == false)
|
||||
{
|
||||
this.m_invI = 1.0 / this.m_I;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_I = 0.0;
|
||||
this.m_invI = 0.0;
|
||||
}
|
||||
|
||||
// Compute the center of mass velocity.
|
||||
this.m_linearVelocity = b2Math.AddVV(bd.linearVelocity, b2Math.b2CrossFV(bd.angularVelocity, this.m_center));
|
||||
this.m_angularVelocity = bd.angularVelocity;
|
||||
|
||||
this.m_jointList = null;
|
||||
this.m_contactList = null;
|
||||
this.m_prev = null;
|
||||
this.m_next = null;
|
||||
|
||||
// Create the shapes.
|
||||
this.m_shapeList = null;
|
||||
for (i = 0; i < this.m_shapeCount; ++i)
|
||||
{
|
||||
sd = bd.shapes[i];
|
||||
var shape = b2Shape.Create(sd, this, this.m_center);
|
||||
shape.m_next = this.m_shapeList;
|
||||
this.m_shapeList = shape;
|
||||
}
|
||||
|
||||
this.m_sleepTime = 0.0;
|
||||
if (bd.allowSleep)
|
||||
{
|
||||
this.m_flags |= b2Body.e_allowSleepFlag;
|
||||
}
|
||||
if (bd.isSleeping)
|
||||
{
|
||||
this.m_flags |= b2Body.e_sleepFlag;
|
||||
}
|
||||
|
||||
if ((this.m_flags & b2Body.e_sleepFlag) || this.m_invMass == 0.0)
|
||||
{
|
||||
this.m_linearVelocity.Set(0.0, 0.0);
|
||||
this.m_angularVelocity = 0.0;
|
||||
}
|
||||
|
||||
this.m_userData = bd.userData;
|
||||
},
|
||||
// does not support destructors
|
||||
/*~b2Body(){
|
||||
b2Shape* s = this.m_shapeList;
|
||||
while (s)
|
||||
{
|
||||
b2Shape* s0 = s;
|
||||
s = s->this.m_next;
|
||||
|
||||
b2Shape::this.Destroy(s0);
|
||||
}
|
||||
}*/
|
||||
|
||||
Destroy: function(){
|
||||
var s = this.m_shapeList;
|
||||
while (s)
|
||||
{
|
||||
var s0 = s;
|
||||
s = s.m_next;
|
||||
|
||||
b2Shape.Destroy(s0);
|
||||
}
|
||||
},
|
||||
|
||||
// Temp mat
|
||||
sMat0: new b2Mat22(),
|
||||
SynchronizeShapes: function(){
|
||||
//b2Mat22 R0(this.m_rotation0);
|
||||
this.sMat0.Set(this.m_rotation0);
|
||||
for (var s = this.m_shapeList; s != null; s = s.m_next)
|
||||
{
|
||||
s.Synchronize(this.m_position0, this.sMat0, this.m_position, this.m_R);
|
||||
}
|
||||
},
|
||||
|
||||
QuickSyncShapes: function(){
|
||||
for (var s = this.m_shapeList; s != null; s = s.m_next)
|
||||
{
|
||||
s.QuickSync(this.m_position, this.m_R);
|
||||
}
|
||||
},
|
||||
|
||||
// This is used to prevent connected bodies from colliding.
|
||||
// It may lie, depending on the collideConnected flag.
|
||||
IsConnected: function(other){
|
||||
for (var jn = this.m_jointList; jn != null; jn = jn.next)
|
||||
{
|
||||
if (jn.other == other)
|
||||
return jn.joint.m_collideConnected == false;
|
||||
}
|
||||
|
||||
return false;
|
||||
},
|
||||
|
||||
Freeze: function(){
|
||||
this.m_flags |= b2Body.e_frozenFlag;
|
||||
this.m_linearVelocity.SetZero();
|
||||
this.m_angularVelocity = 0.0;
|
||||
|
||||
for (var s = this.m_shapeList; s != null; s = s.m_next)
|
||||
{
|
||||
s.DestroyProxy();
|
||||
}
|
||||
},
|
||||
|
||||
m_flags: 0,
|
||||
|
||||
m_position: new b2Vec2(),
|
||||
m_rotation: null,
|
||||
m_R: new b2Mat22(0),
|
||||
|
||||
// Conservative advancement data.
|
||||
m_position0: new b2Vec2(),
|
||||
m_rotation0: null,
|
||||
|
||||
m_linearVelocity: null,
|
||||
m_angularVelocity: null,
|
||||
|
||||
m_force: null,
|
||||
m_torque: null,
|
||||
|
||||
m_center: null,
|
||||
|
||||
m_world: null,
|
||||
m_prev: null,
|
||||
m_next: null,
|
||||
|
||||
m_shapeList: null,
|
||||
m_shapeCount: 0,
|
||||
|
||||
m_jointList: null,
|
||||
m_contactList: null,
|
||||
|
||||
m_mass: null,
|
||||
m_invMass: null,
|
||||
m_I: null,
|
||||
m_invI: null,
|
||||
|
||||
m_linearDamping: null,
|
||||
m_angularDamping: null,
|
||||
|
||||
m_sleepTime: null,
|
||||
|
||||
m_userData: null};
|
||||
b2Body.e_staticFlag = 0x0001;
|
||||
b2Body.e_frozenFlag = 0x0002;
|
||||
b2Body.e_islandFlag = 0x0004;
|
||||
b2Body.e_sleepFlag = 0x0008;
|
||||
b2Body.e_allowSleepFlag = 0x0010;
|
||||
b2Body.e_destroyFlag = 0x0020;
|
|
@ -1,69 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2BodyDef = Class.create();
|
||||
b2BodyDef.prototype =
|
||||
{
|
||||
initialize: function()
|
||||
{
|
||||
// initialize instance variables for references
|
||||
this.shapes = new Array();
|
||||
//
|
||||
|
||||
this.userData = null;
|
||||
for (var i = 0; i < b2Settings.b2_maxShapesPerBody; i++){
|
||||
this.shapes[i] = null;
|
||||
}
|
||||
this.position = new b2Vec2(0.0, 0.0);
|
||||
this.rotation = 0.0;
|
||||
this.linearVelocity = new b2Vec2(0.0, 0.0);
|
||||
this.angularVelocity = 0.0;
|
||||
this.linearDamping = 0.0;
|
||||
this.angularDamping = 0.0;
|
||||
this.allowSleep = true;
|
||||
this.isSleeping = false;
|
||||
this.preventRotation = false;
|
||||
},
|
||||
|
||||
userData: null,
|
||||
shapes: new Array(),
|
||||
position: null,
|
||||
rotation: null,
|
||||
linearVelocity: null,
|
||||
angularVelocity: null,
|
||||
linearDamping: null,
|
||||
angularDamping: null,
|
||||
allowSleep: null,
|
||||
isSleeping: null,
|
||||
preventRotation: null,
|
||||
|
||||
AddShape: function(shape)
|
||||
{
|
||||
for (var i = 0; i < b2Settings.b2_maxShapesPerBody; ++i)
|
||||
{
|
||||
if (this.shapes[i] == null)
|
||||
{
|
||||
this.shapes[i] = shape;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}};
|
|
@ -1,42 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2CollisionFilter = Class.create();
|
||||
b2CollisionFilter.prototype =
|
||||
{
|
||||
|
||||
// Return true if contact calculations should be performed between these two shapes.
