excalibur 0.28.3 → 0.28.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (482) hide show
  1. package/.gitattributes +63 -63
  2. package/CHANGELOG.md +2003 -1955
  3. package/LICENSE.md +25 -25
  4. package/README.md +134 -134
  5. package/STYLEGUIDE.md +136 -136
  6. package/build/dist/Actions/Action/ActionSequence.js +31 -0
  7. package/build/dist/Actions/Action/ActionSequence.js.map +1 -0
  8. package/build/dist/Actions/Action/Blink.js +54 -0
  9. package/build/dist/Actions/Action/Blink.js.map +1 -0
  10. package/build/dist/Actions/Action/CallMethod.js +21 -0
  11. package/build/dist/Actions/Action/CallMethod.js.map +1 -0
  12. package/build/dist/Actions/Action/Delay.js +26 -0
  13. package/build/dist/Actions/Action/Delay.js.map +1 -0
  14. package/build/dist/Actions/Action/Die.js +22 -0
  15. package/build/dist/Actions/Action/Die.js.map +1 -0
  16. package/build/dist/Actions/Action/EaseBy.js +70 -0
  17. package/build/dist/Actions/Action/EaseBy.js.map +1 -0
  18. package/build/dist/Actions/Action/EaseTo.js +69 -0
  19. package/build/dist/Actions/Action/EaseTo.js.map +1 -0
  20. package/build/dist/Actions/Action/Fade.js +48 -0
  21. package/build/dist/Actions/Action/Fade.js.map +1 -0
  22. package/build/dist/Actions/Action/Follow.js +56 -0
  23. package/build/dist/Actions/Action/Follow.js.map +1 -0
  24. package/build/dist/Actions/Action/Meet.js +54 -0
  25. package/build/dist/Actions/Action/Meet.js.map +1 -0
  26. package/build/dist/Actions/Action/MoveBy.js +48 -0
  27. package/build/dist/Actions/Action/MoveBy.js.map +1 -0
  28. package/build/dist/Actions/Action/MoveTo.js +41 -0
  29. package/build/dist/Actions/Action/MoveTo.js.map +1 -0
  30. package/build/dist/Actions/Action/ParallelActions.js +23 -0
  31. package/build/dist/Actions/Action/ParallelActions.js.map +1 -0
  32. package/build/dist/Actions/Action/Repeat.js +31 -0
  33. package/build/dist/Actions/Action/Repeat.js.map +1 -0
  34. package/build/dist/Actions/Action/RepeatForever.js +37 -0
  35. package/build/dist/Actions/Action/RepeatForever.js.map +1 -0
  36. package/build/dist/Actions/Action/RotateBy.js +95 -0
  37. package/build/dist/Actions/Action/RotateBy.js.map +1 -0
  38. package/build/dist/Actions/Action/RotateTo.js +91 -0
  39. package/build/dist/Actions/Action/RotateTo.js.map +1 -0
  40. package/build/dist/Actions/Action/ScaleBy.js +46 -0
  41. package/build/dist/Actions/Action/ScaleBy.js.map +1 -0
  42. package/build/dist/Actions/Action/ScaleTo.js +58 -0
  43. package/build/dist/Actions/Action/ScaleTo.js.map +1 -0
  44. package/build/dist/Actions/Action.js +2 -0
  45. package/build/dist/Actions/Action.js.map +1 -0
  46. package/build/dist/Actions/ActionContext.js +322 -0
  47. package/build/dist/Actions/ActionContext.js.map +1 -0
  48. package/build/dist/Actions/ActionQueue.js +87 -0
  49. package/build/dist/Actions/ActionQueue.js.map +1 -0
  50. package/build/dist/Actions/Actionable.js +2 -0
  51. package/build/dist/Actions/Actionable.js.map +1 -0
  52. package/build/dist/Actions/ActionsComponent.js +195 -0
  53. package/build/dist/Actions/ActionsComponent.js.map +1 -0
  54. package/build/dist/Actions/ActionsSystem.js +30 -0
  55. package/build/dist/Actions/ActionsSystem.js.map +1 -0
  56. package/build/dist/Actions/Index.js +26 -0
  57. package/build/dist/Actions/Index.js.map +1 -0
  58. package/build/dist/Actions/RotationType.js +27 -0
  59. package/build/dist/Actions/RotationType.js.map +1 -0
  60. package/build/dist/Actor.js +629 -0
  61. package/build/dist/Actor.js.map +1 -0
  62. package/build/dist/Camera.js +660 -0
  63. package/build/dist/Camera.js.map +1 -0
  64. package/build/dist/Collision/BoundingBox.js +415 -0
  65. package/build/dist/Collision/BoundingBox.js.map +1 -0
  66. package/build/dist/Collision/ColliderComponent.js +202 -0
  67. package/build/dist/Collision/ColliderComponent.js.map +1 -0
  68. package/build/dist/Collision/Colliders/CircleCollider.js +226 -0
  69. package/build/dist/Collision/Colliders/CircleCollider.js.map +1 -0
  70. package/build/dist/Collision/Colliders/ClosestLineJumpTable.js +211 -0
  71. package/build/dist/Collision/Colliders/ClosestLineJumpTable.js.map +1 -0
  72. package/build/dist/Collision/Colliders/Collider.js +32 -0
  73. package/build/dist/Collision/Colliders/Collider.js.map +1 -0
  74. package/build/dist/Collision/Colliders/CollisionJumpTable.js +300 -0
  75. package/build/dist/Collision/Colliders/CollisionJumpTable.js.map +1 -0
  76. package/build/dist/Collision/Colliders/EdgeCollider.js +229 -0
  77. package/build/dist/Collision/Colliders/EdgeCollider.js.map +1 -0
  78. package/build/dist/Collision/Colliders/PolygonCollider.js +556 -0
  79. package/build/dist/Collision/Colliders/PolygonCollider.js.map +1 -0
  80. package/build/dist/Collision/Colliders/SeparatingAxis.js +67 -0
  81. package/build/dist/Collision/Colliders/SeparatingAxis.js.map +1 -0
  82. package/build/dist/Collision/Colliders/Shape.js +99 -0
