# packages/core/src/features/physics/lib/2d/shapes.ts
This is the source snapshot used to build these API details. [View this revision on GitHub](https://github.com/benlesh/pibbl/blob/272a94aaf62e0bd6ad8726a4c607a76a9ec44ca1/packages/core/src/features/physics/lib/2d/shapes.ts#L232).

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<pre class="api-source"><code><span id="L1"><a href="#L1" aria-label="Line 1">1</a> import type {</span>
<span id="L2"><a href="#L2" aria-label="Line 2">2</a>   PibblPhysicsAabb2D,</span>
<span id="L3"><a href="#L3" aria-label="Line 3">3</a>   PibblPhysicsMassProperties2D,</span>
<span id="L4"><a href="#L4" aria-label="Line 4">4</a>   PibblPhysicsPose2D,</span>
<span id="L5"><a href="#L5" aria-label="Line 5">5</a>   PibblPhysicsShape2D,</span>
<span id="L6"><a href="#L6" aria-label="Line 6">6</a>   PibblPhysicsTransform2D,</span>
<span id="L7"><a href="#L7" aria-label="Line 7">7</a>   PibblPhysicsVector2,</span>
<span id="L8"><a href="#L8" aria-label="Line 8">8</a> } from '../../2d-geometry.js';</span>
<span id="L9"><a href="#L9" aria-label="Line 9">9</a> import {</span>
<span id="L10"><a href="#L10" aria-label="Line 10">10</a>   copyFiniteVector2,</span>
<span id="L11"><a href="#L11" aria-label="Line 11">11</a>   requireFiniteNumber,</span>
<span id="L12"><a href="#L12" aria-label="Line 12">12</a>   requireNonnegativeNumber,</span>
<span id="L13"><a href="#L13" aria-label="Line 13">13</a>   requirePositiveNumber,</span>
<span id="L14"><a href="#L14" aria-label="Line 14">14</a> } from '../shared/validation.js';</span>
<span id="L15"><a href="#L15" aria-label="Line 15">15</a> import {</span>
<span id="L16"><a href="#L16" aria-label="Line 16">16</a>   CURVE_FLATTENING_MAX_DEPTH,</span>
<span id="L17"><a href="#L17" aria-label="Line 17">17</a>   CURVE_FLATTENING_TOLERANCE,</span>
<span id="L18"><a href="#L18" aria-label="Line 18">18</a>   IDENTITY_POSE_2D,</span>
<span id="L19"><a href="#L19" aria-label="Line 19">19</a>   canonicalizeContour2D,</span>
<span id="L20"><a href="#L20" aria-label="Line 20">20</a>   cleanZero,</span>
<span id="L21"><a href="#L21" aria-label="Line 21">21</a>   composePose2D,</span>
<span id="L22"><a href="#L22" aria-label="Line 22">22</a>   copyPose2D,</span>
<span id="L23"><a href="#L23" aria-label="Line 23">23</a>   freezeBounds2D,</span>
<span id="L24"><a href="#L24" aria-label="Line 24">24</a>   polygonMassData2D,</span>
<span id="L25"><a href="#L25" aria-label="Line 25">25</a>   transformPointInto,</span>
<span id="L26"><a href="#L26" aria-label="Line 26">26</a>   triangulateContour2D,</span>
<span id="L27"><a href="#L27" aria-label="Line 27">27</a>   type InternalPose2D,</span>
<span id="L28"><a href="#L28" aria-label="Line 28">28</a> } from './math.js';</span>
<span id="L29"><a href="#L29" aria-label="Line 29">29</a> import { DEGREES_TO_RADIANS, GEOMETRY_EPSILON } from './numeric-policy.js';</span>
<span id="L30"><a href="#L30" aria-label="Line 30">30</a> import {</span>
<span id="L31"><a href="#L31" aria-label="Line 31">31</a>   createShape2D,</span>
<span id="L32"><a href="#L32" aria-label="Line 32">32</a>   requireShapeRecord2D,</span>
<span id="L33"><a href="#L33" aria-label="Line 33">33</a>   type CapsuleLeaf2D,</span>
<span id="L34"><a href="#L34" aria-label="Line 34">34</a>   type ConvexLeaf2D,</span>
<span id="L35"><a href="#L35" aria-label="Line 35">35</a>   type PolygonLeaf2D,</span>
<span id="L36"><a href="#L36" aria-label="Line 36">36</a> } from './shape-records.js';</span>
<span id="L37"><a href="#L37" aria-label="Line 37">37</a> </span>
<span id="L38"><a href="#L38" aria-label="Line 38">38</a> const FULL_TURN_RADIANS = Math.PI * 2;</span>
<span id="L39"><a href="#L39" aria-label="Line 39">39</a> </span>
<span id="L40"><a href="#L40" aria-label="Line 40">40</a> /**</span>
<span id="L41"><a href="#L41" aria-label="Line 41">41</a>  * Creates an immutable circle collision shape without initializing a physics world.</span>
<span id="L42"><a href="#L42" aria-label="Line 42">42</a>  *</span>
<span id="L43"><a href="#L43" aria-label="Line 43">43</a>  * @param input - Circle radius and optional center. See {@link PibblPhysicsVector2}.</span>
<span id="L44"><a href="#L44" aria-label="Line 44">44</a>  * @returns An immutable circle collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L45"><a href="#L45" aria-label="Line 45">45</a>  *</span>
<span id="L46"><a href="#L46" aria-label="Line 46">46</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L47"><a href="#L47" aria-label="Line 47">47</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L48"><a href="#L48" aria-label="Line 48">48</a>  */</span>
<span id="L49"><a href="#L49" aria-label="Line 49">49</a> export function circleShape2D(</span>
<span id="L50"><a href="#L50" aria-label="Line 50">50</a>   input: Readonly&lt;{ radius: number; center?: PibblPhysicsVector2 }&gt;,</span>
<span id="L51"><a href="#L51" aria-label="Line 51">51</a> ): PibblPhysicsShape2D {</span>
<span id="L52"><a href="#L52" aria-label="Line 52">52</a>   const radius = requirePositiveNumber(input.radius, 'circle.radius');</span>
<span id="L53"><a href="#L53" aria-label="Line 53">53</a>   const center = ownedVector(input.center ?? [0, 0], 'circle.center');</span>
<span id="L54"><a href="#L54" aria-label="Line 54">54</a>   const area = Math.PI * radius * radius;</span>
<span id="L55"><a href="#L55" aria-label="Line 55">55</a>   return createShapeFromLeaves(</span>
<span id="L56"><a href="#L56" aria-label="Line 56">56</a>     [Object.freeze({ kind: 'circle', center, radius, canonicalLeafIndex: 0 })],</span>
<span id="L57"><a href="#L57" aria-label="Line 57">57</a>     area,</span>
<span id="L58"><a href="#L58" aria-label="Line 58">58</a>     center[0]!,</span>
<span id="L59"><a href="#L59" aria-label="Line 59">59</a>     center[1]!,</span>
<span id="L60"><a href="#L60" aria-label="Line 60">60</a>     area * radius * radius / 2,</span>
<span id="L61"><a href="#L61" aria-label="Line 61">61</a>   );</span>
<span id="L62"><a href="#L62" aria-label="Line 62">62</a> }</span>
<span id="L63"><a href="#L63" aria-label="Line 63">63</a> </span>
<span id="L64"><a href="#L64" aria-label="Line 64">64</a> /**</span>
<span id="L65"><a href="#L65" aria-label="Line 65">65</a>  * Creates an immutable ellipse collision shape without initializing a physics world.</span>
<span id="L66"><a href="#L66" aria-label="Line 66">66</a>  *</span>
<span id="L67"><a href="#L67" aria-label="Line 67">67</a>  * @param input - Ellipse radii, optional center, and rotation in degrees. See</span>
<span id="L68"><a href="#L68" aria-label="Line 68">68</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L69"><a href="#L69" aria-label="Line 69">69</a>  * @returns An immutable ellipse collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L70"><a href="#L70" aria-label="Line 70">70</a>  *</span>
<span id="L71"><a href="#L71" aria-label="Line 71">71</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L72"><a href="#L72" aria-label="Line 72">72</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L73"><a href="#L73" aria-label="Line 73">73</a>  */</span>
<span id="L74"><a href="#L74" aria-label="Line 74">74</a> export function ellipseShape2D(</span>
<span id="L75"><a href="#L75" aria-label="Line 75">75</a>   input: Readonly&lt;{</span>
<span id="L76"><a href="#L76" aria-label="Line 76">76</a>     radiusX: number;</span>
<span id="L77"><a href="#L77" aria-label="Line 77">77</a>     radiusY: number;</span>
<span id="L78"><a href="#L78" aria-label="Line 78">78</a>     center?: PibblPhysicsVector2;</span>
<span id="L79"><a href="#L79" aria-label="Line 79">79</a>     rotationDegrees?: number;</span>
<span id="L80"><a href="#L80" aria-label="Line 80">80</a>   }&gt;,</span>
<span id="L81"><a href="#L81" aria-label="Line 81">81</a> ): PibblPhysicsShape2D {</span>
<span id="L82"><a href="#L82" aria-label="Line 82">82</a>   const radiusX = requirePositiveNumber(input.radiusX, 'ellipse.radiusX');</span>
<span id="L83"><a href="#L83" aria-label="Line 83">83</a>   const radiusY = requirePositiveNumber(input.radiusY, 'ellipse.radiusY');</span>
<span id="L84"><a href="#L84" aria-label="Line 84">84</a>   const center = ownedVector(input.center ?? [0, 0], 'ellipse.center');</span>
<span id="L85"><a href="#L85" aria-label="Line 85">85</a>   const rotationRadians =</span>
<span id="L86"><a href="#L86" aria-label="Line 86">86</a>     requireFiniteNumber(input.rotationDegrees ?? 0, 'ellipse.rotationDegrees') *</span>
<span id="L87"><a href="#L87" aria-label="Line 87">87</a>     DEGREES_TO_RADIANS;</span>
<span id="L88"><a href="#L88" aria-label="Line 88">88</a>   const area = Math.PI * radiusX * radiusY;</span>
<span id="L89"><a href="#L89" aria-label="Line 89">89</a>   return createShapeFromLeaves(</span>
<span id="L90"><a href="#L90" aria-label="Line 90">90</a>     [Object.freeze({ kind: 'ellipse', center, radiusX, radiusY, rotationRadians, canonicalLeafIndex: 0 })],</span>
<span id="L91"><a href="#L91" aria-label="Line 91">91</a>     area,</span>
<span id="L92"><a href="#L92" aria-label="Line 92">92</a>     center[0]!,</span>
<span id="L93"><a href="#L93" aria-label="Line 93">93</a>     center[1]!,</span>
<span id="L94"><a href="#L94" aria-label="Line 94">94</a>     area * (radiusX * radiusX + radiusY * radiusY) / 4,</span>
<span id="L95"><a href="#L95" aria-label="Line 95">95</a>   );</span>
<span id="L96"><a href="#L96" aria-label="Line 96">96</a> }</span>
<span id="L97"><a href="#L97" aria-label="Line 97">97</a> </span>
<span id="L98"><a href="#L98" aria-label="Line 98">98</a> /**</span>
<span id="L99"><a href="#L99" aria-label="Line 99">99</a>  * Creates an immutable box collision shape without initializing a physics world.</span>
<span id="L100"><a href="#L100" aria-label="Line 100">100</a>  *</span>