|
||||
ShouldCollide: function(shape1, shape2){
|
||||
if (shape1.m_groupIndex == shape2.m_groupIndex && shape1.m_groupIndex != 0)
|
||||
{
|
||||
return shape1.m_groupIndex > 0;
|
||||
}
|
||||
|
||||
var collide = (shape1.m_maskBits & shape2.m_categoryBits) != 0 && (shape1.m_categoryBits & shape2.m_maskBits) != 0;
|
||||
return collide;
|
||||
},
|
||||
|
||||
|
||||
initialize: function() {}};
|
||||
b2CollisionFilter.b2_defaultFilter = new b2CollisionFilter;
|
|
@ -1,337 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2ContactManager = Class.create();
|
||||
Object.extend(b2ContactManager.prototype, b2PairCallback.prototype);
|
||||
Object.extend(b2ContactManager.prototype,
|
||||
{
|
||||
initialize: function(){
|
||||
// The constructor for b2PairCallback
|
||||
//
|
||||
|
||||
// initialize instance variables for references
|
||||
this.m_nullContact = new b2NullContact();
|
||||
//
|
||||
|
||||
this.m_world = null;
|
||||
this.m_destroyImmediate = false;
|
||||
},
|
||||
|
||||
// This is a callback from the broadphase when two AABB proxies begin
|
||||
// to overlap. We create a b2Contact to manage the narrow phase.
|
||||
PairAdded: function(proxyUserData1, proxyUserData2){
|
||||
var shape1 = proxyUserData1;
|
||||
var shape2 = proxyUserData2;
|
||||
|
||||
var body1 = shape1.m_body;
|
||||
var body2 = shape2.m_body;
|
||||
|
||||
if (body1.IsStatic() && body2.IsStatic())
|
||||
{
|
||||
return this.m_nullContact;
|
||||
}
|
||||
|
||||
if (shape1.m_body == shape2.m_body)
|
||||
{
|
||||
return this.m_nullContact;
|
||||
}
|
||||
|
||||
if (body2.IsConnected(body1))
|
||||
{
|
||||
return this.m_nullContact;
|
||||
}
|
||||
|
||||
if (this.m_world.m_filter != null && this.m_world.m_filter.ShouldCollide(shape1, shape2) == false)
|
||||
{
|
||||
return this.m_nullContact;
|
||||
}
|
||||
|
||||
// Ensure that body2 is dynamic (body1 is static or dynamic).
|
||||
if (body2.m_invMass == 0.0)
|
||||
{
|
||||
var tempShape = shape1;
|
||||
shape1 = shape2;
|
||||
shape2 = tempShape;
|
||||
//b2Math.b2Swap(shape1, shape2);
|
||||
var tempBody = body1;
|
||||
body1 = body2;
|
||||
body2 = tempBody;
|
||||
//b2Math.b2Swap(body1, body2);
|
||||
}
|
||||
|
||||
// Call the factory.
|
||||
var contact = b2Contact.Create(shape1, shape2, this.m_world.m_blockAllocator);
|
||||
|
||||
if (contact == null)
|
||||
{
|
||||
return this.m_nullContact;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Insert into the world.
|
||||
contact.m_prev = null;
|
||||
contact.m_next = this.m_world.m_contactList;
|
||||
if (this.m_world.m_contactList != null)
|
||||
{
|
||||
this.m_world.m_contactList.m_prev = contact;
|
||||
}
|
||||
this.m_world.m_contactList = contact;
|
||||
this.m_world.m_contactCount++;
|
||||
}
|
||||
|
||||
return contact;
|
||||
},
|
||||
|
||||
// This is a callback from the broadphase when two AABB proxies cease
|
||||
// to overlap. We destroy the b2Contact.
|
||||
PairRemoved: function(proxyUserData1, proxyUserData2, pairUserData){
|
||||
|
||||
if (pairUserData == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var c = pairUserData;
|
||||
if (c != this.m_nullContact)
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_world.m_contactCount > 0);
|
||||
if (this.m_destroyImmediate == true)
|
||||
{
|
||||
this.DestroyContact(c);
|
||||
c = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
c.m_flags |= b2Contact.e_destroyFlag;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
DestroyContact: function(c)
|
||||
{
|
||||
|
||||
//b2Settings.b2Assert(this.m_world.m_contactCount > 0);
|
||||
|
||||
// Remove from the world.
|
||||
if (c.m_prev)
|
||||
{
|
||||
c.m_prev.m_next = c.m_next;
|
||||
}
|
||||
|
||||
if (c.m_next)
|
||||
{
|
||||
c.m_next.m_prev = c.m_prev;
|
||||
}
|
||||
|
||||
if (c == this.m_world.m_contactList)
|
||||
{
|
||||
this.m_world.m_contactList = c.m_next;
|
||||
}
|
||||
|
||||
// If there are contact points, then disconnect from the island graph.
|
||||
if (c.GetManifoldCount() > 0)
|
||||
{
|
||||
var body1 = c.m_shape1.m_body;
|
||||
var body2 = c.m_shape2.m_body;
|
||||
var node1 = c.m_node1;
|
||||
var node2 = c.m_node2;
|
||||
|
||||
// Wake up touching bodies.
|
||||
body1.WakeUp();
|
||||
body2.WakeUp();
|
||||
|
||||
// Remove from body 1
|
||||
if (node1.prev)
|
||||
{
|
||||
node1.prev.next = node1.next;
|
||||
}
|
||||
|
||||
if (node1.next)
|
||||
{
|
||||
node1.next.prev = node1.prev;
|
||||
}
|
||||
|
||||
if (node1 == body1.m_contactList)
|
||||
{
|
||||
body1.m_contactList = node1.next;
|
||||
}
|
||||
|
||||
node1.prev = null;
|
||||
node1.next = null;
|
||||
|
||||
// Remove from body 2
|
||||
if (node2.prev)
|
||||
{
|
||||
node2.prev.next = node2.next;
|
||||
}
|
||||
|
||||
if (node2.next)
|
||||
{
|
||||
node2.next.prev = node2.prev;
|
||||
}
|
||||
|
||||
if (node2 == body2.m_contactList)
|
||||
{
|
||||
body2.m_contactList = node2.next;
|
||||
}
|
||||
|
||||
node2.prev = null;
|
||||
node2.next = null;
|
||||
}
|
||||
|
||||
// Call the factory.
|
||||
b2Contact.Destroy(c, this.m_world.m_blockAllocator);
|
||||
--this.m_world.m_contactCount;
|
||||
},
|
||||
|
||||
|
||||
// Destroy any contacts marked for deferred destruction.
|
||||
CleanContactList: function()
|
||||
{
|
||||
var c = this.m_world.m_contactList;
|
||||
while (c != null)
|
||||
{
|
||||
var c0 = c;
|
||||
c = c.m_next;
|
||||
|
||||
if (c0.m_flags & b2Contact.e_destroyFlag)
|
||||
{
|
||||
this.DestroyContact(c0);
|
||||
c0 = null;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
|
||||
// This is the top level collision call for the time step. Here
|
||||
// all the narrow phase collision is processed for the world
|
||||
// contact list.
|
||||
Collide: function()
|
||||
{
|
||||
var body1;
|
||||
var body2;
|
||||
var node1;
|
||||
var node2;
|
||||
|
||||
for (var c = this.m_world.m_contactList; c != null; c = c.m_next)
|
||||
{
|
||||
if (c.m_shape1.m_body.IsSleeping() &&
|
||||
c.m_shape2.m_body.IsSleeping())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var oldCount = c.GetManifoldCount();
|
||||
c.Evaluate();
|
||||
|
||||
var newCount = c.GetManifoldCount();
|
||||
|
||||
if (oldCount == 0 && newCount > 0)
|
||||
{
|
||||
//b2Settings.b2Assert(c.GetManifolds().pointCount > 0);
|
||||
|
||||
// Connect to island graph.