  83. package/build/dist/Collision/Colliders/Shape.js.map +1 -0
  84. package/build/dist/Collision/CollisionType.js +33 -0
  85. package/build/dist/Collision/CollisionType.js.map +1 -0
  86. package/build/dist/Collision/Detection/CollisionContact.js +51 -0
  87. package/build/dist/Collision/Detection/CollisionContact.js.map +1 -0
  88. package/build/dist/Collision/Detection/CollisionProcessor.js +2 -0
  89. package/build/dist/Collision/Detection/CollisionProcessor.js.map +1 -0
  90. package/build/dist/Collision/Detection/DynamicTree.js +442 -0
  91. package/build/dist/Collision/Detection/DynamicTree.js.map +1 -0
  92. package/build/dist/Collision/Detection/Pair.js +92 -0
  93. package/build/dist/Collision/Detection/Pair.js.map +1 -0
  94. package/build/dist/Collision/Detection/QuadTree.js +193 -0
  95. package/build/dist/Collision/Detection/QuadTree.js.map +1 -0
  96. package/build/dist/Collision/Group/CollisionGroup.js +3 -3
  97. package/build/dist/Collision/Integrator.js +25 -0
  98. package/build/dist/Collision/Integrator.js.map +1 -0
  99. package/build/dist/Collision/MotionSystem.js +35 -0
  100. package/build/dist/Collision/MotionSystem.js.map +1 -0
  101. package/build/dist/Collision/Physics.js +163 -0
  102. package/build/dist/Collision/Physics.js.map +1 -0
  103. package/build/dist/Collision/PhysicsWorld.js +10 -0
  104. package/build/dist/Collision/PhysicsWorld.js.map +1 -0
  105. package/build/dist/Collision/Side.js +51 -0
  106. package/build/dist/Collision/Side.js.map +1 -0
  107. package/build/dist/Collision/Solver/ArcadeSolver.js +154 -0
  108. package/build/dist/Collision/Solver/ArcadeSolver.js.map +1 -0
  109. package/build/dist/Collision/Solver/ContactConstraintPoint.js +87 -0
  110. package/build/dist/Collision/Solver/ContactConstraintPoint.js.map +1 -0
  111. package/build/dist/Collision/Solver/RealisticSolver.js +293 -0
  112. package/build/dist/Collision/Solver/RealisticSolver.js.map +1 -0
  113. package/build/dist/Collision/Solver/Solver.js +2 -0
  114. package/build/dist/Collision/Solver/Solver.js.map +1 -0
  115. package/build/dist/Color.js +417 -0
  116. package/build/dist/Color.js.map +1 -0
  117. package/build/dist/Configurable.js +32 -0
  118. package/build/dist/Configurable.js.map +1 -0
  119. package/build/dist/Debug/Debug.d.ts +11 -0
  120. package/build/dist/Debug/Debug.js +385 -0
  121. package/build/dist/Debug/Debug.js.map +1 -0
  122. package/build/dist/Debug/DebugFlags.js +40 -0
  123. package/build/dist/Debug/DebugFlags.js.map +1 -0
  124. package/build/dist/Debug/DebugSystem.js +263 -0
  125. package/build/dist/Debug/DebugSystem.js.map +1 -0
  126. package/build/dist/Debug/index.js +4 -0
  127. package/build/dist/Debug/index.js.map +1 -0
  128. package/build/dist/Deprecated.js +2 -0
  129. package/build/dist/Deprecated.js.map +1 -0
  130. package/build/dist/Engine.js +986 -0
  131. package/build/dist/Engine.js.map +1 -0
  132. package/build/dist/EntityComponentSystem/Component.js +65 -0
  133. package/build/dist/EntityComponentSystem/Component.js.map +1 -0
  134. package/build/dist/EntityComponentSystem/Components/MotionComponent.js +33 -0
  135. package/build/dist/EntityComponentSystem/Components/MotionComponent.js.map +1 -0
  136. package/build/dist/EntityComponentSystem/Components/TransformComponent.js +107 -0
  137. package/build/dist/EntityComponentSystem/Components/TransformComponent.js.map +1 -0
  138. package/build/dist/EntityComponentSystem/Entity.js +487 -0
  139. package/build/dist/EntityComponentSystem/Entity.js.map +1 -0
  140. package/build/dist/EntityComponentSystem/EntityManager.js +137 -0
  141. package/build/dist/EntityComponentSystem/EntityManager.js.map +1 -0
  142. package/build/dist/EntityComponentSystem/Query.js +90 -0
  143. package/build/dist/EntityComponentSystem/Query.js.map +1 -0
  144. package/build/dist/EntityComponentSystem/QueryManager.js +90 -0
  145. package/build/dist/EntityComponentSystem/QueryManager.js.map +1 -0
  146. package/build/dist/EntityComponentSystem/System.js +76 -0
  147. package/build/dist/EntityComponentSystem/System.js.map +1 -0
  148. package/build/dist/EntityComponentSystem/SystemManager.js +104 -0
  149. package/build/dist/EntityComponentSystem/SystemManager.js.map +1 -0
  150. package/build/dist/EntityComponentSystem/Util.js +5 -0
  151. package/build/dist/EntityComponentSystem/Util.js.map +1 -0
  152. package/build/dist/EntityComponentSystem/World.js +55 -0
  153. package/build/dist/EntityComponentSystem/World.js.map +1 -0
  154. package/build/dist/EntityComponentSystem/index.js +11 -0
  155. package/build/dist/EntityComponentSystem/index.js.map +1 -0
  156. package/build/dist/EventDispatcher.js +122 -0
  157. package/build/dist/EventDispatcher.js.map +1 -0
  158. package/build/dist/EventEmitter.js +86 -0
  159. package/build/dist/EventEmitter.js.map +1 -0
  160. package/build/dist/Events/ExEvent.js +12 -0
  161. package/build/dist/Events/ExEvent.js.map +1 -0
