File: src\fork\box2d\collision\shapes\b2ShapeDef.js
/*
* 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.
*/
/**
* @class b2ShapeDef
* @constructor
*/
var b2ShapeDef = 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;
};
b2ShapeDef.prototype =
{
//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
};