|
||||
body1 = c.m_shape1.m_body;
|
||||
body2 = c.m_shape2.m_body;
|
||||
node1 = c.m_node1;
|
||||
node2 = c.m_node2;
|
||||
|
||||
// Connect to body 1
|
||||
node1.contact = c;
|
||||
node1.other = body2;
|
||||
|
||||
node1.prev = null;
|
||||
node1.next = body1.m_contactList;
|
||||
if (node1.next != null)
|
||||
{
|
||||
node1.next.prev = c.m_node1;
|
||||
}
|
||||
body1.m_contactList = c.m_node1;
|
||||
|
||||
// Connect to body 2
|
||||
node2.contact = c;
|
||||
node2.other = body1;
|
||||
|
||||
node2.prev = null;
|
||||
node2.next = body2.m_contactList;
|
||||
if (node2.next != null)
|
||||
{
|
||||
node2.next.prev = node2;
|
||||
}
|
||||
body2.m_contactList = node2;
|
||||
}
|
||||
else if (oldCount > 0 && newCount == 0)
|
||||
{
|
||||
// Disconnect from island graph.
|
||||
body1 = c.m_shape1.m_body;
|
||||
body2 = c.m_shape2.m_body;
|
||||
node1 = c.m_node1;
|
||||
node2 = c.m_node2;
|
||||
|
||||
// Remove from body 1
|
||||
if (node1.prev)
|
||||
{
|
||||
node1.prev.next = node1.next;
|
||||
}
|
||||
|
||||
if (node1.next)
|
||||
{
|
||||
node1.next.prev = node1.prev;
|
||||
}
|
||||
|
||||
if (node1 == body1.m_contactList)
|
||||
{
|
||||
body1.m_contactList = node1.next;
|
||||
}
|
||||
|
||||
node1.prev = null;
|
||||
node1.next = null;
|
||||
|
||||
// Remove from body 2
|
||||
if (node2.prev)
|
||||
{
|
||||
node2.prev.next = node2.next;
|
||||
}
|
||||
|
||||
if (node2.next)
|
||||
{
|
||||
node2.next.prev = node2.prev;
|
||||
}
|
||||
|
||||
if (node2 == body2.m_contactList)
|
||||
{
|
||||
body2.m_contactList = node2.next;
|
||||
}
|
||||
|
||||
node2.prev = null;
|
||||
node2.next = null;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
m_world: null,
|
||||
|
||||
// This lets us provide broadphase proxy pair user data for
|
||||
// contacts that shouldn't exist.
|
||||
m_nullContact: new b2NullContact(),
|
||||
m_destroyImmediate: null});
|
||||
|
|
@ -1,331 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Position Correction Notes
|
||||
=========================
|
||||
I tried the several algorithms for position correction of the 2D revolute joint.
|
||||
I looked at these systems:
|
||||
- simple pendulum (1m diameter sphere on massless 5m stick) with initial angular velocity of 100 rad/s.
|
||||
- suspension bridge with 30 1m long planks of length 1m.
|
||||
- multi-link chain with 30 1m long links.
|
||||
|
||||
Here are the algorithms:
|
||||
|
||||
Baumgarte - A fraction of the position error is added to the velocity error. There is no
|
||||
separate position solver.
|
||||
|
||||
Pseudo Velocities - After the velocity solver and position integration,
|
||||
the position error, Jacobian, and effective mass are recomputed. Then
|
||||
the velocity constraints are solved with pseudo velocities and a fraction
|
||||
of the position error is added to the pseudo velocity error. The pseudo
|
||||
velocities are initialized to zero and there is no warm-starting. After
|
||||
the position solver, the pseudo velocities are added to the positions.
|
||||
This is also called the First Order World method or the Position LCP method.
|
||||
|
||||
Modified Nonlinear Gauss-Seidel (NGS) - Like Pseudo Velocities except the
|
||||
position error is re-computed for each constraint and the positions are updated
|
||||
after the constraint is solved. The radius vectors (aka Jacobians) are
|
||||
re-computed too (otherwise the algorithm has horrible instability). The pseudo
|
||||
velocity states are not needed because they are effectively zero at the beginning
|
||||
of each iteration. Since we have the current position error, we allow the
|
||||
iterations to terminate early if the error becomes smaller than b2_linearSlop.
|
||||
|
||||
Full NGS or just NGS - Like Modified NGS except the effective mass are re-computed
|
||||
each time a constraint is solved.
|
||||
|
||||
Here are the results:
|
||||
Baumgarte - this is the cheapest algorithm but it has some stability problems,
|
||||
especially with the bridge. The chain links separate easily close to the root
|
||||
and they jitter struggle to pull together. This is one of the most common
|
||||
methods in the field. The big drawback is that the position correction artificially
|
||||
affects the momentum, thus leading to instabilities and false bounce. I used a
|
||||
bias factor of 0.2. A larger bias factor makes the bridge less stable, a smaller
|
||||
factor makes joints and contacts more spongy.
|
||||
|
||||
Pseudo Velocities - the is more stable than the Baumgarte method. The bridge is
|
||||
stable. However, joints still separate with large angular velocities. Drag the
|
||||
simple pendulum in a circle quickly and the joint will separate. The chain separates
|
||||
easily and does not recover. I used a bias factor of 0.2. A larger value lead to
|
||||
the bridge collapsing when a heavy cube drops on it.
|
||||
|
||||
Modified NGS - this algorithm is better in some ways than Baumgarte and Pseudo
|
||||
Velocities, but in other ways it is worse. The bridge and chain are much more
|
||||
stable, but the simple pendulum goes unstable at high angular velocities.
|
||||
|
||||
Full NGS - stable in all tests. The joints display good stiffness. The bridge
|
||||
still sags, but this is better than infinite forces.
|
||||
|
||||
Recommendations
|
||||
Pseudo Velocities are not really worthwhile because the bridge and chain cannot
|
||||
recover from joint separation. In other cases the benefit over Baumgarte is small.
|
||||
|
||||
Modified NGS is not a robust method for the revolute joint due to the violent
|
||||
instability seen in the simple pendulum. Perhaps it is viable with other constraint
|
||||
types, especially scalar constraints where the effective mass is a scalar.
|
||||
|
||||
This leaves Baumgarte and Full NGS. Baumgarte has small, but manageable instabilities
|
||||
and is very fast. I don't think we can escape Baumgarte, especially in highly
|
||||
demanding cases where high constraint fidelity is not needed.
|
||||
|
||||
Full NGS is robust and easy on the eyes. I recommend this option for
|
||||
higher fidelity simulation and certainly for suspension bridges and long chains.
|
||||
Full NGS might be a good choice for ragdolls, especially motorized ragdolls where
|
||||
joint separation can be problematic. The number of NGS iterations can be reduced
|
||||
for better performance without harming robustness much.
|
||||
|
||||
Each joint in a can be handled differently in the position solver. So I recommend
|
||||
a system where the user can select the algorithm on a per joint basis. I would
|
||||
probably default to the slower Full NGS and let the user select the faster
|
||||
Baumgarte method in performance critical scenarios.