  162. package/build/dist/Events/MediaEvents.js +75 -0
  163. package/build/dist/Events/MediaEvents.js.map +1 -0
  164. package/build/dist/Events/PointerEvents.js +52 -0
  165. package/build/dist/Events/PointerEvents.js.map +1 -0
  166. package/build/dist/Events.js +473 -0
  167. package/build/dist/Events.js.map +1 -0
  168. package/build/dist/Flags.js +67 -0
  169. package/build/dist/Flags.js.map +1 -0
  170. package/build/dist/Graphics/Animation.js +344 -0
  171. package/build/dist/Graphics/Animation.js.map +1 -0
  172. package/build/dist/Graphics/Canvas.js +38 -0
  173. package/build/dist/Graphics/Canvas.js.map +1 -0
  174. package/build/dist/Graphics/Circle.js +48 -0
  175. package/build/dist/Graphics/Circle.js.map +1 -0
  176. package/build/dist/Graphics/Context/ExcaliburGraphicsContext.js +2 -0
  177. package/build/dist/Graphics/Context/ExcaliburGraphicsContext.js.map +1 -0
  178. package/build/dist/Graphics/Context/ExcaliburGraphicsContext2DCanvas.js +237 -0
  179. package/build/dist/Graphics/Context/ExcaliburGraphicsContext2DCanvas.js.map +1 -0
  180. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.d.ts +1 -0
  181. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.js +481 -0
  182. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.js.map +1 -0
  183. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.frag.glsl +52 -52
  184. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.js +174 -0
  185. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.js.map +1 -0
  186. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.vert.glsl +37 -37
  187. package/build/dist/Graphics/Context/debug-text.js +47 -0
  188. package/build/dist/Graphics/Context/debug-text.js.map +1 -0
  189. package/build/dist/Graphics/Context/draw-call.js +16 -0
  190. package/build/dist/Graphics/Context/draw-call.js.map +1 -0
  191. package/build/dist/Graphics/Context/image-renderer/image-renderer.frag.glsl +32 -32
  192. package/build/dist/Graphics/Context/image-renderer/image-renderer.js +246 -0
  193. package/build/dist/Graphics/Context/image-renderer/image-renderer.js.map +1 -0
  194. package/build/dist/Graphics/Context/image-renderer/image-renderer.vert.glsl +32 -32
  195. package/build/dist/Graphics/Context/line-renderer/line-fragment.glsl +10 -10
  196. package/build/dist/Graphics/Context/line-renderer/line-renderer.js +90 -0
  197. package/build/dist/Graphics/Context/line-renderer/line-renderer.js.map +1 -0
  198. package/build/dist/Graphics/Context/line-renderer/line-vertex.glsl +14 -14
  199. package/build/dist/Graphics/Context/material-renderer/material-renderer.js +23 -2
  200. package/build/dist/Graphics/Context/material-renderer/material-renderer.js.map +1 -1
  201. package/build/dist/Graphics/Context/material.d.ts +2 -0
  202. package/build/dist/Graphics/Context/material.js +72 -0
  203. package/build/dist/Graphics/Context/material.js.map +1 -0
  204. package/build/dist/Graphics/Context/point-renderer/point-fragment.glsl +19 -19
  205. package/build/dist/Graphics/Context/point-renderer/point-renderer.js +91 -0
  206. package/build/dist/Graphics/Context/point-renderer/point-renderer.js.map +1 -0
  207. package/build/dist/Graphics/Context/point-renderer/point-vertex.glsl +11 -11
  208. package/build/dist/Graphics/Context/quad-index-buffer.js +67 -0
  209. package/build/dist/Graphics/Context/quad-index-buffer.js.map +1 -0
  210. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.frag.glsl +85 -85
  211. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.js +305 -0
  212. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.js.map +1 -0
  213. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.vert.glsl +42 -42
  214. package/build/dist/Graphics/Context/render-source.js +16 -0
  215. package/build/dist/Graphics/Context/render-source.js.map +1 -0
  216. package/build/dist/Graphics/Context/render-target.js +65 -0
  217. package/build/dist/Graphics/Context/render-target.js.map +1 -0
  218. package/build/dist/Graphics/Context/renderer.js +2 -0
  219. package/build/dist/Graphics/Context/renderer.js.map +1 -0
  220. package/build/dist/Graphics/Context/screen-pass-painter/screen-fragment.glsl +13 -13
  221. package/build/dist/Graphics/Context/screen-pass-painter/screen-pass-painter.js +56 -0
  222. package/build/dist/Graphics/Context/screen-pass-painter/screen-pass-painter.js.map +1 -0
  223. package/build/dist/Graphics/Context/screen-pass-painter/screen-vertex.glsl +11 -11
  224. package/build/dist/Graphics/Context/state-stack.js +37 -0
  225. package/build/dist/Graphics/Context/state-stack.js.map +1 -0
  226. package/build/dist/Graphics/Context/texture-loader.js +109 -0
  227. package/build/dist/Graphics/Context/texture-loader.js.map +1 -0
  228. package/build/dist/Graphics/Context/transform-stack.js +30 -0
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  230. package/build/dist/Graphics/Context/vertex-buffer.js +53 -0