<span id="L101"><a href="#L101" aria-label="Line 101">101</a>  * @param input - Box width, height, and optional center. See {@link PibblPhysicsVector2}.</span>
<span id="L102"><a href="#L102" aria-label="Line 102">102</a>  * @returns An immutable box collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L103"><a href="#L103" aria-label="Line 103">103</a>  *</span>
<span id="L104"><a href="#L104" aria-label="Line 104">104</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L105"><a href="#L105" aria-label="Line 105">105</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L106"><a href="#L106" aria-label="Line 106">106</a>  */</span>
<span id="L107"><a href="#L107" aria-label="Line 107">107</a> export function boxShape2D(</span>
<span id="L108"><a href="#L108" aria-label="Line 108">108</a>   input: Readonly&lt;{</span>
<span id="L109"><a href="#L109" aria-label="Line 109">109</a>     width: number;</span>
<span id="L110"><a href="#L110" aria-label="Line 110">110</a>     height: number;</span>
<span id="L111"><a href="#L111" aria-label="Line 111">111</a>     center?: PibblPhysicsVector2;</span>
<span id="L112"><a href="#L112" aria-label="Line 112">112</a>   }&gt;,</span>
<span id="L113"><a href="#L113" aria-label="Line 113">113</a> ): PibblPhysicsShape2D {</span>
<span id="L114"><a href="#L114" aria-label="Line 114">114</a>   const width = requirePositiveNumber(input.width, 'box.width');</span>
<span id="L115"><a href="#L115" aria-label="Line 115">115</a>   const height = requirePositiveNumber(input.height, 'box.height');</span>
<span id="L116"><a href="#L116" aria-label="Line 116">116</a>   const center = ownedVector(input.center ?? [0, 0], 'box.center');</span>
<span id="L117"><a href="#L117" aria-label="Line 117">117</a>   const area = width * height;</span>
<span id="L118"><a href="#L118" aria-label="Line 118">118</a>   return createShapeFromLeaves(</span>
<span id="L119"><a href="#L119" aria-label="Line 119">119</a>     [Object.freeze({ kind: 'box', center, halfWidth: width / 2, halfHeight: height / 2, canonicalLeafIndex: 0 })],</span>
<span id="L120"><a href="#L120" aria-label="Line 120">120</a>     area,</span>
<span id="L121"><a href="#L121" aria-label="Line 121">121</a>     center[0]!,</span>
<span id="L122"><a href="#L122" aria-label="Line 122">122</a>     center[1]!,</span>
<span id="L123"><a href="#L123" aria-label="Line 123">123</a>     area * (width * width + height * height) / 12,</span>
<span id="L124"><a href="#L124" aria-label="Line 124">124</a>   );</span>
<span id="L125"><a href="#L125" aria-label="Line 125">125</a> }</span>
<span id="L126"><a href="#L126" aria-label="Line 126">126</a> </span>
<span id="L127"><a href="#L127" aria-label="Line 127">127</a> /**</span>
<span id="L128"><a href="#L128" aria-label="Line 128">128</a>  * Creates an immutable rounded box collision shape without initializing a physics world.</span>
<span id="L129"><a href="#L129" aria-label="Line 129">129</a>  *</span>
<span id="L130"><a href="#L130" aria-label="Line 130">130</a>  * @param input - Box dimensions, center, and uniform or per-corner radii. See</span>
<span id="L131"><a href="#L131" aria-label="Line 131">131</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L132"><a href="#L132" aria-label="Line 132">132</a>  * @returns An immutable rounded-box collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L133"><a href="#L133" aria-label="Line 133">133</a>  *</span>
<span id="L134"><a href="#L134" aria-label="Line 134">134</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L135"><a href="#L135" aria-label="Line 135">135</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L136"><a href="#L136" aria-label="Line 136">136</a>  */</span>
<span id="L137"><a href="#L137" aria-label="Line 137">137</a> export function roundedBoxShape2D(</span>
<span id="L138"><a href="#L138" aria-label="Line 138">138</a>   input: Readonly&lt;{</span>
<span id="L139"><a href="#L139" aria-label="Line 139">139</a>     width: number;</span>
<span id="L140"><a href="#L140" aria-label="Line 140">140</a>     height: number;</span>
<span id="L141"><a href="#L141" aria-label="Line 141">141</a>     radius:</span>
<span id="L142"><a href="#L142" aria-label="Line 142">142</a>       | number</span>
<span id="L143"><a href="#L143" aria-label="Line 143">143</a>       | readonly [</span>
<span id="L144"><a href="#L144" aria-label="Line 144">144</a>           topLeft: number,</span>
<span id="L145"><a href="#L145" aria-label="Line 145">145</a>           topRight: number,</span>
<span id="L146"><a href="#L146" aria-label="Line 146">146</a>           bottomRight: number,</span>
<span id="L147"><a href="#L147" aria-label="Line 147">147</a>           bottomLeft: number,</span>
<span id="L148"><a href="#L148" aria-label="Line 148">148</a>         ];</span>
<span id="L149"><a href="#L149" aria-label="Line 149">149</a>     center?: PibblPhysicsVector2;</span>
<span id="L150"><a href="#L150" aria-label="Line 150">150</a>   }&gt;,</span>
<span id="L151"><a href="#L151" aria-label="Line 151">151</a> ): PibblPhysicsShape2D {</span>
<span id="L152"><a href="#L152" aria-label="Line 152">152</a>   const width = requirePositiveNumber(input.width, 'roundedBox.width');</span>
<span id="L153"><a href="#L153" aria-label="Line 153">153</a>   const height = requirePositiveNumber(input.height, 'roundedBox.height');</span>
<span id="L154"><a href="#L154" aria-label="Line 154">154</a>   const center = ownedVector(input.center ?? [0, 0], 'roundedBox.center');</span>
<span id="L155"><a href="#L155" aria-label="Line 155">155</a>   const sourceRadii = typeof input.radius === 'number'</span>
<span id="L156"><a href="#L156" aria-label="Line 156">156</a>     ? [input.radius, input.radius, input.radius, input.radius] as const</span>
<span id="L157"><a href="#L157" aria-label="Line 157">157</a>     : input.radius;</span>
<span id="L158"><a href="#L158" aria-label="Line 158">158</a>   const radii = new Float64Array(4);</span>
<span id="L159"><a href="#L159" aria-label="Line 159">159</a>   const maximum = Math.min(width, height) / 2;</span>
<span id="L160"><a href="#L160" aria-label="Line 160">160</a>   for (let index = 0; index &lt; radii.length; index += 1) {</span>
<span id="L161"><a href="#L161" aria-label="Line 161">161</a>     const radius = requireNonnegativeNumber(</span>
<span id="L162"><a href="#L162" aria-label="Line 162">162</a>       sourceRadii[index]!,</span>
<span id="L163"><a href="#L163" aria-label="Line 163">163</a>       `roundedBox.radius[${index}]`,</span>
<span id="L164"><a href="#L164" aria-label="Line 164">164</a>     );</span>
<span id="L165"><a href="#L165" aria-label="Line 165">165</a>     if (radius &gt; maximum) {</span>
<span id="L166"><a href="#L166" aria-label="Line 166">166</a>       throw new RangeError(</span>
<span id="L167"><a href="#L167" aria-label="Line 167">167</a>         `roundedBox.radius[${index}] must not exceed ${String(maximum)}; received ${String(radius)}.`,</span>
<span id="L168"><a href="#L168" aria-label="Line 168">168</a>       );</span>
<span id="L169"><a href="#L169" aria-label="Line 169">169</a>     }</span>
<span id="L170"><a href="#L170" aria-label="Line 170">170</a>     radii[index] = radius;</span>
<span id="L171"><a href="#L171" aria-label="Line 171">171</a>   }</span>
<span id="L172"><a href="#L172" aria-label="Line 172">172</a>   const contour = roundedBoxContour(width / 2, height / 2, radii, center);</span>
<span id="L173"><a href="#L173" aria-label="Line 173">173</a>   const mass = polygonMassData2D(contour);</span>
<span id="L174"><a href="#L174" aria-label="Line 174">174</a>   return createShapeFromLeaves(</span>
<span id="L175"><a href="#L175" aria-label="Line 175">175</a>     [Object.freeze({</span>
<span id="L176"><a href="#L176" aria-label="Line 176">176</a>       kind: 'rounded-box',</span>
<span id="L177"><a href="#L177" aria-label="Line 177">177</a>       center,</span>
<span id="L178"><a href="#L178" aria-label="Line 178">178</a>       halfWidth: width / 2,</span>
<span id="L179"><a href="#L179" aria-label="Line 179">179</a>       halfHeight: height / 2,</span>
<span id="L180"><a href="#L180" aria-label="Line 180">180</a>       radii,</span>
<span id="L181"><a href="#L181" aria-label="Line 181">181</a>       canonicalLeafIndex: 0,</span>
<span id="L182"><a href="#L182" aria-label="Line 182">182</a>     })],</span>
<span id="L183"><a href="#L183" aria-label="Line 183">183</a>     mass.area,</span>
<span id="L184"><a href="#L184" aria-label="Line 184">184</a>     mass.centroidX,</span>
<span id="L185"><a href="#L185" aria-label="Line 185">185</a>     mass.centroidY,</span>
<span id="L186"><a href="#L186" aria-label="Line 186">186</a>     mass.unitInertia,</span>
<span id="L187"><a href="#L187" aria-label="Line 187">187</a>   );</span>
<span id="L188"><a href="#L188" aria-label="Line 188">188</a> }</span>
<span id="L189"><a href="#L189" aria-label="Line 189">189</a> </span>
<span id="L190"><a href="#L190" aria-label="Line 190">190</a> /**</span>
<span id="L191"><a href="#L191" aria-label="Line 191">191</a>  * Creates an immutable capsule collision shape without initializing a physics world.</span>
<span id="L192"><a href="#L192" aria-label="Line 192">192</a>  *</span>
<span id="L193"><a href="#L193" aria-label="Line 193">193</a>  * @param input - Capsule centerline endpoints and radius. See {@link PibblPhysicsVector2}.</span>
<span id="L194"><a href="#L194" aria-label="Line 194">194</a>  * @returns An immutable capsule collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L195"><a href="#L195" aria-label="Line 195">195</a>  *</span>
<span id="L196"><a href="#L196" aria-label="Line 196">196</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L197"><a href="#L197" aria-label="Line 197">197</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L198"><a href="#L198" aria-label="Line 198">198</a>  */</span>