|
||||
*/
|
||||
|
||||
|
||||
var b2Island = Class.create();
|
||||
b2Island.prototype =
|
||||
{
|
||||
initialize: function(bodyCapacity, contactCapacity, jointCapacity, allocator)
|
||||
{
|
||||
var i = 0;
|
||||
|
||||
this.m_bodyCapacity = bodyCapacity;
|
||||
this.m_contactCapacity = contactCapacity;
|
||||
this.m_jointCapacity = jointCapacity;
|
||||
this.m_bodyCount = 0;
|
||||
this.m_contactCount = 0;
|
||||
this.m_jointCount = 0;
|
||||
|
||||
|
||||
//this.m_bodies = (b2Body**)allocator->Allocate(bodyCapacity * sizeof(b2Body*));
|
||||
this.m_bodies = new Array(bodyCapacity);
|
||||
for (i = 0; i < bodyCapacity; i++)
|
||||
this.m_bodies[i] = null;
|
||||
|
||||
//this.m_contacts = (b2Contact**)allocator->Allocate(contactCapacity * sizeof(b2Contact*));
|
||||
this.m_contacts = new Array(contactCapacity);
|
||||
for (i = 0; i < contactCapacity; i++)
|
||||
this.m_contacts[i] = null;
|
||||
|
||||
//this.m_joints = (b2Joint**)allocator->Allocate(jointCapacity * sizeof(b2Joint*));
|
||||
this.m_joints = new Array(jointCapacity);
|
||||
for (i = 0; i < jointCapacity; i++)
|
||||
this.m_joints[i] = null;
|
||||
|
||||
this.m_allocator = allocator;
|
||||
},
|
||||
//~b2Island();
|
||||
|
||||
Clear: function()
|
||||
{
|
||||
this.m_bodyCount = 0;
|
||||
this.m_contactCount = 0;
|
||||
this.m_jointCount = 0;
|
||||
},
|
||||
|
||||
Solve: function(step, gravity)
|
||||
{
|
||||
var i = 0;
|
||||
var b;
|
||||
|
||||
for (i = 0; i < this.m_bodyCount; ++i)
|
||||
{
|
||||
b = this.m_bodies[i];
|
||||
|
||||
if (b.m_invMass == 0.0)
|
||||
continue;
|
||||
|
||||
b.m_linearVelocity.Add( b2Math.MulFV (step.dt, b2Math.AddVV(gravity, b2Math.MulFV( b.m_invMass, b.m_force ) ) ) );
|
||||
b.m_angularVelocity += step.dt * b.m_invI * b.m_torque;
|
||||
|
||||
//b.m_linearVelocity *= b.m_linearDamping;
|
||||
b.m_linearVelocity.Multiply(b.m_linearDamping);
|
||||
b.m_angularVelocity *= b.m_angularDamping;
|
||||
|
||||
// Store positions for conservative advancement.
|
||||
b.m_position0.SetV(b.m_position);
|
||||
b.m_rotation0 = b.m_rotation;
|
||||
}
|
||||
|
||||
var contactSolver = new b2ContactSolver(this.m_contacts, this.m_contactCount, this.m_allocator);
|
||||
|
||||
// Pre-solve
|
||||
contactSolver.PreSolve();
|
||||
|
||||
for (i = 0; i < this.m_jointCount; ++i)
|
||||
{
|
||||
this.m_joints[i].PrepareVelocitySolver();
|
||||
}
|
||||
|
||||
// this.Solve velocity constraints.
|
||||
for (i = 0; i < step.iterations; ++i)
|
||||
{
|
||||
contactSolver.SolveVelocityConstraints();
|
||||
|
||||
for (var j = 0; j < this.m_jointCount; ++j)
|
||||
{
|
||||
this.m_joints[j].SolveVelocityConstraints(step);
|
||||
}
|
||||
}
|
||||
|
||||
// Integrate positions.
|
||||
for (i = 0; i < this.m_bodyCount; ++i)
|
||||
{
|
||||
b = this.m_bodies[i];
|
||||
|
||||
if (b.m_invMass == 0.0)
|
||||
continue;
|
||||
|
||||
//b.m_position.Add( b2Math.MulFV (step.dt, b.m_linearVelocity) );
|
||||
b.m_position.x += step.dt * b.m_linearVelocity.x;
|
||||
b.m_position.y += step.dt * b.m_linearVelocity.y;
|
||||
b.m_rotation += step.dt * b.m_angularVelocity;
|
||||
|
||||
b.m_R.Set(b.m_rotation);
|
||||
}
|
||||
|
||||
for (i = 0; i < this.m_jointCount; ++i)
|
||||
{
|
||||
this.m_joints[i].PreparePositionSolver();
|
||||
}
|
||||
|
||||
// this.Solve position constraints.
|
||||
if (b2World.s_enablePositionCorrection)
|
||||
{
|
||||
for (b2Island.m_positionIterationCount = 0; b2Island.m_positionIterationCount < step.iterations; ++b2Island.m_positionIterationCount)
|
||||
{
|
||||
var contactsOkay = contactSolver.SolvePositionConstraints(b2Settings.b2_contactBaumgarte);
|
||||
|
||||
var jointsOkay = true;
|
||||
for (i = 0; i < this.m_jointCount; ++i)
|
||||
{
|
||||
var jointOkay = this.m_joints[i].SolvePositionConstraints();
|
||||
jointsOkay = jointsOkay && jointOkay;
|
||||
}
|
||||
|
||||
if (contactsOkay && jointsOkay)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Post-solve.
|
||||
contactSolver.PostSolve();
|
||||
|
||||
// Synchronize shapes and reset forces.
|
||||
for (i = 0; i < this.m_bodyCount; ++i)
|
||||
{
|
||||
b = this.m_bodies[i];
|
||||
|
||||
if (b.m_invMass == 0.0)
|
||||
continue;
|
||||
|
||||
b.m_R.Set(b.m_rotation);
|
||||
|
||||
b.SynchronizeShapes();
|
||||
b.m_force.Set(0.0, 0.0);
|
||||
b.m_torque = 0.0;
|
||||
}
|
||||
},
|
||||
|
||||
UpdateSleep: function(dt)
|
||||
{
|
||||
var i = 0;
|
||||
var b;
|
||||
|
||||
var minSleepTime = Number.MAX_VALUE;
|
||||
|
||||
var linTolSqr = b2Settings.b2_linearSleepTolerance * b2Settings.b2_linearSleepTolerance;
|
||||
var angTolSqr = b2Settings.b2_angularSleepTolerance * b2Settings.b2_angularSleepTolerance;
|
||||
|
||||
for (i = 0; i < this.m_bodyCount; ++i)
|
||||
{
|
||||
b = this.m_bodies[i];
|
||||
if (b.m_invMass == 0.0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((b.m_flags & b2Body.e_allowSleepFlag) == 0)
|
||||
{
|
||||
b.m_sleepTime = 0.0;
|
||||
minSleepTime = 0.0;
|
||||
}
|
||||
|
||||
if ((b.m_flags & b2Body.e_allowSleepFlag) == 0 ||
|
||||
b.m_angularVelocity * b.m_angularVelocity > angTolSqr ||
|
||||
b2Math.b2Dot(b.m_linearVelocity, b.m_linearVelocity) > linTolSqr)
|
||||
{
|
||||
b.m_sleepTime = 0.0;
|
||||
minSleepTime = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
b.m_sleepTime += dt;
|
||||
minSleepTime = b2Math.b2Min(minSleepTime, b.m_sleepTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (minSleepTime >= b2Settings.b2_timeToSleep)
|
||||
{
|
||||
for (i = 0; i < this.m_bodyCount; ++i)
|
||||
{
|
||||
b = this.m_bodies[i];
|
||||
b.m_flags |= b2Body.e_sleepFlag;
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
AddBody: function(body)
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_bodyCount < this.m_bodyCapacity);
|
||||
this.m_bodies[this.m_bodyCount++] = body;
|
||||
},
|
||||
|
||||
AddContact: function(contact)
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_contactCount < this.m_contactCapacity);
|
||||
this.m_contacts[this.m_contactCount++] = contact;
|
||||
},
|
||||
|
||||
AddJoint: function(joint)
|
||||
{
|
||||
//b2Settings.b2Assert(this.m_jointCount < this.m_jointCapacity);
|
||||
this.m_joints[this.m_jointCount++] = joint;
|
||||
},
|
||||
|
||||
m_allocator: null,
|
||||
|
||||
m_bodies: null,
|
||||
m_contacts: null,
|
||||
m_joints: null,
|
||||
|
||||
m_bodyCount: 0,
|
||||
m_jointCount: 0,
|
||||
m_contactCount: 0,
|
||||
|
||||
m_bodyCapacity: 0,
|
||||
m_contactCapacity: 0,
|
||||
m_jointCapacity: 0,
|
||||
|
||||
m_positionError: null};
|
||||
b2Island.m_positionIterationCount = 0;
|
|
@ -1,27 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
var b2TimeStep = Class.create();
|
||||
b2TimeStep.prototype =
|
||||
{
|
||||
dt: null,
|
||||
inv_dt: null,
|
||||
iterations: 0,
|
||||
initialize: function() {}};
|
|
@ -1,522 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
var b2World = Class.create();
|
||||
b2World.prototype =
|
||||
{
|
||||
initialize: function(worldAABB, gravity, doSleep){
|
||||
// initialize instance variables for references
|
||||
this.step = new b2TimeStep();
|
||||
this.m_contactManager = new b2ContactManager();
|
||||
//
|
||||
|
||||
|
||||
this.m_listener = null;
|
||||
this.m_filter = b2CollisionFilter.b2_defaultFilter;
|
||||
|
||||
this.m_bodyList = null;
|
||||
this.m_contactList = null;
|
||||
this.m_jointList = null;
|
||||
|
||||
this.m_bodyCount = 0;
|
||||
this.m_contactCount = 0;
|
||||
this.m_jointCount = 0;
|
||||
|
||||
this.m_bodyDestroyList = null;
|
||||
|
||||
this.m_allowSleep = doSleep;
|
||||
|
||||
this.m_gravity = gravity;
|
||||
|
||||
this.m_contactManager.m_world = this;
|
||||
this.m_broadPhase = new b2BroadPhase(worldAABB, this.m_contactManager);
|
||||
|
||||
var bd = new b2BodyDef();
|
||||
this.m_groundBody = this.CreateBody(bd);
|
||||
},
|
||||
//~b2World(){
|
||||
// this.DestroyBody(this.m_groundBody);
|
||||
// delete this.m_broadPhase;
|
||||
//}
|
||||
|
||||
// Set a callback to notify you when a joint is implicitly destroyed
|
||||
// when an attached body is destroyed.