  231. package/build/dist/Graphics/Context/vertex-buffer.js.map +1 -0
  232. package/build/dist/Graphics/Context/webgl-util.js +79 -0
  233. package/build/dist/Graphics/Context/webgl-util.js.map +1 -0
  234. package/build/dist/Graphics/DebugGraphicsComponent.d.ts +3 -2
  235. package/build/dist/Graphics/DebugGraphicsComponent.js +16 -0
  236. package/build/dist/Graphics/DebugGraphicsComponent.js.map +1 -0
  237. package/build/dist/Graphics/Filtering.js +17 -0
  238. package/build/dist/Graphics/Filtering.js.map +1 -0
  239. package/build/dist/Graphics/Font.js +148 -0
  240. package/build/dist/Graphics/Font.js.map +1 -0
  241. package/build/dist/Graphics/FontCache.d.ts +1 -0
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  244. package/build/dist/Graphics/FontCommon.js +109 -0
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  246. package/build/dist/Graphics/FontTextInstance.js +230 -0
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  248. package/build/dist/Graphics/Graphic.js +208 -0
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  250. package/build/dist/Graphics/GraphicsComponent.js +336 -0
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  252. package/build/dist/Graphics/GraphicsDiagnostics.js +9 -0
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  256. package/build/dist/Graphics/GraphicsSystem.js +210 -0
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  258. package/build/dist/Graphics/ImageSource.js +124 -0
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  260. package/build/dist/Graphics/Line.js +45 -0
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  262. package/build/dist/Graphics/OffscreenSystem.js +64 -0
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  264. package/build/dist/Graphics/ParallaxComponent.js +11 -0
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  266. package/build/dist/Graphics/Polygon.js +59 -0
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@@ -0,0 +1,556 @@
1
+ import { BoundingBox } from '../BoundingBox';
2
+ import { EdgeCollider } from './EdgeCollider';
3
+ import { CollisionJumpTable } from './CollisionJumpTable';
4
+ import { CircleCollider } from './CircleCollider';
5
+ import { Projection } from '../../Math/projection';
6
+ import { LineSegment } from '../../Math/line-segment';
7
+ import { Vector } from '../../Math/vector';
8
+ import { AffineMatrix } from '../../Math/affine-matrix';
9
+ import { Ray } from '../../Math/ray';
10
+ import { ClosestLineJumpTable } from './ClosestLineJumpTable';
11
+ import { Collider } from './Collider';
12
+ import { Logger, range } from '../..';
13
+ import { CompositeCollider } from './CompositeCollider';
14
+ import { Shape } from './Shape';
15
+ /**
16
+ * Polygon collider for detecting collisions
17
+ */
18
+ export class PolygonCollider extends Collider {
19
+ /**
20
+ * Points in the polygon in order around the perimeter in local coordinates. These are relative from the body transform position.
21
+ * Excalibur stores these in counter-clockwise order
22
+ */
23
+ set points(points) {
24
+ this._localBoundsDirty = true;
25
+ this._localSidesDirty = true;
26
+ this._sidesDirty = true;
27
+ this._points = points;
28
+ }
29
+ /**
30
+ * Points in the polygon in order around the perimeter in local coordinates. These are relative from the body transform position.
31
+ * Excalibur stores these in counter-clockwise order
32
+ */
33
+ get points() {
34
+ return this._points;
35
+ }
36
+ constructor(options) {
37
+ var _a, _b;
38
+ super();
39
+ this._logger = Logger.getInstance();
40
+ this._transformedPoints = [];
41
+ this._sides = [];
42
+ this._localSides = [];
43
+ this._globalMatrix = AffineMatrix.identity();
44
+ this._transformedPointsDirty = true;
45
+ this._sidesDirty = true;
46
+ this._localSidesDirty = true;
47
+ this._localBoundsDirty = true;
48
+ this.offset = (_a = options.offset) !== null && _a !== void 0 ? _a : Vector.Zero;
49
+ this._globalMatrix.translate(this.offset.x, this.offset.y);
50
+ this.points = (_b = options.points) !== null && _b !== void 0 ? _b : [];
51
+ const counterClockwise = this._isCounterClockwiseWinding(this.points);
52
+ if (!counterClockwise) {
53
+ this.points.reverse();
54
+ }
55
+ if (!this.isConvex()) {
56
+ this._logger.warn('Excalibur only supports convex polygon colliders and will not behave properly.' +
57
+ 'Call PolygonCollider.triangulate() to build a new collider composed of smaller convex triangles');
58
+ }
59
+ // calculate initial transformation
60
+ this._calculateTransformation();
61
+ }
62
+ _isCounterClockwiseWinding(points) {
63
+ // https://stackoverflow.com/a/1165943
64
+ let sum = 0;
65
+ for (let i = 0; i < points.length; i++) {
66
+ sum += (points[(i + 1) % points.length].x - points[i].x) * (points[(i + 1) % points.length].y + points[i].y);
67
+ }
68
+ return sum < 0;
69
+ }
70
+ /**
71
+ * Returns if the polygon collider is convex, Excalibur does not handle non-convex collision shapes.