<span id="L199"><a href="#L199" aria-label="Line 199">199</a> export function capsuleShape2D(</span>
<span id="L200"><a href="#L200" aria-label="Line 200">200</a>   input: Readonly&lt;{</span>
<span id="L201"><a href="#L201" aria-label="Line 201">201</a>     start: PibblPhysicsVector2;</span>
<span id="L202"><a href="#L202" aria-label="Line 202">202</a>     end: PibblPhysicsVector2;</span>
<span id="L203"><a href="#L203" aria-label="Line 203">203</a>     radius: number;</span>
<span id="L204"><a href="#L204" aria-label="Line 204">204</a>   }&gt;,</span>
<span id="L205"><a href="#L205" aria-label="Line 205">205</a> ): PibblPhysicsShape2D {</span>
<span id="L206"><a href="#L206" aria-label="Line 206">206</a>   const start = ownedVector(input.start, 'capsule.start');</span>
<span id="L207"><a href="#L207" aria-label="Line 207">207</a>   const end = ownedVector(input.end, 'capsule.end');</span>
<span id="L208"><a href="#L208" aria-label="Line 208">208</a>   const radius = requirePositiveNumber(input.radius, 'capsule.radius');</span>
<span id="L209"><a href="#L209" aria-label="Line 209">209</a>   const leaf: CapsuleLeaf2D = Object.freeze({</span>
<span id="L210"><a href="#L210" aria-label="Line 210">210</a>     kind: 'capsule', start, end, radius, canonicalLeafIndex: 0,</span>
<span id="L211"><a href="#L211" aria-label="Line 211">211</a>   });</span>
<span id="L212"><a href="#L212" aria-label="Line 212">212</a>   const mass = capsuleMassData(start, end, radius);</span>
<span id="L213"><a href="#L213" aria-label="Line 213">213</a>   return createShapeFromLeaves(</span>
<span id="L214"><a href="#L214" aria-label="Line 214">214</a>     [leaf],</span>
<span id="L215"><a href="#L215" aria-label="Line 215">215</a>     mass.area,</span>
<span id="L216"><a href="#L216" aria-label="Line 216">216</a>     mass.centroidX,</span>
<span id="L217"><a href="#L217" aria-label="Line 217">217</a>     mass.centroidY,</span>
<span id="L218"><a href="#L218" aria-label="Line 218">218</a>     mass.unitInertia,</span>
<span id="L219"><a href="#L219" aria-label="Line 219">219</a>   );</span>
<span id="L220"><a href="#L220" aria-label="Line 220">220</a> }</span>
<span id="L221"><a href="#L221" aria-label="Line 221">221</a> </span>
<span id="L222"><a href="#L222" aria-label="Line 222">222</a> /**</span>
<span id="L223"><a href="#L223" aria-label="Line 223">223</a>  * Creates an immutable arc collision shape without initializing a physics world.</span>
<span id="L224"><a href="#L224" aria-label="Line 224">224</a>  *</span>
<span id="L225"><a href="#L225" aria-label="Line 225">225</a>  * @param input - Arc center, radius, angular endpoints in radians, sweep direction, and thickness.</span>
<span id="L226"><a href="#L226" aria-label="Line 226">226</a>  * See {@link PibblPhysicsVector2} .</span>
<span id="L227"><a href="#L227" aria-label="Line 227">227</a>  * @returns An immutable thick-arc collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L228"><a href="#L228" aria-label="Line 228">228</a>  *</span>
<span id="L229"><a href="#L229" aria-label="Line 229">229</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L230"><a href="#L230" aria-label="Line 230">230</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L231"><a href="#L231" aria-label="Line 231">231</a>  */</span>
<span id="L232"><a href="#L232" aria-label="Line 232">232</a> export function arcShape2D(</span>
<span id="L233"><a href="#L233" aria-label="Line 233">233</a>   input: Readonly&lt;{</span>
<span id="L234"><a href="#L234" aria-label="Line 234">234</a>     center?: PibblPhysicsVector2;</span>
<span id="L235"><a href="#L235" aria-label="Line 235">235</a>     radius: number;</span>
<span id="L236"><a href="#L236" aria-label="Line 236">236</a>     startAngleRadians: number;</span>
<span id="L237"><a href="#L237" aria-label="Line 237">237</a>     endAngleRadians: number;</span>
<span id="L238"><a href="#L238" aria-label="Line 238">238</a>     counterclockwise?: boolean;</span>
<span id="L239"><a href="#L239" aria-label="Line 239">239</a>     thickness: number;</span>
<span id="L240"><a href="#L240" aria-label="Line 240">240</a>   }&gt;,</span>
<span id="L241"><a href="#L241" aria-label="Line 241">241</a> ): PibblPhysicsShape2D {</span>
<span id="L242"><a href="#L242" aria-label="Line 242">242</a>   const center = ownedVector(input.center ?? [0, 0], 'arc.center');</span>
<span id="L243"><a href="#L243" aria-label="Line 243">243</a>   const radius = requirePositiveNumber(input.radius, 'arc.radius');</span>
<span id="L244"><a href="#L244" aria-label="Line 244">244</a>   const startAngle = requireFiniteNumber(input.startAngleRadians, 'arc.startAngleRadians');</span>
<span id="L245"><a href="#L245" aria-label="Line 245">245</a>   const endAngle = requireFiniteNumber(input.endAngleRadians, 'arc.endAngleRadians');</span>
<span id="L246"><a href="#L246" aria-label="Line 246">246</a>   const thickness = requirePositiveNumber(input.thickness, 'arc.thickness');</span>
<span id="L247"><a href="#L247" aria-label="Line 247">247</a>   const points = flattenCircularSweep(</span>
<span id="L248"><a href="#L248" aria-label="Line 248">248</a>     center[0]!, center[1]!, radius, startAngle, endAngle, input.counterclockwise === true,</span>
<span id="L249"><a href="#L249" aria-label="Line 249">249</a>   );</span>
<span id="L250"><a href="#L250" aria-label="Line 250">250</a>   return chainFromOwnedPoints(points, false, thickness / 2);</span>
<span id="L251"><a href="#L251" aria-label="Line 251">251</a> }</span>
<span id="L252"><a href="#L252" aria-label="Line 252">252</a> </span>
<span id="L253"><a href="#L253" aria-label="Line 253">253</a> /**</span>
<span id="L254"><a href="#L254" aria-label="Line 254">254</a>  * Creates an immutable wedge collision shape without initializing a physics world.</span>
<span id="L255"><a href="#L255" aria-label="Line 255">255</a>  *</span>
<span id="L256"><a href="#L256" aria-label="Line 256">256</a>  * @param input - Wedge center, radius, angular endpoints in radians, and sweep direction. See</span>
<span id="L257"><a href="#L257" aria-label="Line 257">257</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L258"><a href="#L258" aria-label="Line 258">258</a>  * @returns An immutable wedge collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L259"><a href="#L259" aria-label="Line 259">259</a>  *</span>
<span id="L260"><a href="#L260" aria-label="Line 260">260</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L261"><a href="#L261" aria-label="Line 261">261</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L262"><a href="#L262" aria-label="Line 262">262</a>  */</span>
<span id="L263"><a href="#L263" aria-label="Line 263">263</a> export function wedgeShape2D(</span>
<span id="L264"><a href="#L264" aria-label="Line 264">264</a>   input: Readonly&lt;{</span>
<span id="L265"><a href="#L265" aria-label="Line 265">265</a>     center?: PibblPhysicsVector2;</span>
<span id="L266"><a href="#L266" aria-label="Line 266">266</a>     radius: number;</span>
<span id="L267"><a href="#L267" aria-label="Line 267">267</a>     startAngleRadians: number;</span>
<span id="L268"><a href="#L268" aria-label="Line 268">268</a>     endAngleRadians: number;</span>
<span id="L269"><a href="#L269" aria-label="Line 269">269</a>     counterclockwise?: boolean;</span>
<span id="L270"><a href="#L270" aria-label="Line 270">270</a>   }&gt;,</span>
<span id="L271"><a href="#L271" aria-label="Line 271">271</a> ): PibblPhysicsShape2D {</span>
<span id="L272"><a href="#L272" aria-label="Line 272">272</a>   const center = ownedVector(input.center ?? [0, 0], 'wedge.center');</span>
<span id="L273"><a href="#L273" aria-label="Line 273">273</a>   const radius = requirePositiveNumber(input.radius, 'wedge.radius');</span>
<span id="L274"><a href="#L274" aria-label="Line 274">274</a>   const startAngle = requireFiniteNumber(input.startAngleRadians, 'wedge.startAngleRadians');</span>
<span id="L275"><a href="#L275" aria-label="Line 275">275</a>   const endAngle = requireFiniteNumber(input.endAngleRadians, 'wedge.endAngleRadians');</span>
<span id="L276"><a href="#L276" aria-label="Line 276">276</a>   const points = flattenCircularSweep(</span>
<span id="L277"><a href="#L277" aria-label="Line 277">277</a>     center[0]!, center[1]!, radius, startAngle, endAngle, input.counterclockwise === true,</span>
<span id="L278"><a href="#L278" aria-label="Line 278">278</a>   );</span>
<span id="L279"><a href="#L279" aria-label="Line 279">279</a>   const sweep = directedSweep(startAngle, endAngle, input.counterclockwise === true);</span>
<span id="L280"><a href="#L280" aria-label="Line 280">280</a>   if (Math.abs(sweep) &lt;= GEOMETRY_EPSILON) {</span>
<span id="L281"><a href="#L281" aria-label="Line 281">281</a>     throw new RangeError('wedge angles must describe a nonzero sweep.');</span>
<span id="L282"><a href="#L282" aria-label="Line 282">282</a>   }</span>
<span id="L283"><a href="#L283" aria-label="Line 283">283</a>   const contourSource: PibblPhysicsVector2[] = Math.abs(sweep) &gt;= FULL_TURN_RADIANS</span>
<span id="L284"><a href="#L284" aria-label="Line 284">284</a>     ? points.slice(0, -1).map(asReadonlyVector)</span>
<span id="L285"><a href="#L285" aria-label="Line 285">285</a>     : [asReadonlyVector(center), ...points.map(asReadonlyVector)];</span>
<span id="L286"><a href="#L286" aria-label="Line 286">286</a>   const contour = canonicalizeContour2D(contourSource, {</span>
<span id="L287"><a href="#L287" aria-label="Line 287">287</a>     strictlyConvex: false,</span>
<span id="L288"><a href="#L288" aria-label="Line 288">288</a>     path: 'wedge.contour',</span>
<span id="L289"><a href="#L289" aria-label="Line 289">289</a>   });</span>