|
||||
SetListener: function(listener){
|
||||
this.m_listener = listener;
|
||||
},
|
||||
|
||||
// Register a collision filter to provide specific control over collision.
|
||||
// Otherwise the default filter is used (b2CollisionFilter).
|
||||
SetFilter: function(filter){
|
||||
this.m_filter = filter;
|
||||
},
|
||||
|
||||
// Create and destroy rigid bodies. Destruction is deferred until the
|
||||
// the next call to this.Step. This is done so that bodies may be destroyed
|
||||
// while you iterate through the contact list.
|
||||
CreateBody: function(def){
|
||||
//void* mem = this.m_blockAllocator.Allocate(sizeof(b2Body));
|
||||
var b = new b2Body(def, this);
|
||||
b.m_prev = null;
|
||||
|
||||
b.m_next = this.m_bodyList;
|
||||
if (this.m_bodyList)
|
||||
{
|
||||
this.m_bodyList.m_prev = b;
|
||||
}
|
||||
this.m_bodyList = b;
|
||||
++this.m_bodyCount;
|
||||
|
||||
return b;
|
||||
},
|
||||
// Body destruction is deferred to make contact processing more robust.
|
||||
DestroyBody: function(b)
|
||||
{
|
||||
|
||||
if (b.m_flags & b2Body.e_destroyFlag)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove from normal body list.
|
||||
if (b.m_prev)
|
||||
{
|
||||
b.m_prev.m_next = b.m_next;
|
||||
}
|
||||
|
||||
if (b.m_next)
|
||||
{
|
||||
b.m_next.m_prev = b.m_prev;
|
||||
}
|
||||
|
||||
if (b == this.m_bodyList)
|
||||
{
|
||||
this.m_bodyList = b.m_next;
|
||||
}
|
||||
|
||||
b.m_flags |= b2Body.e_destroyFlag;
|
||||
//b2Settings.b2Assert(this.m_bodyCount > 0);
|
||||
--this.m_bodyCount;
|
||||
|
||||
//b->~b2Body();
|
||||
//b.Destroy();
|
||||
// Add to the deferred destruction list.
|
||||
b.m_prev = null;
|
||||
b.m_next = this.m_bodyDestroyList;
|
||||
this.m_bodyDestroyList = b;
|
||||
},
|
||||
|
||||
CleanBodyList: function()
|
||||
{
|
||||
this.m_contactManager.m_destroyImmediate = true;
|
||||
|
||||
var b = this.m_bodyDestroyList;
|
||||
while (b)
|
||||
{
|
||||
//b2Settings.b2Assert((b.m_flags & b2Body.e_destroyFlag) != 0);
|
||||
|
||||
// Preserve the next pointer.
|
||||
var b0 = b;
|
||||
b = b.m_next;
|
||||
|
||||
// Delete the attached joints
|
||||
var jn = b0.m_jointList;
|
||||
while (jn)
|
||||
{
|
||||
var jn0 = jn;
|
||||
jn = jn.next;
|
||||
|
||||
if (this.m_listener)
|
||||
{
|
||||
this.m_listener.NotifyJointDestroyed(jn0.joint);
|
||||
}
|
||||
|
||||
this.DestroyJoint(jn0.joint);
|
||||
}
|
||||
|
||||
b0.Destroy();
|
||||
//this.m_blockAllocator.Free(b0, sizeof(b2Body));
|
||||
}
|
||||
|
||||
// Reset the list.
|
||||
this.m_bodyDestroyList = null;
|
||||
|
||||
this.m_contactManager.m_destroyImmediate = false;
|
||||
},
|
||||
|
||||
CreateJoint: function(def){
|
||||
var j = b2Joint.Create(def, this.m_blockAllocator);
|
||||
|
||||
// Connect to the world list.
|
||||
j.m_prev = null;
|
||||
j.m_next = this.m_jointList;
|
||||
if (this.m_jointList)
|
||||
{
|
||||
this.m_jointList.m_prev = j;
|
||||
}
|
||||
this.m_jointList = j;
|
||||
++this.m_jointCount;
|
||||
|
||||
// Connect to the bodies
|
||||
j.m_node1.joint = j;
|
||||
j.m_node1.other = j.m_body2;
|
||||
j.m_node1.prev = null;
|
||||
j.m_node1.next = j.m_body1.m_jointList;
|
||||
if (j.m_body1.m_jointList) j.m_body1.m_jointList.prev = j.m_node1;
|
||||
j.m_body1.m_jointList = j.m_node1;
|
||||
|
||||
j.m_node2.joint = j;
|
||||
j.m_node2.other = j.m_body1;
|
||||
j.m_node2.prev = null;
|
||||
j.m_node2.next = j.m_body2.m_jointList;
|
||||
if (j.m_body2.m_jointList) j.m_body2.m_jointList.prev = j.m_node2;
|
||||
j.m_body2.m_jointList = j.m_node2;
|
||||
|
||||
// If the joint prevents collisions, then reset collision filtering.
|
||||
if (def.collideConnected == false)
|
||||
{
|
||||
// Reset the proxies on the body with the minimum number of shapes.
|
||||
var b = def.body1.m_shapeCount < def.body2.m_shapeCount ? def.body1 : def.body2;
|
||||
for (var s = b.m_shapeList; s; s = s.m_next)
|
||||
{
|
||||
s.ResetProxy(this.m_broadPhase);
|
||||
}
|
||||
}
|
||||
|
||||
return j;
|
||||
},
|
||||
DestroyJoint: function(j)
|
||||
{
|
||||
|
||||
var collideConnected = j.m_collideConnected;
|
||||
|
||||
// Remove from the world.
|
||||
if (j.m_prev)
|
||||
{
|
||||
j.m_prev.m_next = j.m_next;
|
||||
}
|
||||
|
||||
if (j.m_next)
|
||||
{
|
||||
j.m_next.m_prev = j.m_prev;
|
||||
}
|
||||
|
||||
if (j == this.m_jointList)
|
||||
{
|
||||
this.m_jointList = j.m_next;
|
||||
}
|
||||
|
||||
// Disconnect from island graph.
|
||||
var body1 = j.m_body1;
|
||||
var body2 = j.m_body2;
|
||||
|
||||
// Wake up touching bodies.