72
+ * Call [[Polygon.triangulate]] to generate a [[CompositeCollider]] from this non-convex shape
73
+ */
74
+ isConvex() {
75
+ // From SO: https://stackoverflow.com/a/45372025
76
+ if (this.points.length < 3) {
77
+ return false;
78
+ }
79
+ let oldPoint = this.points[this.points.length - 2];
80
+ let newPoint = this.points[this.points.length - 1];
81
+ let direction = Math.atan2(newPoint.y - oldPoint.y, newPoint.x - oldPoint.x);
82
+ let oldDirection = 0;
83
+ let orientation = 0;
84
+ let angleSum = 0;
85
+ for (const [i, point] of this.points.entries()) {
86
+ oldPoint = newPoint;
87
+ oldDirection = direction;
88
+ newPoint = point;
89
+ direction = Math.atan2(newPoint.y - oldPoint.y, newPoint.x - oldPoint.x);
90
+ if (oldPoint.equals(newPoint)) {
91
+ return false; // repeat point
92
+ }
93
+ let angle = direction - oldDirection;
94
+ if (angle <= -Math.PI) {
95
+ angle += Math.PI * 2;
96
+ }
97
+ else if (angle > Math.PI) {
98
+ angle -= Math.PI * 2;
99
+ }
100
+ if (i === 0) {
101
+ if (angle === 0.0) {
102
+ return false;
103
+ }
104
+ orientation = angle > 0 ? 1 : -1;
105
+ }
106
+ else {
107
+ if (orientation * angle <= 0) {
108
+ return false;
109
+ }
110
+ }
111
+ angleSum += angle;
112
+ }
113
+ return Math.abs(Math.round(angleSum / (Math.PI * 2))) === 1;
114
+ }
115
+ /**
116
+ * Tessellates the polygon into a triangle fan as a [[CompositeCollider]] of triangle polygons
117
+ */
118
+ tessellate() {
119
+ const polygons = [];
120
+ for (let i = 1; i < this.points.length - 2; i++) {
121
+ polygons.push([this.points[0], this.points[i + 1], this.points[i + 2]]);
122
+ }
123
+ polygons.push([this.points[0], this.points[1], this.points[2]]);
124
+ return new CompositeCollider(polygons.map(points => Shape.Polygon(points)));
125
+ }
126
+ /**
127
+ * Triangulate the polygon collider using the "Ear Clipping" algorithm.
128
+ * Returns a new [[CompositeCollider]] made up of smaller triangles.
129
+ */
130
+ triangulate() {
131
+ // https://www.youtube.com/watch?v=hTJFcHutls8
132
+ if (this.points.length < 3) {
133
+ throw Error('Invalid polygon');
134
+ }
135
+ /**
136
+ * Helper to get a vertex in the list
137
+ */
138
+ function getItem(index, list) {
139
+ if (index >= list.length) {
140
+ return list[index % list.length];
141
+ }
142
+ else if (index < 0) {
143
+ return list[index % list.length + list.length];
144
+ }
145
+ else {
146
+ return list[index];
147
+ }
148
+ }
149
+ /**
150
+ * Quick test for point in triangle
151
+ */
152
+ function isPointInTriangle(point, a, b, c) {
153
+ const ab = b.sub(a);
154
+ const bc = c.sub(b);
155
+ const ca = a.sub(c);
156
+ const ap = point.sub(a);
157
+ const bp = point.sub(b);
158
+ const cp = point.sub(c);
159
+ const cross1 = ab.cross(ap);
160
+ const cross2 = bc.cross(bp);
161
+ const cross3 = ca.cross(cp);
162
+ if (cross1 > 0 || cross2 > 0 || cross3 > 0) {
163
+ return false;
164
+ }
165
+ return true;
166
+ }
167
+ const triangles = [];
168
+ const vertices = [...this.points];
169
+ const indices = range(0, this.points.length - 1);
170
+ // 1. Loop through vertices clockwise
171
+ // if the vertex is convex (interior angle is < 180) (cross product positive)
172
+ // if the polygon formed by it's edges doesn't contain the points
173
+ // it's an ear add it to our list of triangles, and restart
174
+ while (indices.length > 3) {
175
+ for (let i = 0; i < indices.length; i++) {
176
+ const a = indices[i];
177
+ const b = getItem(i - 1, indices);
178
+ const c = getItem(i + 1, indices);
179
+ const va = vertices[a];
180
+ const vb = vertices[b];
181
+ const vc = vertices[c];
182
+ // Check convexity
183
+ const leftArm = vb.sub(va);
184
+ const rightArm = vc.sub(va);
185
+ const isConvex = rightArm.cross(leftArm) > 0; // positive cross means convex
186
+ if (!isConvex) {
187
+ continue;
188
+ }
189
+ let isEar = true;
190
+ // Check that if any vertices are in the triangle a, b, c
191
+ for (let j = 0; j < indices.length; j++) {
192
+ const vertIndex = indices[j];
193
+ // We can skip these
194
+ if (vertIndex === a || vertIndex === b || vertIndex === c) {
195
+ continue;
196
+ }
197
+ const point = vertices[vertIndex];
198
+ if (isPointInTriangle(point, vb, va, vc)) {
199
+ isEar = false;
200
+ break;
201
+ }
202
+ }
203
+ // Add ear to polygon list and remove from list
204
+ if (isEar) {
205