<span id="L290"><a href="#L290" aria-label="Line 290">290</a>   const triangles = triangulateContour2D(contour);</span>
<span id="L291"><a href="#L291" aria-label="Line 291">291</a>   const leaves = triangles.map&lt;PolygonLeaf2D&gt;((vertices, canonicalLeafIndex) =&gt;</span>
<span id="L292"><a href="#L292" aria-label="Line 292">292</a>     Object.freeze({ kind: 'polygon', vertices, canonicalLeafIndex }),</span>
<span id="L293"><a href="#L293" aria-label="Line 293">293</a>   );</span>
<span id="L294"><a href="#L294" aria-label="Line 294">294</a>   const mass = aggregateLeafMass(leaves);</span>
<span id="L295"><a href="#L295" aria-label="Line 295">295</a>   return createShapeFromLeaves(</span>
<span id="L296"><a href="#L296" aria-label="Line 296">296</a>     leaves,</span>
<span id="L297"><a href="#L297" aria-label="Line 297">297</a>     mass.area,</span>
<span id="L298"><a href="#L298" aria-label="Line 298">298</a>     mass.centroidX,</span>
<span id="L299"><a href="#L299" aria-label="Line 299">299</a>     mass.centroidY,</span>
<span id="L300"><a href="#L300" aria-label="Line 300">300</a>     mass.unitInertia,</span>
<span id="L301"><a href="#L301" aria-label="Line 301">301</a>   );</span>
<span id="L302"><a href="#L302" aria-label="Line 302">302</a> }</span>
<span id="L303"><a href="#L303" aria-label="Line 303">303</a> </span>
<span id="L304"><a href="#L304" aria-label="Line 304">304</a> /**</span>
<span id="L305"><a href="#L305" aria-label="Line 305">305</a>  * Creates an immutable segment collision shape without initializing a physics world.</span>
<span id="L306"><a href="#L306" aria-label="Line 306">306</a>  *</span>
<span id="L307"><a href="#L307" aria-label="Line 307">307</a>  * @param input - Segment endpoints. See {@link PibblPhysicsVector2}.</span>
<span id="L308"><a href="#L308" aria-label="Line 308">308</a>  * @returns An immutable line-segment collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L309"><a href="#L309" aria-label="Line 309">309</a>  *</span>
<span id="L310"><a href="#L310" aria-label="Line 310">310</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L311"><a href="#L311" aria-label="Line 311">311</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L312"><a href="#L312" aria-label="Line 312">312</a>  */</span>
<span id="L313"><a href="#L313" aria-label="Line 313">313</a> export function segmentShape2D(</span>
<span id="L314"><a href="#L314" aria-label="Line 314">314</a>   input: Readonly&lt;{ start: PibblPhysicsVector2; end: PibblPhysicsVector2 }&gt;,</span>
<span id="L315"><a href="#L315" aria-label="Line 315">315</a> ): PibblPhysicsShape2D {</span>
<span id="L316"><a href="#L316" aria-label="Line 316">316</a>   const start = ownedVector(input.start, 'segment.start');</span>
<span id="L317"><a href="#L317" aria-label="Line 317">317</a>   const end = ownedVector(input.end, 'segment.end');</span>
<span id="L318"><a href="#L318" aria-label="Line 318">318</a>   return createShapeFromLeaves(</span>
<span id="L319"><a href="#L319" aria-label="Line 319">319</a>     [Object.freeze({ kind: 'segment', start, end, canonicalLeafIndex: 0 })],</span>
<span id="L320"><a href="#L320" aria-label="Line 320">320</a>     0,</span>
<span id="L321"><a href="#L321" aria-label="Line 321">321</a>     (start[0]! + end[0]!) / 2,</span>
<span id="L322"><a href="#L322" aria-label="Line 322">322</a>     (start[1]! + end[1]!) / 2,</span>
<span id="L323"><a href="#L323" aria-label="Line 323">323</a>     0,</span>
<span id="L324"><a href="#L324" aria-label="Line 324">324</a>   );</span>
<span id="L325"><a href="#L325" aria-label="Line 325">325</a> }</span>
<span id="L326"><a href="#L326" aria-label="Line 326">326</a> </span>
<span id="L327"><a href="#L327" aria-label="Line 327">327</a> /**</span>
<span id="L328"><a href="#L328" aria-label="Line 328">328</a>  * Creates an immutable chain collision shape without initializing a physics world.</span>
<span id="L329"><a href="#L329" aria-label="Line 329">329</a>  *</span>
<span id="L330"><a href="#L330" aria-label="Line 330">330</a>  * @param input - Ordered chain points, closure policy, and optional radius. See</span>
<span id="L331"><a href="#L331" aria-label="Line 331">331</a>  * {@link PibblPhysicsVector2} .</span>
<span id="L332"><a href="#L332" aria-label="Line 332">332</a>  * @returns An immutable chain collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L333"><a href="#L333" aria-label="Line 333">333</a>  *</span>
<span id="L334"><a href="#L334" aria-label="Line 334">334</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L335"><a href="#L335" aria-label="Line 335">335</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L336"><a href="#L336" aria-label="Line 336">336</a>  */</span>
<span id="L337"><a href="#L337" aria-label="Line 337">337</a> export function chainShape2D(</span>
<span id="L338"><a href="#L338" aria-label="Line 338">338</a>   input: Readonly&lt;{</span>
<span id="L339"><a href="#L339" aria-label="Line 339">339</a>     points: readonly PibblPhysicsVector2[];</span>
<span id="L340"><a href="#L340" aria-label="Line 340">340</a>     closed?: boolean;</span>
<span id="L341"><a href="#L341" aria-label="Line 341">341</a>     radius?: number;</span>
<span id="L342"><a href="#L342" aria-label="Line 342">342</a>   }&gt;,</span>
<span id="L343"><a href="#L343" aria-label="Line 343">343</a> ): PibblPhysicsShape2D {</span>
<span id="L344"><a href="#L344" aria-label="Line 344">344</a>   if (input.points.length &lt; 2) {</span>
<span id="L345"><a href="#L345" aria-label="Line 345">345</a>     throw new RangeError('chain.points must contain at least two points.');</span>
<span id="L346"><a href="#L346" aria-label="Line 346">346</a>   }</span>
<span id="L347"><a href="#L347" aria-label="Line 347">347</a>   const points = input.points.map((point, index) =&gt;</span>
<span id="L348"><a href="#L348" aria-label="Line 348">348</a>     ownedVector(point, `chain.points[${index}]`),</span>
<span id="L349"><a href="#L349" aria-label="Line 349">349</a>   );</span>
<span id="L350"><a href="#L350" aria-label="Line 350">350</a>   const radius = requireNonnegativeNumber(input.radius ?? 0, 'chain.radius');</span>
<span id="L351"><a href="#L351" aria-label="Line 351">351</a>   return chainFromOwnedPoints(points, input.closed === true, radius);</span>
<span id="L352"><a href="#L352" aria-label="Line 352">352</a> }</span>
<span id="L353"><a href="#L353" aria-label="Line 353">353</a> </span>
<span id="L354"><a href="#L354" aria-label="Line 354">354</a> /**</span>
<span id="L355"><a href="#L355" aria-label="Line 355">355</a>  * Creates an immutable polygon collision shape without initializing a physics world.</span>
<span id="L356"><a href="#L356" aria-label="Line 356">356</a>  *</span>
<span id="L357"><a href="#L357" aria-label="Line 357">357</a>  * @param input - Ordered polygon vertices. See {@link PibblPhysicsVector2}.</span>
<span id="L358"><a href="#L358" aria-label="Line 358">358</a>  * @returns An immutable polygon collision shape. See {@link PibblPhysicsShape2D}.</span>
<span id="L359"><a href="#L359" aria-label="Line 359">359</a>  *</span>
<span id="L360"><a href="#L360" aria-label="Line 360">360</a>  * @see {@link PibblPhysicsVector2}</span>
<span id="L361"><a href="#L361" aria-label="Line 361">361</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L362"><a href="#L362" aria-label="Line 362">362</a>  */</span>
<span id="L363"><a href="#L363" aria-label="Line 363">363</a> export function polygonShape2D(</span>
<span id="L364"><a href="#L364" aria-label="Line 364">364</a>   input: Readonly&lt;{ points: readonly PibblPhysicsVector2[] }&gt;,</span>
<span id="L365"><a href="#L365" aria-label="Line 365">365</a> ): PibblPhysicsShape2D {</span>
<span id="L366"><a href="#L366" aria-label="Line 366">366</a>   const vertices = canonicalizeContour2D(input.points, {</span>
<span id="L367"><a href="#L367" aria-label="Line 367">367</a>     strictlyConvex: true,</span>
<span id="L368"><a href="#L368" aria-label="Line 368">368</a>     path: 'polygon.points',</span>
<span id="L369"><a href="#L369" aria-label="Line 369">369</a>   });</span>
<span id="L370"><a href="#L370" aria-label="Line 370">370</a>   const mass = polygonMassData2D(vertices);</span>
<span id="L371"><a href="#L371" aria-label="Line 371">371</a>   return createShapeFromLeaves(</span>
<span id="L372"><a href="#L372" aria-label="Line 372">372</a>     [Object.freeze({ kind: 'polygon', vertices, canonicalLeafIndex: 0 })],</span>
<span id="L373"><a href="#L373" aria-label="Line 373">373</a>     mass.area,</span>
<span id="L374"><a href="#L374" aria-label="Line 374">374</a>     mass.centroidX,</span>
<span id="L375"><a href="#L375" aria-label="Line 375">375</a>     mass.centroidY,</span>
<span id="L376"><a href="#L376" aria-label="Line 376">376</a>     mass.unitInertia,</span>
<span id="L377"><a href="#L377" aria-label="Line 377">377</a>   );</span>
<span id="L378"><a href="#L378" aria-label="Line 378">378</a> }</span>
<span id="L379"><a href="#L379" aria-label="Line 379">379</a> </span>
<span id="L380"><a href="#L380" aria-label="Line 380">380</a> /**</span>
<span id="L381"><a href="#L381" aria-label="Line 381">381</a>  * Computes axis-aligned bounds for an immutable shape at an optional pose.</span>
<span id="L382"><a href="#L382" aria-label="Line 382">382</a>  *</span>
<span id="L383"><a href="#L383" aria-label="Line 383">383</a>  * @param shape - Shape whose bounds are needed. See {@link PibblPhysicsShape2D}.</span>
<span id="L384"><a href="#L384" aria-label="Line 384">384</a>  * @param pose - Optional pose at which to evaluate the shape. See {@link PibblPhysicsPose2D}.</span>
<span id="L385"><a href="#L385" aria-label="Line 385">385</a>  * @returns Axis-aligned bounds of the posed shape. See {@link PibblPhysicsAabb2D}.</span>