|
||||
body1.WakeUp();
|
||||
body2.WakeUp();
|
||||
|
||||
// Remove from body 1
|
||||
if (j.m_node1.prev)
|
||||
{
|
||||
j.m_node1.prev.next = j.m_node1.next;
|
||||
}
|
||||
|
||||
if (j.m_node1.next)
|
||||
{
|
||||
j.m_node1.next.prev = j.m_node1.prev;
|
||||
}
|
||||
|
||||
if (j.m_node1 == body1.m_jointList)
|
||||
{
|
||||
body1.m_jointList = j.m_node1.next;
|
||||
}
|
||||
|
||||
j.m_node1.prev = null;
|
||||
j.m_node1.next = null;
|
||||
|
||||
// Remove from body 2
|
||||
if (j.m_node2.prev)
|
||||
{
|
||||
j.m_node2.prev.next = j.m_node2.next;
|
||||
}
|
||||
|
||||
if (j.m_node2.next)
|
||||
{
|
||||
j.m_node2.next.prev = j.m_node2.prev;
|
||||
}
|
||||
|
||||
if (j.m_node2 == body2.m_jointList)
|
||||
{
|
||||
body2.m_jointList = j.m_node2.next;
|
||||
}
|
||||
|
||||
j.m_node2.prev = null;
|
||||
j.m_node2.next = null;
|
||||
|
||||
b2Joint.Destroy(j, this.m_blockAllocator);
|
||||
|
||||
//b2Settings.b2Assert(this.m_jointCount > 0);
|
||||
--this.m_jointCount;
|
||||
|
||||
// If the joint prevents collisions, then reset collision filtering.
|
||||
if (collideConnected == false)
|
||||
{
|
||||
// Reset the proxies on the body with the minimum number of shapes.
|
||||
var b = body1.m_shapeCount < body2.m_shapeCount ? body1 : body2;
|
||||
for (var s = b.m_shapeList; s; s = s.m_next)
|
||||
{
|
||||
s.ResetProxy(this.m_broadPhase);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
// The world provides a single ground body with no collision shapes. You
|
||||
// can use this to simplify the creation of joints.
|
||||
GetGroundBody: function(){
|
||||
return this.m_groundBody;
|
||||
},
|
||||
|
||||
|
||||
step: new b2TimeStep(),
|
||||
// this.Step
|
||||
Step: function(dt, iterations){
|
||||
|
||||
var b;
|
||||
var other;
|
||||
|
||||
|
||||
this.step.dt = dt;
|
||||
this.step.iterations = iterations;
|
||||
if (dt > 0.0)
|
||||
{
|
||||
this.step.inv_dt = 1.0 / dt;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.step.inv_dt = 0.0;
|
||||
}
|
||||
|
||||
this.m_positionIterationCount = 0;
|
||||
|
||||
// Handle deferred contact destruction.
|
||||
this.m_contactManager.CleanContactList();
|
||||
|
||||
// Handle deferred body destruction.
|
||||
this.CleanBodyList();
|
||||
|
||||
// Update contacts.
|
||||
this.m_contactManager.Collide();
|
||||
|
||||
// Size the island for the worst case.
|
||||
var island = new b2Island(this.m_bodyCount, this.m_contactCount, this.m_jointCount, this.m_stackAllocator);
|
||||
|
||||
// Clear all the island flags.
|
||||
for (b = this.m_bodyList; b != null; b = b.m_next)
|
||||
{
|
||||
b.m_flags &= ~b2Body.e_islandFlag;
|
||||
}
|
||||
for (var c = this.m_contactList; c != null; c = c.m_next)
|
||||
{
|
||||
c.m_flags &= ~b2Contact.e_islandFlag;
|
||||
}
|
||||
for (var j = this.m_jointList; j != null; j = j.m_next)
|
||||
{
|
||||
j.m_islandFlag = false;
|
||||
}
|
||||
|
||||
// Build and simulate all awake islands.
|
||||
var stackSize = this.m_bodyCount;
|
||||
//var stack = (b2Body**)this.m_stackAllocator.Allocate(stackSize * sizeof(b2Body*));
|
||||
var stack = new Array(this.m_bodyCount);
|
||||
for (var k = 0; k < this.m_bodyCount; k++)
|
||||
stack[k] = null;
|
||||
|
||||
for (var seed = this.m_bodyList; seed != null; seed = seed.m_next)
|
||||
{
|
||||
if (seed.m_flags & (b2Body.e_staticFlag | b2Body.e_islandFlag | b2Body.e_sleepFlag | b2Body.e_frozenFlag))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Reset island and stack.
|
||||
island.Clear();
|
||||
var stackCount = 0;
|
||||
stack[stackCount++] = seed;
|
||||
seed.m_flags |= b2Body.e_islandFlag;;
|
||||
|
||||
// Perform a depth first search (DFS) on the constraint graph.
|
||||
while (stackCount > 0)
|
||||
{
|
||||
// Grab the next body off the stack and add it to the island.
|
||||
b = stack[--stackCount];
|
||||
island.AddBody(b);
|
||||
|
||||
// Make sure the body is awake.
|
||||
b.m_flags &= ~b2Body.e_sleepFlag;
|
||||
|
||||
// To keep islands, we don't
|
||||
// propagate islands across static bodies.
|
||||
if (b.m_flags & b2Body.e_staticFlag)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Search all contacts connected to this body.
|
||||
for (var cn = b.m_contactList; cn != null; cn = cn.next)
|
||||
{
|
||||
if (cn.contact.m_flags & b2Contact.e_islandFlag)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
island.AddContact(cn.contact);
|
||||
cn.contact.m_flags |= b2Contact.e_islandFlag;
|
||||
|
||||
other = cn.other;
|
||||
if (other.m_flags & b2Body.e_islandFlag)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//b2Settings.b2Assert(stackCount < stackSize);
|
||||
stack[stackCount++] = other;
|
||||
other.m_flags |= b2Body.e_islandFlag;
|
||||
}
|
||||
|
||||
// Search all joints connect to this body.
|
||||
for (var jn = b.m_jointList; jn != null; jn = jn.next)
|
||||
{
|
||||
if (jn.joint.m_islandFlag == true)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
island.AddJoint(jn.joint);
|
||||
jn.joint.m_islandFlag = true;
|
||||
|
||||
other = jn.other;
|
||||
if (other.m_flags & b2Body.e_islandFlag)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
//b2Settings.b2Assert(stackCount < stackSize);
|
||||
stack[stackCount++] = other;
|
||||
other.m_flags |= b2Body.e_islandFlag;
|
||||
}
|
||||
}
|
||||
|
||||
island.Solve(this.step, this.m_gravity);
|
||||
|
||||
this.m_positionIterationCount = b2Math.b2Max(this.m_positionIterationCount, b2Island.m_positionIterationCount);
|
||||
|
||||
if (this.m_allowSleep)
|
||||
{
|
||||
island.UpdateSleep(dt);
|
||||
}
|
||||
|
||||
// Post solve cleanup.
|
||||
for (var i = 0; i < island.m_bodyCount; ++i)
|
||||
{
|
||||
// Allow static bodies to participate in other islands.
|
||||
b = island.m_bodies[i];
|
||||
if (b.m_flags & b2Body.e_staticFlag)
|
||||
{
|
||||
b.m_flags &= ~b2Body.e_islandFlag;
|
||||
}
|
||||
|
||||
// Handle newly frozen bodies.
|
||||
if (b.IsFrozen() && this.m_listener)
|
||||
{
|
||||
var response = this.m_listener.NotifyBoundaryViolated(b);
|
||||
if (response == b2WorldListener.b2_destroyBody)
|
||||
{
|
||||
this.DestroyBody(b);
|
||||
b = null;
|
||||
island.m_bodies[i] = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.m_broadPhase.Commit();
|
||||
|
||||
//this.m_stackAllocator.Free(stack);
|
||||
},
|
||||
|
||||
// this.Query the world for all shapes that potentially overlap the
|
||||
// provided AABB. You provide a shape pointer buffer of specified
|
||||
// size. The number of shapes found is returned.