+ triangles.push([vb, va, vc]);
206
+ indices.splice(i, 1);
207
+ break;
208
+ }
209
+ }
210
+ }
211
+ triangles.push([vertices[indices[0]], vertices[indices[1]], vertices[indices[2]]]);
212
+ return new CompositeCollider(triangles.map(points => Shape.Polygon(points)));
213
+ }
214
+ /**
215
+ * Returns a clone of this ConvexPolygon, not associated with any collider
216
+ */
217
+ clone() {
218
+ return new PolygonCollider({
219
+ offset: this.offset.clone(),
220
+ points: this.points.map((p) => p.clone())
221
+ });
222
+ }
223
+ /**
224
+ * Returns the world position of the collider, which is the current body transform plus any defined offset
225
+ */
226
+ get worldPos() {
227
+ if (this._transform) {
228
+ return this._transform.pos.add(this.offset);
229
+ }
230
+ return this.offset;
231
+ }
232
+ /**
233
+ * Get the center of the collider in world coordinates
234
+ */
235
+ get center() {
236
+ return this.bounds.center;
237
+ }
238
+ /**
239
+ * Calculates the underlying transformation from the body relative space to world space
240
+ */
241
+ _calculateTransformation() {
242
+ const points = this.points;
243
+ const len = points.length;
244
+ this._transformedPoints.length = 0; // clear out old transform
245
+ for (let i = 0; i < len; i++) {
246
+ this._transformedPoints[i] = this._globalMatrix.multiply(points[i].clone());
247
+ }
248
+ }
249
+ /**
250
+ * Gets the points that make up the polygon in world space, from actor relative space (if specified)
251
+ */
252
+ getTransformedPoints() {
253
+ if (this._transformedPointsDirty) {
254
+ this._calculateTransformation();
255
+ this._transformedPointsDirty = false;
256
+ }
257
+ return this._transformedPoints;
258
+ }
259
+ /**
260
+ * Gets the sides of the polygon in world space
261
+ */
262
+ getSides() {
263
+ if (this._sidesDirty) {
264
+ const lines = [];
265
+ const points = this.getTransformedPoints();
266
+ const len = points.length;
267
+ for (let i = 0; i < len; i++) {
268
+ // This winding is important
269
+ lines.push(new LineSegment(points[i], points[(i + 1) % len]));
270
+ }
271
+ this._sides = lines;
272
+ this._sidesDirty = false;
273
+ }
274
+ return this._sides;
275
+ }
276
+ /**
277
+ * Returns the local coordinate space sides
278
+ */
279
+ getLocalSides() {
280
+ if (this._localSidesDirty) {
281
+ const lines = [];
282
+ const points = this.points;
283
+ const len = points.length;
284
+ for (let i = 0; i < len; i++) {
285
+ // This winding is important
286
+ lines.push(new LineSegment(points[i], points[(i + 1) % len]));
287
+ }
288
+ this._localSides = lines;
289
+ this._localSidesDirty = false;
290
+ }
291
+ return this._localSides;
292
+ }
293
+ /**
294
+ * Given a direction vector find the world space side that is most in that direction
295
+ * @param direction
296
+ */
297
+ findSide(direction) {
298
+ const sides = this.getSides();
299
+ let bestSide = sides[0];
300
+ let maxDistance = -Number.MAX_VALUE;
301
+ for (let side = 0; side < sides.length; side++) {
302
+ const currentSide = sides[side];
303
+ const sideNormal = currentSide.normal();
304
+ const mostDirection = sideNormal.dot(direction);
305
+ if (mostDirection > maxDistance) {
306
+ bestSide = currentSide;
307
+ maxDistance = mostDirection;
308
+ }
309
+ }
310
+ return bestSide;
311
+ }
312
+ /**
313
+ * Given a direction vector find the local space side that is most in that direction
314
+ * @param direction
315
+ */
316
+ findLocalSide(direction) {
317
+ const sides = this.getLocalSides();
318
+ let bestSide = sides[0];
319
+ let maxDistance = -Number.MAX_VALUE;
320
+ for (let side = 0; side < sides.length; side++) {
321
+ const currentSide = sides[side];
322
+ const sideNormal = currentSide.normal();
323
+ const mostDirection = sideNormal.dot(direction);
324
+ if (mostDirection > maxDistance) {
325
+ bestSide = currentSide;
326
+ maxDistance = mostDirection;
327
+ }
328
+ }
329
+ return bestSide;
330
+ }
331
+ /**
332
+ * Get the axis associated with the convex polygon
333
+ */
334
+ get axes() {
335
+ const axes = [];
336
+ const sides = this.getSides();
337
+ for (let i = 0; i < sides.length; i++) {
338
+ axes.push(sides[i].normal());
339
+ }
340
+ return axes;
341
+ }
342
+ /**
343
+ * Updates the transform for the collision geometry
344
+ *
345
+ * Collision geometry (points/bounds) will not change until this is called.