<span id="L386"><a href="#L386" aria-label="Line 386">386</a>  *</span>
<span id="L387"><a href="#L387" aria-label="Line 387">387</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L388"><a href="#L388" aria-label="Line 388">388</a>  * @see {@link PibblPhysicsPose2D}</span>
<span id="L389"><a href="#L389" aria-label="Line 389">389</a>  * @see {@link PibblPhysicsAabb2D}</span>
<span id="L390"><a href="#L390" aria-label="Line 390">390</a>  */</span>
<span id="L391"><a href="#L391" aria-label="Line 391">391</a> export function boundsOfShape2D(</span>
<span id="L392"><a href="#L392" aria-label="Line 392">392</a>   shape: PibblPhysicsShape2D,</span>
<span id="L393"><a href="#L393" aria-label="Line 393">393</a>   pose?: PibblPhysicsPose2D,</span>
<span id="L394"><a href="#L394" aria-label="Line 394">394</a> ): PibblPhysicsAabb2D {</span>
<span id="L395"><a href="#L395" aria-label="Line 395">395</a>   const record = requireShapeRecord2D(shape);</span>
<span id="L396"><a href="#L396" aria-label="Line 396">396</a>   const outerPose = copyPose2D(pose, 'pose');</span>
<span id="L397"><a href="#L397" aria-label="Line 397">397</a>   return boundsForLeaves(record.leaves, composePose2D(outerPose, record.localPose));</span>
<span id="L398"><a href="#L398" aria-label="Line 398">398</a> }</span>
<span id="L399"><a href="#L399" aria-label="Line 399">399</a> </span>
<span id="L400"><a href="#L400" aria-label="Line 400">400</a> /**</span>
<span id="L401"><a href="#L401" aria-label="Line 401">401</a>  * Computes shape area, centroid, mass, and rotational inertia at the requested density.</span>
<span id="L402"><a href="#L402" aria-label="Line 402">402</a>  *</span>
<span id="L403"><a href="#L403" aria-label="Line 403">403</a>  * @param shape - Shape whose mass properties are needed. See {@link PibblPhysicsShape2D}.</span>
<span id="L404"><a href="#L404" aria-label="Line 404">404</a>  * @param options - Optional material density.</span>
<span id="L405"><a href="#L405" aria-label="Line 405">405</a>  * @returns Mass, center of mass, and inertia for the shape. See {@link PibblPhysicsMassProperties2D}</span>
<span id="L406"><a href="#L406" aria-label="Line 406">406</a>  * .</span>
<span id="L407"><a href="#L407" aria-label="Line 407">407</a>  *</span>
<span id="L408"><a href="#L408" aria-label="Line 408">408</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L409"><a href="#L409" aria-label="Line 409">409</a>  * @see {@link PibblPhysicsMassProperties2D}</span>
<span id="L410"><a href="#L410" aria-label="Line 410">410</a>  */</span>
<span id="L411"><a href="#L411" aria-label="Line 411">411</a> export function massProperties2D(</span>
<span id="L412"><a href="#L412" aria-label="Line 412">412</a>   shape: PibblPhysicsShape2D,</span>
<span id="L413"><a href="#L413" aria-label="Line 413">413</a>   options?: Readonly&lt;{ density?: number }&gt;,</span>
<span id="L414"><a href="#L414" aria-label="Line 414">414</a> ): PibblPhysicsMassProperties2D {</span>
<span id="L415"><a href="#L415" aria-label="Line 415">415</a>   const record = requireShapeRecord2D(shape);</span>
<span id="L416"><a href="#L416" aria-label="Line 416">416</a>   const density = requirePositiveNumber(options?.density ?? 1, 'options.density');</span>
<span id="L417"><a href="#L417" aria-label="Line 417">417</a>   const transformedCentroid = new Float64Array(2);</span>
<span id="L418"><a href="#L418" aria-label="Line 418">418</a>   transformPointInto(</span>
<span id="L419"><a href="#L419" aria-label="Line 419">419</a>     transformedCentroid,</span>
<span id="L420"><a href="#L420" aria-label="Line 420">420</a>     0,</span>
<span id="L421"><a href="#L421" aria-label="Line 421">421</a>     record.centroidX,</span>
<span id="L422"><a href="#L422" aria-label="Line 422">422</a>     record.centroidY,</span>
<span id="L423"><a href="#L423" aria-label="Line 423">423</a>     record.localPose,</span>
<span id="L424"><a href="#L424" aria-label="Line 424">424</a>   );</span>
<span id="L425"><a href="#L425" aria-label="Line 425">425</a>   return Object.freeze({</span>
<span id="L426"><a href="#L426" aria-label="Line 426">426</a>     area: cleanZero(record.area),</span>
<span id="L427"><a href="#L427" aria-label="Line 427">427</a>     centroid: Object.freeze([</span>
<span id="L428"><a href="#L428" aria-label="Line 428">428</a>       cleanZero(transformedCentroid[0]!),</span>
<span id="L429"><a href="#L429" aria-label="Line 429">429</a>       cleanZero(transformedCentroid[1]!),</span>
<span id="L430"><a href="#L430" aria-label="Line 430">430</a>     ] as const),</span>
<span id="L431"><a href="#L431" aria-label="Line 431">431</a>     mass: cleanZero(record.area * density),</span>
<span id="L432"><a href="#L432" aria-label="Line 432">432</a>     rotationalInertia: cleanZero(record.unitInertia * density),</span>
<span id="L433"><a href="#L433" aria-label="Line 433">433</a>   });</span>
<span id="L434"><a href="#L434" aria-label="Line 434">434</a> }</span>
<span id="L435"><a href="#L435" aria-label="Line 435">435</a> </span>
<span id="L436"><a href="#L436" aria-label="Line 436">436</a> /**</span>
<span id="L437"><a href="#L437" aria-label="Line 437">437</a>  * Returns independent shape geometry transformed by a rigid 2D pose.</span>
<span id="L438"><a href="#L438" aria-label="Line 438">438</a>  *</span>
<span id="L439"><a href="#L439" aria-label="Line 439">439</a>  * @param shape - Source shape; it is not modified. See {@link PibblPhysicsShape2D}.</span>
<span id="L440"><a href="#L440" aria-label="Line 440">440</a>  * @param transform - Transform to apply to the shape. See {@link PibblPhysicsTransform2D}.</span>
<span id="L441"><a href="#L441" aria-label="Line 441">441</a>  * @returns A shape containing the transformed geometry. See {@link PibblPhysicsShape2D}.</span>
<span id="L442"><a href="#L442" aria-label="Line 442">442</a>  *</span>
<span id="L443"><a href="#L443" aria-label="Line 443">443</a>  * @see {@link PibblPhysicsShape2D}</span>
<span id="L444"><a href="#L444" aria-label="Line 444">444</a>  * @see {@link PibblPhysicsTransform2D}</span>
<span id="L445"><a href="#L445" aria-label="Line 445">445</a>  */</span>
<span id="L446"><a href="#L446" aria-label="Line 446">446</a> export function transformShape2D(</span>
<span id="L447"><a href="#L447" aria-label="Line 447">447</a>   shape: PibblPhysicsShape2D,</span>
<span id="L448"><a href="#L448" aria-label="Line 448">448</a>   transform: PibblPhysicsTransform2D,</span>
<span id="L449"><a href="#L449" aria-label="Line 449">449</a> ): PibblPhysicsShape2D {</span>
<span id="L450"><a href="#L450" aria-label="Line 450">450</a>   const source = requireShapeRecord2D(shape);</span>
<span id="L451"><a href="#L451" aria-label="Line 451">451</a>   const localPose = composePose2D(copyPose2D(transform, 'transform'), source.localPose);</span>
<span id="L452"><a href="#L452" aria-label="Line 452">452</a>   const localBounds = mutableBoundsForLeaves(source.leaves, localPose);</span>
<span id="L453"><a href="#L453" aria-label="Line 453">453</a>   return createShape2D({</span>
<span id="L454"><a href="#L454" aria-label="Line 454">454</a>     leaves: source.leaves,</span>
<span id="L455"><a href="#L455" aria-label="Line 455">455</a>     localPose,</span>
<span id="L456"><a href="#L456" aria-label="Line 456">456</a>     localBounds,</span>
<span id="L457"><a href="#L457" aria-label="Line 457">457</a>     area: source.area,</span>
<span id="L458"><a href="#L458" aria-label="Line 458">458</a>     centroidX: source.centroidX,</span>
<span id="L459"><a href="#L459" aria-label="Line 459">459</a>     centroidY: source.centroidY,</span>
<span id="L460"><a href="#L460" aria-label="Line 460">460</a>     unitInertia: source.unitInertia,</span>
<span id="L461"><a href="#L461" aria-label="Line 461">461</a>   });</span>
<span id="L462"><a href="#L462" aria-label="Line 462">462</a> }</span>
<span id="L463"><a href="#L463" aria-label="Line 463">463</a> </span>
<span id="L464"><a href="#L464" aria-label="Line 464">464</a> function createShapeFromLeaves(</span>
<span id="L465"><a href="#L465" aria-label="Line 465">465</a>   leaves: readonly ConvexLeaf2D[],</span>
<span id="L466"><a href="#L466" aria-label="Line 466">466</a>   area: number,</span>
<span id="L467"><a href="#L467" aria-label="Line 467">467</a>   centroidX: number,</span>
<span id="L468"><a href="#L468" aria-label="Line 468">468</a>   centroidY: number,</span>
<span id="L469"><a href="#L469" aria-label="Line 469">469</a>   unitInertia: number,</span>
<span id="L470"><a href="#L470" aria-label="Line 470">470</a> ): PibblPhysicsShape2D {</span>
<span id="L471"><a href="#L471" aria-label="Line 471">471</a>   return createShape2D({</span>
<span id="L472"><a href="#L472" aria-label="Line 472">472</a>     leaves,</span>
<span id="L473"><a href="#L473" aria-label="Line 473">473</a>     localBounds: mutableBoundsForLeaves(leaves, IDENTITY_POSE_2D),</span>
<span id="L474"><a href="#L474" aria-label="Line 474">474</a>     area,</span>
<span id="L475"><a href="#L475" aria-label="Line 475">475</a>     centroidX,</span>
<span id="L476"><a href="#L476" aria-label="Line 476">476</a>     centroidY,</span>
<span id="L477"><a href="#L477" aria-label="Line 477">477</a>     unitInertia: Math.max(0, unitInertia),</span>
<span id="L478"><a href="#L478" aria-label="Line 478">478</a>   });</span>
<span id="L479"><a href="#L479" aria-label="Line 479">479</a> }</span>
<span id="L480"><a href="#L480" aria-label="Line 480">480</a> </span>
<span id="L481"><a href="#L481" aria-label="Line 481">481</a> function chainFromOwnedPoints(</span>
<span id="L482"><a href="#L482" aria-label="Line 482">482</a>   points: readonly Float64Array[],</span>
<span id="L483"><a href="#L483" aria-label="Line 483">483</a>   closed: boolean,</span>
<span id="L484"><a href="#L484" aria-label="Line 484">484</a>   radius: number,</span>