|
||||
Query: function(aabb, shapes, maxCount){
|
||||
|
||||
//void** results = (void**)this.m_stackAllocator.Allocate(maxCount * sizeof(void*));
|
||||
var results = new Array();
|
||||
var count = this.m_broadPhase.QueryAABB(aabb, results, maxCount);
|
||||
|
||||
for (var i = 0; i < count; ++i)
|
||||
{
|
||||
shapes[i] = results[i];
|
||||
}
|
||||
|
||||
//this.m_stackAllocator.Free(results);
|
||||
return count;
|
||||
},
|
||||
|
||||
// You can use these to iterate over all the bodies, joints, and contacts.
|
||||
GetBodyList: function(){
|
||||
return this.m_bodyList;
|
||||
},
|
||||
GetJointList: function(){
|
||||
return this.m_jointList;
|
||||
},
|
||||
GetContactList: function(){
|
||||
return this.m_contactList;
|
||||
},
|
||||
|
||||
//--------------- Internals Below -------------------
|
||||
|
||||
m_blockAllocator: null,
|
||||
m_stackAllocator: null,
|
||||
|
||||
m_broadPhase: null,
|
||||
m_contactManager: new b2ContactManager(),
|
||||
|
||||
m_bodyList: null,
|
||||
m_contactList: null,
|
||||
m_jointList: null,
|
||||
|
||||
m_bodyCount: 0,
|
||||
m_contactCount: 0,
|
||||
m_jointCount: 0,
|
||||
|
||||
// These bodies will be destroyed at the next time this.step.
|
||||
m_bodyDestroyList: null,
|
||||
|
||||
m_gravity: null,
|
||||
m_allowSleep: null,
|
||||
|
||||
m_groundBody: null,
|
||||
|
||||
m_listener: null,
|
||||
m_filter: null,
|
||||
|
||||
m_positionIterationCount: 0};
|
||||
b2World.s_enablePositionCorrection = 1;
|
||||
b2World.s_enableWarmStarting = 1;
|
|
@ -1,52 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2WorldListener = Class.create();
|
||||
b2WorldListener.prototype =
|
||||
{
|
||||
|
||||
// If a body is destroyed, then any joints attached to it are also destroyed.
|
||||
// This prevents memory leaks, but you may unexpectedly be left with an
|
||||
// orphaned joint pointer.
|
||||
// Box2D will notify you when a joint is implicitly destroyed.
|
||||
// It is NOT called if you directly destroy a joint.
|
||||
// Implement this abstract class and provide it to b2World via
|
||||
// b2World::SetListener().
|
||||
// DO NOT modify the Box2D world inside this callback.
|
||||
NotifyJointDestroyed: function(joint){},
|
||||
|
||||
// This is called when a body's shape passes outside of the world boundary. If you
|
||||
// override this and pass back e_destroyBody, you must nullify your copies of the
|
||||
// body pointer.
|
||||
NotifyBoundaryViolated: function(body)
|
||||
{
|
||||
//NOT_USED(body);
|
||||
return b2WorldListener.b2_freezeBody;
|
||||
},
|
||||
|
||||
|
||||
|
||||
initialize: function() {}};
|
||||
b2WorldListener.b2_freezeBody = 0;
|
||||
b2WorldListener.b2_destroyBody = 1;
|
|
@ -1,102 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
var b2CircleContact = Class.create();
|
||||
Object.extend(b2CircleContact.prototype, b2Contact.prototype);
|
||||
Object.extend(b2CircleContact.prototype,
|
||||
{
|
||||
|
||||
initialize: function(s1, s2) {
|
||||
// The constructor for b2Contact
|
||||
// initialize instance variables for references
|
||||
this.m_node1 = new b2ContactNode();
|
||||
this.m_node2 = new b2ContactNode();
|
||||
//
|
||||
this.m_flags = 0;
|
||||
|
||||
if (!s1 || !s2){
|
||||
this.m_shape1 = null;
|
||||
this.m_shape2 = null;
|
||||
return;
|
||||
}
|
||||
|
||||
this.m_shape1 = s1;
|
||||
this.m_shape2 = s2;
|
||||
|
||||
this.m_manifoldCount = 0;
|
||||
|
||||
this.m_friction = Math.sqrt(this.m_shape1.m_friction * this.m_shape2.m_friction);
|
||||
this.m_restitution = b2Math.b2Max(this.m_shape1.m_restitution, this.m_shape2.m_restitution);
|
||||
|
||||
this.m_prev = null;
|
||||
this.m_next = null;
|
||||
|
||||
this.m_node1.contact = null;
|
||||
this.m_node1.prev = null;
|
||||
this.m_node1.next = null;
|
||||
this.m_node1.other = null;
|
||||
|
||||
this.m_node2.contact = null;
|
||||
this.m_node2.prev = null;
|
||||
this.m_node2.next = null;
|
||||
this.m_node2.other = null;
|
||||
//
|
||||
|
||||
// initialize instance variables for references
|
||||
this.m_manifold = [new b2Manifold()];
|
||||
//
|
||||
|
||||
//super(shape1, shape2);
|
||||
|
||||
//b2Settings.b2Assert(this.m_shape1.m_type == b2Shape.e_circleShape);
|
||||
//b2Settings.b2Assert(this.m_shape2.m_type == b2Shape.e_circleShape);
|
||||
this.m_manifold[0].pointCount = 0;
|
||||
this.m_manifold[0].points[0].normalImpulse = 0.0;
|
||||
this.m_manifold[0].points[0].tangentImpulse = 0.0;
|
||||
},
|
||||
//~b2CircleContact() {}
|
||||
|
||||
Evaluate: function(){
|
||||
b2Collision.b2CollideCircle(this.m_manifold[0], this.m_shape1, this.m_shape2, false);
|
||||
|
||||
if (this.m_manifold[0].pointCount > 0)
|
||||
{
|
||||
this.m_manifoldCount = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.m_manifoldCount = 0;
|
||||
}
|
||||
},
|
||||
|
||||
GetManifolds: function()
|
||||
{
|
||||
return this.m_manifold;
|
||||
},
|
||||
|
||||
m_manifold: [new b2Manifold()]});
|
||||
|
||||
b2CircleContact.Create = function(shape1, shape2, allocator){
|
||||
return new b2CircleContact(shape1, shape2);
|
||||
};
|
||||
b2CircleContact.Destroy = function(contact, allocator){
|
||||
//
|
||||
};
|
|
@ -1,228 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2006-2007 Erin Catto http:
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked, and must not be
|
||||
* misrepresented the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
var b2Conservative = Class.create();
|
||||
b2Conservative.prototype = {
|
||||
|
||||
// Temp vars
|
||||
|
||||
|
||||
|
||||
initialize: function() {}}
|
||||
b2Conservative.R1 = new b2Mat22();
|
||||
b2Conservative.R2 = new b2Mat22();
|
||||
b2Conservative.x1 = new b2Vec2();
|
||||
b2Conservative.x2 = new b2Vec2();
|
||||
b2Conservative.Conservative = function(shape1, shape2){
|
||||
var body1 = shape1.GetBody();
|
||||
var body2 = shape2.GetBody();
|
||||
|
||||
//b2Vec2 v1 = body1->m_position - body1->m_position0;
|
||||