346
+ * @param transform
347
+ */
348
+ update(transform) {
349
+ var _a;
350
+ if (transform) {
351
+ this._transform = transform;
352
+ this._transformedPointsDirty = true;
353
+ this._sidesDirty = true;
354
+ // This change means an update must be performed in order for geometry to update
355
+ const globalMat = (_a = transform.matrix) !== null && _a !== void 0 ? _a : this._globalMatrix;
356
+ globalMat.clone(this._globalMatrix);
357
+ this._globalMatrix.translate(this.offset.x, this.offset.y);
358
+ }
359
+ }
360
+ /**
361
+ * Tests if a point is contained in this collider in world space
362
+ */
363
+ contains(point) {
364
+ // Always cast to the right, as long as we cast in a consistent fixed direction we
365
+ // will be fine
366
+ const testRay = new Ray(point, new Vector(1, 0));
367
+ const intersectCount = this.getSides().reduce(function (accum, side) {
368
+ if (testRay.intersect(side) >= 0) {
369
+ return accum + 1;
370
+ }
371
+ return accum;
372
+ }, 0);
373
+ if (intersectCount % 2 === 0) {
374
+ return false;
375
+ }
376
+ return true;
377
+ }
378
+ getClosestLineBetween(collider) {
379
+ if (collider instanceof CircleCollider) {
380
+ return ClosestLineJumpTable.PolygonCircleClosestLine(this, collider);
381
+ }
382
+ else if (collider instanceof PolygonCollider) {
383
+ return ClosestLineJumpTable.PolygonPolygonClosestLine(this, collider);
384
+ }
385
+ else if (collider instanceof EdgeCollider) {
386
+ return ClosestLineJumpTable.PolygonEdgeClosestLine(this, collider);
387
+ }
388
+ else {
389
+ throw new Error(`Polygon could not collide with unknown CollisionShape ${typeof collider}`);
390
+ }
391
+ }
392
+ /**
393
+ * Returns a collision contact if the 2 colliders collide, otherwise collide will
394
+ * return null.
395
+ * @param collider
396
+ */
397
+ collide(collider) {
398
+ if (collider instanceof CircleCollider) {
399
+ return CollisionJumpTable.CollideCirclePolygon(collider, this);
400
+ }
401
+ else if (collider instanceof PolygonCollider) {
402
+ return CollisionJumpTable.CollidePolygonPolygon(this, collider);
403
+ }
404
+ else if (collider instanceof EdgeCollider) {
405
+ return CollisionJumpTable.CollidePolygonEdge(this, collider);
406
+ }
407
+ else {
408
+ throw new Error(`Polygon could not collide with unknown CollisionShape ${typeof collider}`);
409
+ }
410
+ }
411
+ /**
412
+ * Find the point on the collider furthest in the direction specified
413
+ */
414
+ getFurthestPoint(direction) {
415
+ const pts = this.getTransformedPoints();
416
+ let furthestPoint = null;
417
+ let maxDistance = -Number.MAX_VALUE;
418
+ for (let i = 0; i < pts.length; i++) {
419
+ const distance = direction.dot(pts[i]);
420
+ if (distance > maxDistance) {
421
+ maxDistance = distance;
422
+ furthestPoint = pts[i];
423
+ }
424
+ }
425
+ return furthestPoint;
426
+ }
427
+ /**
428
+ * Find the local point on the collider furthest in the direction specified
429
+ * @param direction
430
+ */
431
+ getFurthestLocalPoint(direction) {
432
+ const pts = this.points;
433
+ let furthestPoint = pts[0];
434
+ let maxDistance = -Number.MAX_VALUE;
435
+ for (let i = 0; i < pts.length; i++) {
436
+ const distance = direction.dot(pts[i]);
437
+ if (distance > maxDistance) {
438
+ maxDistance = distance;
439
+ furthestPoint = pts[i];
440
+ }
441
+ }
442
+ return furthestPoint;
443
+ }
444
+ /**
445
+ * Finds the closes face to the point using perpendicular distance
446
+ * @param point point to test against polygon
447
+ */
448
+ getClosestFace(point) {
449
+ const sides = this.getSides();
450
+ let min = Number.POSITIVE_INFINITY;
451
+ let faceIndex = -1;
452
+ let distance = -1;
453
+ for (let i = 0; i < sides.length; i++) {
454
+ const dist = sides[i].distanceToPoint(point);
455
+ if (dist < min) {
456
+ min = dist;
457
+ faceIndex = i;
458
+ distance = dist;
459
+ }
460
+ }
461
+ if (faceIndex !== -1) {
462
+ return {
463
+ distance: sides[faceIndex].normal().scale(distance),
464
+ face: sides[faceIndex]
465
+ };
466
+ }
467
+ return null;
468
+ }
469
+ /**
470
+ * Get the axis aligned bounding box for the polygon collider in world coordinates
471
+ */
472
+ get bounds() {
473
+ return this.localBounds.transform(this._globalMatrix);
474
+ }
475
+ /**
476
+ * Get the axis aligned bounding box for the polygon collider in local coordinates
477
+ */
478
+ get localBounds() {
479
+ if (this._localBoundsDirty) {
480
+ this._localBounds = BoundingBox.fromPoints(this.points);
481
+ this._localBoundsDirty = false;
482
+ }
483
+ return this._localBounds;
484
+ }
485
+ /**
486
+ * Get the moment of inertia for an arbitrary polygon
487
+ * https://en.wikipedia.org/wiki/List_of_moments_of_inertia
488
+ */
489
+ getInertia(mass) {
490
+ if (this._cachedMass === mass && this._cachedInertia) {
491
+ return this._cachedInertia;
492
+ }
493
+ let numerator = 0;
494
+ let denominator = 0;
495
+ const points = this.points;
496
+ for (let i = 0; i < points.length; i++) {
497
+ const iplusone = (i + 1) % points.length;
498
+ const crossTerm = points[iplusone].cross(points[i]);
499
+ numerator +=
500
+ crossTerm *
501
+ (points[i].dot(points[i]) + points[i].dot(points[iplusone]) + points[iplusone].dot(points[iplusone]));
502
+ denominator += crossTerm;
503
+ }
504
+ this._cachedMass = mass;
505
+ return this._cachedInertia = (mass / 6) * (numerator / denominator);
506
+ }
507
+ /**
508
+ * Casts a ray into the polygon and returns a vector representing the point of contact (in world space) or null if no collision.