<span id="L485"><a href="#L485" aria-label="Line 485">485</a> ): PibblPhysicsShape2D {</span>
<span id="L486"><a href="#L486" aria-label="Line 486">486</a>   const segmentCount = points.length === 1 ? 0 : points.length - 1 + (closed ? 1 : 0);</span>
<span id="L487"><a href="#L487" aria-label="Line 487">487</a>   const leaves: ConvexLeaf2D[] = [];</span>
<span id="L488"><a href="#L488" aria-label="Line 488">488</a>   for (let index = 0; index &lt; segmentCount; index += 1) {</span>
<span id="L489"><a href="#L489" aria-label="Line 489">489</a>     const start = points[index]!;</span>
<span id="L490"><a href="#L490" aria-label="Line 490">490</a>     const end = points[(index + 1) % points.length]!;</span>
<span id="L491"><a href="#L491" aria-label="Line 491">491</a>     leaves.push(Object.freeze(radius === 0</span>
<span id="L492"><a href="#L492" aria-label="Line 492">492</a>       ? { kind: 'segment', start, end, canonicalLeafIndex: index }</span>
<span id="L493"><a href="#L493" aria-label="Line 493">493</a>       : { kind: 'capsule', start, end, radius, canonicalLeafIndex: index }));</span>
<span id="L494"><a href="#L494" aria-label="Line 494">494</a>   }</span>
<span id="L495"><a href="#L495" aria-label="Line 495">495</a>   if (leaves.length === 0) {</span>
<span id="L496"><a href="#L496" aria-label="Line 496">496</a>     const point = points[0]!;</span>
<span id="L497"><a href="#L497" aria-label="Line 497">497</a>     const area = Math.PI * radius * radius;</span>
<span id="L498"><a href="#L498" aria-label="Line 498">498</a>     leaves.push(Object.freeze({</span>
<span id="L499"><a href="#L499" aria-label="Line 499">499</a>       kind: 'circle', center: point, radius, canonicalLeafIndex: 0,</span>
<span id="L500"><a href="#L500" aria-label="Line 500">500</a>     }));</span>
<span id="L501"><a href="#L501" aria-label="Line 501">501</a>     return createShapeFromLeaves(</span>
<span id="L502"><a href="#L502" aria-label="Line 502">502</a>       leaves,</span>
<span id="L503"><a href="#L503" aria-label="Line 503">503</a>       area,</span>
<span id="L504"><a href="#L504" aria-label="Line 504">504</a>       point[0]!,</span>
<span id="L505"><a href="#L505" aria-label="Line 505">505</a>       point[1]!,</span>
<span id="L506"><a href="#L506" aria-label="Line 506">506</a>       area * radius * radius / 2,</span>
<span id="L507"><a href="#L507" aria-label="Line 507">507</a>     );</span>
<span id="L508"><a href="#L508" aria-label="Line 508">508</a>   }</span>
<span id="L509"><a href="#L509" aria-label="Line 509">509</a>   if (radius &gt; 0) {</span>
<span id="L510"><a href="#L510" aria-label="Line 510">510</a>     const mass = aggregateLeafMass(leaves);</span>
<span id="L511"><a href="#L511" aria-label="Line 511">511</a>     return createShapeFromLeaves(</span>
<span id="L512"><a href="#L512" aria-label="Line 512">512</a>       leaves,</span>
<span id="L513"><a href="#L513" aria-label="Line 513">513</a>       mass.area,</span>
<span id="L514"><a href="#L514" aria-label="Line 514">514</a>       mass.centroidX,</span>
<span id="L515"><a href="#L515" aria-label="Line 515">515</a>       mass.centroidY,</span>
<span id="L516"><a href="#L516" aria-label="Line 516">516</a>       mass.unitInertia,</span>
<span id="L517"><a href="#L517" aria-label="Line 517">517</a>     );</span>
<span id="L518"><a href="#L518" aria-label="Line 518">518</a>   }</span>
<span id="L519"><a href="#L519" aria-label="Line 519">519</a>   const centroid = lineCentroid(points, closed);</span>
<span id="L520"><a href="#L520" aria-label="Line 520">520</a>   return createShapeFromLeaves(leaves, 0, centroid[0], centroid[1], 0);</span>
<span id="L521"><a href="#L521" aria-label="Line 521">521</a> }</span>
<span id="L522"><a href="#L522" aria-label="Line 522">522</a> </span>
<span id="L523"><a href="#L523" aria-label="Line 523">523</a> function boundsForLeaves(</span>
<span id="L524"><a href="#L524" aria-label="Line 524">524</a>   leaves: readonly ConvexLeaf2D[],</span>
<span id="L525"><a href="#L525" aria-label="Line 525">525</a>   pose: InternalPose2D,</span>
<span id="L526"><a href="#L526" aria-label="Line 526">526</a> ): PibblPhysicsAabb2D {</span>
<span id="L527"><a href="#L527" aria-label="Line 527">527</a>   const bounds = mutableBoundsForLeaves(leaves, pose);</span>
<span id="L528"><a href="#L528" aria-label="Line 528">528</a>   return freezeBounds2D(bounds[0]!, bounds[1]!, bounds[2]!, bounds[3]!);</span>
<span id="L529"><a href="#L529" aria-label="Line 529">529</a> }</span>
<span id="L530"><a href="#L530" aria-label="Line 530">530</a> </span>
<span id="L531"><a href="#L531" aria-label="Line 531">531</a> function mutableBoundsForLeaves(</span>
<span id="L532"><a href="#L532" aria-label="Line 532">532</a>   leaves: readonly ConvexLeaf2D[],</span>
<span id="L533"><a href="#L533" aria-label="Line 533">533</a>   pose: InternalPose2D,</span>
<span id="L534"><a href="#L534" aria-label="Line 534">534</a> ): Float64Array {</span>
<span id="L535"><a href="#L535" aria-label="Line 535">535</a>   const result = new Float64Array([</span>
<span id="L536"><a href="#L536" aria-label="Line 536">536</a>     Number.POSITIVE_INFINITY,</span>
<span id="L537"><a href="#L537" aria-label="Line 537">537</a>     Number.POSITIVE_INFINITY,</span>
<span id="L538"><a href="#L538" aria-label="Line 538">538</a>     Number.NEGATIVE_INFINITY,</span>
<span id="L539"><a href="#L539" aria-label="Line 539">539</a>     Number.NEGATIVE_INFINITY,</span>
<span id="L540"><a href="#L540" aria-label="Line 540">540</a>   ]);</span>
<span id="L541"><a href="#L541" aria-label="Line 541">541</a>   const point = new Float64Array(2);</span>
<span id="L542"><a href="#L542" aria-label="Line 542">542</a>   const include = (x: number, y: number, radius = 0): void =&gt; {</span>
<span id="L543"><a href="#L543" aria-label="Line 543">543</a>     transformPointInto(point, 0, x, y, pose);</span>
<span id="L544"><a href="#L544" aria-label="Line 544">544</a>     result[0] = Math.min(result[0]!, point[0]! - radius);</span>
<span id="L545"><a href="#L545" aria-label="Line 545">545</a>     result[1] = Math.min(result[1]!, point[1]! - radius);</span>
<span id="L546"><a href="#L546" aria-label="Line 546">546</a>     result[2] = Math.max(result[2]!, point[0]! + radius);</span>
<span id="L547"><a href="#L547" aria-label="Line 547">547</a>     result[3] = Math.max(result[3]!, point[1]! + radius);</span>
<span id="L548"><a href="#L548" aria-label="Line 548">548</a>   };</span>
<span id="L549"><a href="#L549" aria-label="Line 549">549</a>   for (const leaf of leaves) {</span>
<span id="L550"><a href="#L550" aria-label="Line 550">550</a>     switch (leaf.kind) {</span>
<span id="L551"><a href="#L551" aria-label="Line 551">551</a>       case 'circle':</span>
<span id="L552"><a href="#L552" aria-label="Line 552">552</a>         include(leaf.center[0]!, leaf.center[1]!, leaf.radius);</span>
<span id="L553"><a href="#L553" aria-label="Line 553">553</a>         break;</span>
<span id="L554"><a href="#L554" aria-label="Line 554">554</a>       case 'ellipse': {</span>
<span id="L555"><a href="#L555" aria-label="Line 555">555</a>         transformPointInto(point, 0, leaf.center[0]!, leaf.center[1]!, pose);</span>
<span id="L556"><a href="#L556" aria-label="Line 556">556</a>         const angle = pose.rotationRadians + leaf.rotationRadians;</span>
<span id="L557"><a href="#L557" aria-label="Line 557">557</a>         const cosine = Math.cos(angle);</span>
<span id="L558"><a href="#L558" aria-label="Line 558">558</a>         const sine = Math.sin(angle);</span>
<span id="L559"><a href="#L559" aria-label="Line 559">559</a>         const extentX = Math.hypot(leaf.radiusX * cosine, leaf.radiusY * sine);</span>
<span id="L560"><a href="#L560" aria-label="Line 560">560</a>         const extentY = Math.hypot(leaf.radiusX * sine, leaf.radiusY * cosine);</span>
<span id="L561"><a href="#L561" aria-label="Line 561">561</a>         result[0] = Math.min(result[0]!, point[0]! - extentX);</span>
<span id="L562"><a href="#L562" aria-label="Line 562">562</a>         result[1] = Math.min(result[1]!, point[1]! - extentY);</span>
<span id="L563"><a href="#L563" aria-label="Line 563">563</a>         result[2] = Math.max(result[2]!, point[0]! + extentX);</span>
<span id="L564"><a href="#L564" aria-label="Line 564">564</a>         result[3] = Math.max(result[3]!, point[1]! + extentY);</span>
<span id="L565"><a href="#L565" aria-label="Line 565">565</a>         break;</span>
<span id="L566"><a href="#L566" aria-label="Line 566">566</a>       }</span>
<span id="L567"><a href="#L567" aria-label="Line 567">567</a>       case 'box':</span>
<span id="L568"><a href="#L568" aria-label="Line 568">568</a>         includeBoxCorners(leaf.center, leaf.halfWidth, leaf.halfHeight, pose, result, point);</span>
<span id="L569"><a href="#L569" aria-label="Line 569">569</a>         break;</span>
<span id="L570"><a href="#L570" aria-label="Line 570">570</a>       case 'rounded-box':</span>
<span id="L571"><a href="#L571" aria-label="Line 571">571</a>         includeRoundedBoxBounds(leaf, pose, result, point);</span>
<span id="L572"><a href="#L572" aria-label="Line 572">572</a>         break;</span>
<span id="L573"><a href="#L573" aria-label="Line 573">573</a>       case 'capsule':</span>
<span id="L574"><a href="#L574" aria-label="Line 574">574</a>         include(leaf.start[0]!, leaf.start[1]!, leaf.radius);</span>
<span id="L575"><a href="#L575" aria-label="Line 575">575</a>         include(leaf.end[0]!, leaf.end[1]!, leaf.radius);</span>
<span id="L576"><a href="#L576" aria-label="Line 576">576</a>         break;</span>
<span id="L577"><a href="#L577" aria-label="Line 577">577</a>       case 'segment':</span>
<span id="L578"><a href="#L578" aria-label="Line 578">578</a>         include(leaf.start[0]!, leaf.start[1]!);</span>