var v1X = body1.m_position.x - body1.m_position0.x;
|
||||
var v1Y = body1.m_position.y - body1.m_position0.y;
|
||||
//float32 omega1 = body1->m_rotation - body1->m_rotation0;
|
||||
var omega1 = body1.m_rotation - body1.m_rotation0;
|
||||
//b2Vec2 v2 = body2->m_position - body2->m_position0;
|
||||
var v2X = body2.m_position.x - body2.m_position0.x;
|
||||
var v2Y = body2.m_position.y - body2.m_position0.y;
|
||||
//float32 omega2 = body2->m_rotation - body2->m_rotation0;
|
||||
var omega2 = body2.m_rotation - body2.m_rotation0;
|
||||
|
||||
//float32 r1 = shape1->GetMaxRadius();
|
||||
var r1 = shape1.GetMaxRadius();
|
||||
//float32 r2 = shape2->GetMaxRadius();
|
||||
var r2 = shape2.GetMaxRadius();
|
||||
|
||||
//b2Vec2 p1Start = body1->m_position0;
|
||||
var p1StartX = body1.m_position0.x;
|
||||
var p1StartY = body1.m_position0.y;
|
||||
//float32 a1Start = body1->m_rotation0;
|
||||
var a1Start = body1.m_rotation0;
|
||||
|
||||
//b2Vec2 p2Start = body2->m_position0;
|
||||
var p2StartX = body2.m_position0.x;
|
||||
var p2StartY = body2.m_position0.y;
|
||||
//float32 a2Start = body2->m_rotation0;
|
||||
var a2Start = body2.m_rotation0;
|
||||
|
||||
//b2Vec2 p1 = p1Start;
|
||||
var p1X = p1StartX;
|
||||
var p1Y = p1StartY;
|
||||
//float32 a1 = a1Start;
|
||||
var a1 = a1Start;
|
||||
//b2Vec2 p2 = p2Start;
|
||||
var p2X = p2StartX;
|
||||
var p2Y = p2StartY;
|
||||
//float32 a2 = a2Start;
|
||||
var a2 = a2Start;
|
||||
|
||||
//b2Mat22 b2Conservative.R1(a1), b2Conservative.R2(a2);
|
||||
b2Conservative.R1.Set(a1);
|
||||
b2Conservative.R2.Set(a2);
|
||||
|
||||
//shape1->QuickSync(p1, b2Conservative.R1);
|
||||
shape1.QuickSync(p1, b2Conservative.R1);
|
||||
//shape2->QuickSync(p2, b2Conservative.R2);
|
||||
shape2.QuickSync(p2, b2Conservative.R2);
|
||||
|
||||
//float32 s1 = 0.0f;
|
||||
var s1 = 0.0;
|
||||
//const int32 maxIterations = 10;
|
||||
var maxIterations = 10;
|
||||
//b2Vec2 d;
|
||||
var dX;
|
||||
var dY;
|
||||
//float32 invRelativeVelocity = 0.0f;
|
||||
var invRelativeVelocity = 0.0;
|
||||
//bool hit = true;
|
||||
var hit = true;
|
||||
//b2Vec2 b2Conservative.x1, b2Conservative.x2; moved to static var
|
||||
for (var iter = 0; iter < maxIterations; ++iter)
|
||||
{
|
||||
// Get the accurate distance between shapes.
|
||||
//float32 distance = b2Distance.Distance(&b2Conservative.x1, &b2Conservative.x2, shape1, shape2);
|
||||
var distance = b2Distance.Distance(b2Conservative.x1, b2Conservative.x2, shape1, shape2);
|
||||
if (distance < b2Settings.b2_linearSlop)
|
||||
{
|
||||
if (iter == 0)
|
||||
{
|
||||
hit = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
hit = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if (iter == 0)
|
||||
{
|
||||
//b2Vec2 d = b2Conservative.x2 - b2Conservative.x1;
|
||||
dX = b2Conservative.x2.x - b2Conservative.x1.x;
|
||||
dY = b2Conservative.x2.y - b2Conservative.x1.y;
|
||||
//d.Normalize();
|
||||
var dLen = Math.sqrt(dX*dX + dY*dY);
|
||||
//float32 relativeVelocity = b2Dot(d, v1 - v2) + b2Abs(omega1) * r1 + b2Abs(omega2) * r2;
|
||||
var relativeVelocity = (dX*(v1X-v2X) + dY*(v1Y - v2Y)) + Math.abs(omega1) * r1 + Math.abs(omega2) * r2;
|
||||
if (Math.abs(relativeVelocity) < Number.MIN_VALUE)
|
||||
{
|
||||
hit = false;
|
||||
break;
|
||||
}
|
||||
|
||||
invRelativeVelocity = 1.0 / relativeVelocity;
|
||||
}
|
||||
|
||||
// Get the conservative movement.
|
||||
//float32 ds = distance * invRelativeVelocity;
|
||||
var ds = distance * invRelativeVelocity;
|
||||
//float32 s2 = s1 + ds;
|
||||
var s2 = s1 + ds;
|
||||
|
||||
if (s2 < 0.0 || 1.0 < s2)
|
||||
{
|
||||
hit = false;
|
||||
break;
|
||||
}
|
||||
|
||||
if (s2 < (1.0 + 100.0 * Number.MIN_VALUE) * s1)
|
||||
{
|
||||
hit = true;
|
||||
break;
|
||||
}
|
||||
|
||||
s1 = s2;
|
||||
|
||||
// Move forward conservatively.
|
||||
//p1 = p1Start + s1 * v1;
|
||||
p1X = p1StartX + s1 * v1.x;
|
||||
p1Y = p1StartY + s1 * v1.y;
|
||||
//a1 = a1Start + s1 * omega1;
|
||||
a1 = a1Start + s1 * omega1;
|
||||
//p2 = p2Start + s1 * v2;
|
||||
p2X = p2StartX + s1 * v2.x;
|
||||
p2Y = p2StartY + s1 * v2.y;
|
||||
//a2 = a2Start + s1 * omega2;
|
||||
a2 = a2Start + s1 * omega2;
|
||||
|
||||
b2Conservative.R1.Set(a1);
|
||||
b2Conservative.R2.Set(a2);
|
||||
shape1.QuickSync(p1, b2Conservative.R1);
|
||||
shape2.QuickSync(p2, b2Conservative.R2);
|
||||
}
|
||||
|
||||
if (hit)
|
||||
{
|
||||
// Hit, move bodies to safe position and re-sync shapes.
|
||||
//b2Vec2 d = b2Conservative.x2 - b2Conservative.x1;
|
||||
dX = b2Conservative.x2.x - b2Conservative.x1.x;
|
||||
dY = b2Conservative.x2.y - b2Conservative.x1.y;
|
||||
//float32 length = d.Length();
|
||||
var length = Math.sqrt(dX*dX + dY*dY);
|
||||
if (length > FLT_EPSILON)
|
||||
{
|
||||
d *= b2_linearSlop / length;
|
||||
}
|
||||
|
||||
if (body1.IsStatic())
|
||||
{
|
||||
//body1.m_position = p1;
|
||||
body1.m_position.x = p1X;
|
||||
body1.m_position.y = p1Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
//body1.m_position = p1 - d;
|
||||
body1.m_position.x = p1X - dX;
|
||||
body1.m_position.y = p1Y - dY;
|
||||
}
|
||||
body1.m_rotation = a1;
|
||||
body1.m_R.Set(a1);
|
||||
body1.QuickSyncShapes();
|
||||
|
||||
if (body2.IsStatic())
|
||||
{
|
||||
//body2->m_position = p2;
|
||||
body2.m_position.x = p2X;
|
||||
body2.m_position.y = p2Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
//body2->m_position = p2 + d;
|
||||
body2.m_position.x = p2X + dX;
|
||||
body2.m_position.y = p2Y + dY;
|
||||
}
|
||||
//body2.m_position = p2 + d;
|
||||
body2.m_position.x = p2X + dX;
|
||||
body2.m_position.y = p2Y + dY;
|
||||
body2.m_rotation = a2;
|
||||
body2.m_R.Set(a2);
|
||||
body2.QuickSyncShapes();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// No hit, restore shapes.
|
||||
shape1.QuickSync(body1.m_position, body1.m_R);
|
||||
shape2.QuickSync(body2.m_position, body2.m_R);
|
||||
return false;
|
||||
};
|