509
+ */
510
+ rayCast(ray, max = Infinity) {
511
+ // find the minimum contact time greater than 0
512
+ // contact times less than 0 are behind the ray and we don't want those
513
+ const sides = this.getSides();
514
+ const len = sides.length;
515
+ let minContactTime = Number.MAX_VALUE;
516
+ let contactIndex = -1;
517
+ for (let i = 0; i < len; i++) {
518
+ const contactTime = ray.intersect(sides[i]);
519
+ if (contactTime >= 0 && contactTime < minContactTime && contactTime <= max) {
520
+ minContactTime = contactTime;
521
+ contactIndex = i;
522
+ }
523
+ }
524
+ // contact was found
525
+ if (contactIndex >= 0) {
526
+ return ray.getPoint(minContactTime);
527
+ }
528
+ // no contact found
529
+ return null;
530
+ }
531
+ /**
532
+ * Project the edges of the polygon along a specified axis
533
+ */
534
+ project(axis) {
535
+ const points = this.getTransformedPoints();
536
+ const len = points.length;
537
+ let min = Number.MAX_VALUE;
538
+ let max = -Number.MAX_VALUE;
539
+ for (let i = 0; i < len; i++) {
540
+ const scalar = points[i].dot(axis);
541
+ min = Math.min(min, scalar);
542
+ max = Math.max(max, scalar);
543
+ }
544
+ return new Projection(min, max);
545
+ }
546
+ debug(ex, color) {
547
+ const firstPoint = this.getTransformedPoints()[0];
548
+ const points = [firstPoint, ...this.getTransformedPoints(), firstPoint];
549
+ for (let i = 0; i < points.length - 1; i++) {
550
+ ex.drawLine(points[i], points[i + 1], color, 2);
551
+ ex.drawCircle(points[i], 2, color);
552
+ ex.drawCircle(points[i + 1], 2, color);
553
+ }
554
+ }
555
+ }
556
+ //# sourceMappingURL=PolygonCollider.js.map
@@ -0,0 +1 @@
1
+ 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@@ -0,0 +1,67 @@
1
+ export class SeparatingAxis {
2
+ static findPolygonPolygonSeparation(polyA, polyB) {
3
+ let bestSeparation = -Number.MAX_VALUE;
4
+ let bestSide = null;
5
+ let bestAxis = null;
6
+ let bestSideIndex = -1;
7
+ let bestOtherPoint = null;
8
+ const sides = polyA.getSides();
9
+ const localSides = polyA.getLocalSides();
10
+ for (let i = 0; i < sides.length; i++) {
11
+ const side = sides[i];
12
+ const axis = side.normal();
13
+ const vertB = polyB.getFurthestPoint(axis.negate());
14
+ // Separation on side i's axis
15
+ // We are looking for the largest separation between poly A's sides
16
+ const vertSeparation = side.distanceToPoint(vertB, true);
17
+ if (vertSeparation > bestSeparation) {
18
+ bestSeparation = vertSeparation;
19
+ bestSide = side;
20
+ bestAxis = axis;
21
+ bestSideIndex = i;
22
+ bestOtherPoint = vertB;
23
+ }
24
+ }
25
+ return {
26
+ collider: polyA,
27
+ separation: bestAxis ? bestSeparation : 99,
28
+ axis: bestAxis,
29
+ side: bestSide,
30
+ localSide: localSides[bestSideIndex],
31
+ sideId: bestSideIndex,
32
+ point: bestOtherPoint,
33
+ localPoint: bestAxis ? polyB.getFurthestLocalPoint(bestAxis.negate()) : null
34
+ };
35
+ }
36
+ static findCirclePolygonSeparation(circle, polygon) {
37
+ const axes = polygon.axes;
38
+ const pc = polygon.center;
39
+ // Special SAT with circles
40
+ const polyDir = pc.sub(circle.worldPos);
41
+ const closestPointOnPoly = polygon.getFurthestPoint(polyDir.negate());
42
+ axes.push(closestPointOnPoly.sub(circle.worldPos).normalize());
43
+ let minOverlap = Number.MAX_VALUE;
44
+ let minAxis = null;
45
+ let minIndex = -1;
46
+ for (let i = 0; i < axes.length; i++) {
47
+ const proj1 = polygon.project(axes[i]);
48
+ const proj2 = circle.project(axes[i]);
49
+ const overlap = proj1.getOverlap(proj2);
50
+ if (overlap <= 0) {
51
+ return null;
52
+ }
53
+ else {
54
+ if (overlap < minOverlap) {
55
+ minOverlap = overlap;
56
+ minAxis = axes[i];
57
+ minIndex = i;
58
+ }
59
+ }
60
+ }
61
+ if (minIndex < 0) {
62
+ return null;
63
+ }
64
+ return minAxis.normalize().scale(minOverlap);
65
+ }
66
+ }
67
+ //# sourceMappingURL=SeparatingAxis.js.map
@@ -0,0 +1 @@
1
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