<span id="L579"><a href="#L579" aria-label="Line 579">579</a>         include(leaf.end[0]!, leaf.end[1]!);</span>
<span id="L580"><a href="#L580" aria-label="Line 580">580</a>         break;</span>
<span id="L581"><a href="#L581" aria-label="Line 581">581</a>       case 'polygon':</span>
<span id="L582"><a href="#L582" aria-label="Line 582">582</a>         for (let offset = 0; offset &lt; leaf.vertices.length; offset += 2) {</span>
<span id="L583"><a href="#L583" aria-label="Line 583">583</a>           include(leaf.vertices[offset]!, leaf.vertices[offset + 1]!);</span>
<span id="L584"><a href="#L584" aria-label="Line 584">584</a>         }</span>
<span id="L585"><a href="#L585" aria-label="Line 585">585</a>         break;</span>
<span id="L586"><a href="#L586" aria-label="Line 586">586</a>     }</span>
<span id="L587"><a href="#L587" aria-label="Line 587">587</a>   }</span>
<span id="L588"><a href="#L588" aria-label="Line 588">588</a>   return result;</span>
<span id="L589"><a href="#L589" aria-label="Line 589">589</a> }</span>
<span id="L590"><a href="#L590" aria-label="Line 590">590</a> </span>
<span id="L591"><a href="#L591" aria-label="Line 591">591</a> function includeBoxCorners(</span>
<span id="L592"><a href="#L592" aria-label="Line 592">592</a>   center: Float64Array,</span>
<span id="L593"><a href="#L593" aria-label="Line 593">593</a>   halfWidth: number,</span>
<span id="L594"><a href="#L594" aria-label="Line 594">594</a>   halfHeight: number,</span>
<span id="L595"><a href="#L595" aria-label="Line 595">595</a>   pose: InternalPose2D,</span>
<span id="L596"><a href="#L596" aria-label="Line 596">596</a>   bounds: Float64Array,</span>
<span id="L597"><a href="#L597" aria-label="Line 597">597</a>   point: Float64Array,</span>
<span id="L598"><a href="#L598" aria-label="Line 598">598</a> ): void {</span>
<span id="L599"><a href="#L599" aria-label="Line 599">599</a>   for (const xSign of [-1, 1]) {</span>
<span id="L600"><a href="#L600" aria-label="Line 600">600</a>     for (const ySign of [-1, 1]) {</span>
<span id="L601"><a href="#L601" aria-label="Line 601">601</a>       transformPointInto(</span>
<span id="L602"><a href="#L602" aria-label="Line 602">602</a>         point,</span>
<span id="L603"><a href="#L603" aria-label="Line 603">603</a>         0,</span>
<span id="L604"><a href="#L604" aria-label="Line 604">604</a>         center[0]! + xSign * halfWidth,</span>
<span id="L605"><a href="#L605" aria-label="Line 605">605</a>         center[1]! + ySign * halfHeight,</span>
<span id="L606"><a href="#L606" aria-label="Line 606">606</a>         pose,</span>
<span id="L607"><a href="#L607" aria-label="Line 607">607</a>       );</span>
<span id="L608"><a href="#L608" aria-label="Line 608">608</a>       bounds[0] = Math.min(bounds[0]!, point[0]!);</span>
<span id="L609"><a href="#L609" aria-label="Line 609">609</a>       bounds[1] = Math.min(bounds[1]!, point[1]!);</span>
<span id="L610"><a href="#L610" aria-label="Line 610">610</a>       bounds[2] = Math.max(bounds[2]!, point[0]!);</span>
<span id="L611"><a href="#L611" aria-label="Line 611">611</a>       bounds[3] = Math.max(bounds[3]!, point[1]!);</span>
<span id="L612"><a href="#L612" aria-label="Line 612">612</a>     }</span>
<span id="L613"><a href="#L613" aria-label="Line 613">613</a>   }</span>
<span id="L614"><a href="#L614" aria-label="Line 614">614</a> }</span>
<span id="L615"><a href="#L615" aria-label="Line 615">615</a> </span>
<span id="L616"><a href="#L616" aria-label="Line 616">616</a> function includeRoundedBoxBounds(</span>
<span id="L617"><a href="#L617" aria-label="Line 617">617</a>   leaf: Extract&lt;ConvexLeaf2D, { kind: 'rounded-box' }&gt;,</span>
<span id="L618"><a href="#L618" aria-label="Line 618">618</a>   pose: InternalPose2D,</span>
<span id="L619"><a href="#L619" aria-label="Line 619">619</a>   bounds: Float64Array,</span>
<span id="L620"><a href="#L620" aria-label="Line 620">620</a>   point: Float64Array,</span>
<span id="L621"><a href="#L621" aria-label="Line 621">621</a> ): void {</span>
<span id="L622"><a href="#L622" aria-label="Line 622">622</a>   const xSigns = [-1, 1, 1, -1] as const;</span>
<span id="L623"><a href="#L623" aria-label="Line 623">623</a>   const ySigns = [-1, -1, 1, 1] as const;</span>
<span id="L624"><a href="#L624" aria-label="Line 624">624</a>   for (let index = 0; index &lt; 4; index += 1) {</span>
<span id="L625"><a href="#L625" aria-label="Line 625">625</a>     const radius = leaf.radii[index]!;</span>
<span id="L626"><a href="#L626" aria-label="Line 626">626</a>     transformPointInto(</span>
<span id="L627"><a href="#L627" aria-label="Line 627">627</a>       point,</span>
<span id="L628"><a href="#L628" aria-label="Line 628">628</a>       0,</span>
<span id="L629"><a href="#L629" aria-label="Line 629">629</a>       leaf.center[0]! + xSigns[index]! * (leaf.halfWidth - radius),</span>
<span id="L630"><a href="#L630" aria-label="Line 630">630</a>       leaf.center[1]! + ySigns[index]! * (leaf.halfHeight - radius),</span>
<span id="L631"><a href="#L631" aria-label="Line 631">631</a>       pose,</span>
<span id="L632"><a href="#L632" aria-label="Line 632">632</a>     );</span>
<span id="L633"><a href="#L633" aria-label="Line 633">633</a>     bounds[0] = Math.min(bounds[0]!, point[0]! - radius);</span>
<span id="L634"><a href="#L634" aria-label="Line 634">634</a>     bounds[1] = Math.min(bounds[1]!, point[1]! - radius);</span>
<span id="L635"><a href="#L635" aria-label="Line 635">635</a>     bounds[2] = Math.max(bounds[2]!, point[0]! + radius);</span>
<span id="L636"><a href="#L636" aria-label="Line 636">636</a>     bounds[3] = Math.max(bounds[3]!, point[1]! + radius);</span>
<span id="L637"><a href="#L637" aria-label="Line 637">637</a>   }</span>
<span id="L638"><a href="#L638" aria-label="Line 638">638</a> }</span>
<span id="L639"><a href="#L639" aria-label="Line 639">639</a> </span>
<span id="L640"><a href="#L640" aria-label="Line 640">640</a> function aggregateLeafMass(leaves: readonly ConvexLeaf2D[]): Readonly&lt;{</span>
<span id="L641"><a href="#L641" aria-label="Line 641">641</a>   area: number;</span>
<span id="L642"><a href="#L642" aria-label="Line 642">642</a>   centroidX: number;</span>
<span id="L643"><a href="#L643" aria-label="Line 643">643</a>   centroidY: number;</span>
<span id="L644"><a href="#L644" aria-label="Line 644">644</a>   unitInertia: number;</span>
<span id="L645"><a href="#L645" aria-label="Line 645">645</a> }&gt; {</span>
<span id="L646"><a href="#L646" aria-label="Line 646">646</a>   const entries = leaves.map(leafMassData);</span>
<span id="L647"><a href="#L647" aria-label="Line 647">647</a>   const area = entries.reduce((sum, entry) =&gt; sum + entry.area, 0);</span>
<span id="L648"><a href="#L648" aria-label="Line 648">648</a>   if (area === 0) {</span>
<span id="L649"><a href="#L649" aria-label="Line 649">649</a>     return Object.freeze({ area: 0, centroidX: 0, centroidY: 0, unitInertia: 0 });</span>
<span id="L650"><a href="#L650" aria-label="Line 650">650</a>   }</span>
<span id="L651"><a href="#L651" aria-label="Line 651">651</a>   const centroidX = entries.reduce((sum, entry) =&gt; sum + entry.area * entry.centroidX, 0) / area;</span>
<span id="L652"><a href="#L652" aria-label="Line 652">652</a>   const centroidY = entries.reduce((sum, entry) =&gt; sum + entry.area * entry.centroidY, 0) / area;</span>
<span id="L653"><a href="#L653" aria-label="Line 653">653</a>   const unitInertia = entries.reduce((sum, entry) =&gt; {</span>
<span id="L654"><a href="#L654" aria-label="Line 654">654</a>     const dx = entry.centroidX - centroidX;</span>
<span id="L655"><a href="#L655" aria-label="Line 655">655</a>     const dy = entry.centroidY - centroidY;</span>
<span id="L656"><a href="#L656" aria-label="Line 656">656</a>     return sum + entry.unitInertia + entry.area * (dx * dx + dy * dy);</span>
<span id="L657"><a href="#L657" aria-label="Line 657">657</a>   }, 0);</span>
<span id="L658"><a href="#L658" aria-label="Line 658">658</a>   return Object.freeze({ area, centroidX, centroidY, unitInertia });</span>
<span id="L659"><a href="#L659" aria-label="Line 659">659</a> }</span>
<span id="L660"><a href="#L660" aria-label="Line 660">660</a> </span>
<span id="L661"><a href="#L661" aria-label="Line 661">661</a> function leafMassData(leaf: ConvexLeaf2D): Readonly&lt;{</span>
<span id="L662"><a href="#L662" aria-label="Line 662">662</a>   area: number;</span>
<span id="L663"><a href="#L663" aria-label="Line 663">663</a>   centroidX: number;</span>
<span id="L664"><a href="#L664" aria-label="Line 664">664</a>   centroidY: number;</span>
<span id="L665"><a href="#L665" aria-label="Line 665">665</a>   unitInertia: number;</span>
<span id="L666"><a href="#L666" aria-label="Line 666">666</a> }&gt; {</span>
<span id="L667"><a href="#L667" aria-label="Line 667">667</a>   switch (leaf.kind) {</span>
<span id="L668"><a href="#L668" aria-label="Line 668">668</a>     case 'circle': {</span>
<span id="L669"><a href="#L669" aria-label="Line 669">669</a>       const area = Math.PI * leaf.radius * leaf.radius;</span>
<span id="L670"><a href="#L670" aria-label="Line 670">670</a>       return { area, centroidX: leaf.center[0]!, centroidY: leaf.center[1]!, unitInertia: area * leaf.radius * leaf.radius / 2 };</span>
<span id="L671"><a href="#L671" aria-label="Line 671">671</a>     }</span>
<span id="L672"><a href="#L672" aria-label="Line 672">672</a>     case 'ellipse': {</span>
<span id="L673"><a href="#L673" aria-label="Line 673">673</a>       const area = Math.PI * leaf.radiusX * leaf.radiusY;</span>
<span id="L674"><a href="#L674" aria-label="Line 674">674</a>       return { area, centroidX: leaf.center[0]!, centroidY: leaf.center[1]!, unitInertia: area * (leaf.radiusX * leaf.radiusX + leaf.radiusY * leaf.radiusY) / 4 };</span>
