var vec2 = require('../math/vec2');
var Ray = require('../collision/Ray');
module.exports = RaycastResult;
/**
* Storage for Ray casting hit data.
* @class RaycastResult
* @constructor
*/
function RaycastResult(){
/**
* The normal of the hit, oriented in world space.
* @property {array} normal
*/
this.normal = vec2.create();
/**
* The hit shape, or null.
* @property {Shape} shape
*/
this.shape = null;
/**
* The hit body, or null.
* @property {Body} body
*/
this.body = null;
/**
* The index of the hit triangle, if the hit shape was indexable.
* @property {number} faceIndex
* @default -1
*/
this.faceIndex = -1;
/**
* Distance to the hit, as a fraction. 0 is at the "from" point, 1 is at the "to" point. Will be set to -1 if there was no hit yet.
* @property {number} fraction
* @default -1
*/
this.fraction = -1;
/**
* If the ray should stop traversing.
* @readonly
* @property {Boolean} isStopped
*/
this.isStopped = false;
}
/**
* Reset all result data. Must be done before re-using the result object.
* @method reset
*/
RaycastResult.prototype.reset = function () {
vec2.set(this.normal, 0, 0);
this.shape = null;
this.body = null;
this.faceIndex = -1;
this.fraction = -1;
this.isStopped = false;
};
/**
* Get the distance to the hit point.
* @method getHitDistance
* @param {Ray} ray
* @return {number}
*/
RaycastResult.prototype.getHitDistance = function (ray) {
return vec2.distance(ray.from, ray.to) * this.fraction;
};
/**
* Returns true if the ray hit something since the last reset().
* @method hasHit
* @®eturn {boolean}
*/
RaycastResult.prototype.hasHit = function () {
return this.fraction !== -1;
};
/**
* Get world hit point.
* @method getHitPoint
* @param {array} out
* @param {Ray} ray
*/
RaycastResult.prototype.getHitPoint = function (out, ray) {
vec2.lerp(out, ray.from, ray.to, this.fraction);
};
/**
* Can be called while iterating over hits to stop searching for hit points.
* @method stop
*/
RaycastResult.prototype.stop = function(){
this.isStopped = true;
};
/**
* @method shouldStop
* @private
* @param {Ray} ray
* @return {boolean}
*/
RaycastResult.prototype.shouldStop = function(ray){
return this.isStopped || (this.fraction !== -1 && ray.mode === Ray.ANY);
};
/**
* @method set
* @private
* @param {array} normal
* @param {Shape} shape
* @param {Body} body
* @param {number} fraction
* @param {number} faceIndex
*/
RaycastResult.prototype.set = function(
normal,
shape,
body,
fraction,
faceIndex
){
vec2.copy(this.normal, normal);
this.shape = shape;
this.body = body;
this.fraction = fraction;
this.faceIndex = faceIndex;
};
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