<span id="L675"><a href="#L675" aria-label="Line 675">675</a>     }</span>
<span id="L676"><a href="#L676" aria-label="Line 676">676</a>     case 'box': {</span>
<span id="L677"><a href="#L677" aria-label="Line 677">677</a>       const width = leaf.halfWidth * 2;</span>
<span id="L678"><a href="#L678" aria-label="Line 678">678</a>       const height = leaf.halfHeight * 2;</span>
<span id="L679"><a href="#L679" aria-label="Line 679">679</a>       const area = width * height;</span>
<span id="L680"><a href="#L680" aria-label="Line 680">680</a>       return { area, centroidX: leaf.center[0]!, centroidY: leaf.center[1]!, unitInertia: area * (width * width + height * height) / 12 };</span>
<span id="L681"><a href="#L681" aria-label="Line 681">681</a>     }</span>
<span id="L682"><a href="#L682" aria-label="Line 682">682</a>     case 'capsule':</span>
<span id="L683"><a href="#L683" aria-label="Line 683">683</a>       return capsuleMassData(leaf.start, leaf.end, leaf.radius);</span>
<span id="L684"><a href="#L684" aria-label="Line 684">684</a>     case 'polygon':</span>
<span id="L685"><a href="#L685" aria-label="Line 685">685</a>       return polygonMassData2D(leaf.vertices);</span>
<span id="L686"><a href="#L686" aria-label="Line 686">686</a>     case 'segment':</span>
<span id="L687"><a href="#L687" aria-label="Line 687">687</a>       return { area: 0, centroidX: (leaf.start[0]! + leaf.end[0]!) / 2, centroidY: (leaf.start[1]! + leaf.end[1]!) / 2, unitInertia: 0 };</span>
<span id="L688"><a href="#L688" aria-label="Line 688">688</a>     case 'rounded-box': {</span>
<span id="L689"><a href="#L689" aria-label="Line 689">689</a>       const contour = roundedBoxContour(leaf.halfWidth, leaf.halfHeight, leaf.radii, leaf.center);</span>
<span id="L690"><a href="#L690" aria-label="Line 690">690</a>       return polygonMassData2D(contour);</span>
<span id="L691"><a href="#L691" aria-label="Line 691">691</a>     }</span>
<span id="L692"><a href="#L692" aria-label="Line 692">692</a>   }</span>
<span id="L693"><a href="#L693" aria-label="Line 693">693</a> }</span>
<span id="L694"><a href="#L694" aria-label="Line 694">694</a> </span>
<span id="L695"><a href="#L695" aria-label="Line 695">695</a> function capsuleMassData(</span>
<span id="L696"><a href="#L696" aria-label="Line 696">696</a>   start: Float64Array,</span>
<span id="L697"><a href="#L697" aria-label="Line 697">697</a>   end: Float64Array,</span>
<span id="L698"><a href="#L698" aria-label="Line 698">698</a>   radius: number,</span>
<span id="L699"><a href="#L699" aria-label="Line 699">699</a> ): Readonly&lt;{ area: number; centroidX: number; centroidY: number; unitInertia: number }&gt; {</span>
<span id="L700"><a href="#L700" aria-label="Line 700">700</a>   const dx = end[0]! - start[0]!;</span>
<span id="L701"><a href="#L701" aria-label="Line 701">701</a>   const dy = end[1]! - start[1]!;</span>
<span id="L702"><a href="#L702" aria-label="Line 702">702</a>   const length = Math.hypot(dx, dy);</span>
<span id="L703"><a href="#L703" aria-label="Line 703">703</a>   const rectangleArea = 2 * radius * length;</span>
<span id="L704"><a href="#L704" aria-label="Line 704">704</a>   const circleArea = Math.PI * radius * radius;</span>
<span id="L705"><a href="#L705" aria-label="Line 705">705</a>   const area = rectangleArea + circleArea;</span>
<span id="L706"><a href="#L706" aria-label="Line 706">706</a>   const rectangleInertia = rectangleArea * (length * length + 4 * radius * radius) / 12;</span>
<span id="L707"><a href="#L707" aria-label="Line 707">707</a>   const capsInertia =</span>
<span id="L708"><a href="#L708" aria-label="Line 708">708</a>     Math.PI * radius ** 4 / 2 +</span>
<span id="L709"><a href="#L709" aria-label="Line 709">709</a>     circleArea * length * length / 4 +</span>
<span id="L710"><a href="#L710" aria-label="Line 710">710</a>     4 * length * radius ** 3 / 3;</span>
<span id="L711"><a href="#L711" aria-label="Line 711">711</a>   return Object.freeze({</span>
<span id="L712"><a href="#L712" aria-label="Line 712">712</a>     area,</span>
<span id="L713"><a href="#L713" aria-label="Line 713">713</a>     centroidX: (start[0]! + end[0]!) / 2,</span>
<span id="L714"><a href="#L714" aria-label="Line 714">714</a>     centroidY: (start[1]! + end[1]!) / 2,</span>
<span id="L715"><a href="#L715" aria-label="Line 715">715</a>     unitInertia: rectangleInertia + capsInertia,</span>
<span id="L716"><a href="#L716" aria-label="Line 716">716</a>   });</span>
<span id="L717"><a href="#L717" aria-label="Line 717">717</a> }</span>
<span id="L718"><a href="#L718" aria-label="Line 718">718</a> </span>
<span id="L719"><a href="#L719" aria-label="Line 719">719</a> function lineCentroid(</span>
<span id="L720"><a href="#L720" aria-label="Line 720">720</a>   points: readonly Float64Array[],</span>
<span id="L721"><a href="#L721" aria-label="Line 721">721</a>   closed: boolean,</span>
<span id="L722"><a href="#L722" aria-label="Line 722">722</a> ): readonly [number, number] {</span>
<span id="L723"><a href="#L723" aria-label="Line 723">723</a>   const segmentCount = points.length - 1 + (closed ? 1 : 0);</span>
<span id="L724"><a href="#L724" aria-label="Line 724">724</a>   let totalLength = 0;</span>
<span id="L725"><a href="#L725" aria-label="Line 725">725</a>   let weightedX = 0;</span>
<span id="L726"><a href="#L726" aria-label="Line 726">726</a>   let weightedY = 0;</span>
<span id="L727"><a href="#L727" aria-label="Line 727">727</a>   for (let index = 0; index &lt; segmentCount; index += 1) {</span>
<span id="L728"><a href="#L728" aria-label="Line 728">728</a>     const start = points[index]!;</span>
<span id="L729"><a href="#L729" aria-label="Line 729">729</a>     const end = points[(index + 1) % points.length]!;</span>
<span id="L730"><a href="#L730" aria-label="Line 730">730</a>     const length = Math.hypot(end[0]! - start[0]!, end[1]! - start[1]!);</span>
<span id="L731"><a href="#L731" aria-label="Line 731">731</a>     totalLength += length;</span>
<span id="L732"><a href="#L732" aria-label="Line 732">732</a>     weightedX += length * (start[0]! + end[0]!) / 2;</span>
<span id="L733"><a href="#L733" aria-label="Line 733">733</a>     weightedY += length * (start[1]! + end[1]!) / 2;</span>
<span id="L734"><a href="#L734" aria-label="Line 734">734</a>   }</span>
<span id="L735"><a href="#L735" aria-label="Line 735">735</a>   if (totalLength &gt; 0) {</span>
<span id="L736"><a href="#L736" aria-label="Line 736">736</a>     return [weightedX / totalLength, weightedY / totalLength];</span>
<span id="L737"><a href="#L737" aria-label="Line 737">737</a>   }</span>
<span id="L738"><a href="#L738" aria-label="Line 738">738</a>   return [points.reduce((sum, point) =&gt; sum + point[0]!, 0) / points.length, points.reduce((sum, point) =&gt; sum + point[1]!, 0) / points.length];</span>
<span id="L739"><a href="#L739" aria-label="Line 739">739</a> }</span>
<span id="L740"><a href="#L740" aria-label="Line 740">740</a> </span>
<span id="L741"><a href="#L741" aria-label="Line 741">741</a> function roundedBoxContour(</span>
<span id="L742"><a href="#L742" aria-label="Line 742">742</a>   halfWidth: number,</span>
<span id="L743"><a href="#L743" aria-label="Line 743">743</a>   halfHeight: number,</span>
<span id="L744"><a href="#L744" aria-label="Line 744">744</a>   radii: Float64Array,</span>
<span id="L745"><a href="#L745" aria-label="Line 745">745</a>   center: Float64Array,</span>
<span id="L746"><a href="#L746" aria-label="Line 746">746</a> ): Float64Array {</span>
<span id="L747"><a href="#L747" aria-label="Line 747">747</a>   const points: Float64Array[] = [];</span>
<span id="L748"><a href="#L748" aria-label="Line 748">748</a>   const cornerData = [</span>
<span id="L749"><a href="#L749" aria-label="Line 749">749</a>     [halfWidth - radii[1]!, -halfHeight + radii[1]!, -Math.PI / 2, 0, radii[1]!],</span>
<span id="L750"><a href="#L750" aria-label="Line 750">750</a>     [halfWidth - radii[2]!, halfHeight - radii[2]!, 0, Math.PI / 2, radii[2]!],</span>
<span id="L751"><a href="#L751" aria-label="Line 751">751</a>     [-halfWidth + radii[3]!, halfHeight - radii[3]!, Math.PI / 2, Math.PI, radii[3]!],</span>
<span id="L752"><a href="#L752" aria-label="Line 752">752</a>     [-halfWidth + radii[0]!, -halfHeight + radii[0]!, Math.PI, 3 * Math.PI / 2, radii[0]!],</span>
<span id="L753"><a href="#L753" aria-label="Line 753">753</a>   ] as const;</span>
<span id="L754"><a href="#L754" aria-label="Line 754">754</a>   for (const [x, y, start, end, radius] of cornerData) {</span>
<span id="L755"><a href="#L755" aria-label="Line 755">755</a>     const cornerPoints = radius === 0</span>
<span id="L756"><a href="#L756" aria-label="Line 756">756</a>       ? [new Float64Array([center[0]! + x, center[1]! + y])]</span>
<span id="L757"><a href="#L757" aria-label="Line 757">757</a>       : flattenCircularSweep(center[0]! + x, center[1]! + y, radius, start, end, false);</span>
<span id="L758"><a href="#L758" aria-label="Line 758">758</a>     points.push(...cornerPoints);</span>
<span id="L759"><a href="#L759" aria-label="Line 759">759</a>   }</span>
<span id="L760"><a href="#L760" aria-label="Line 760">760</a>   return canonicalizeContour2D(points.map(asReadonlyVector), {</span>
<span id="L761"><a href="#L761" aria-label="Line 761">761</a>     strictlyConvex: false,</span>
<span id="L762"><a href="#L762" aria-label="Line 762">762</a>     path: 'roundedBox.contour',</span>
<span id="L763"><a href="#L763" aria-label="Line 763">763</a>   });</span>
<span id="L764"><a href="#L764" aria-label="Line 764">764</a> }</span>
<span id="L765"><a href="#L765" aria-label="Line 765">765</a> </span>
<span id="L766"><a href="#L766" aria-label="Line 766">766</a> function flattenCircularSweep(</span>
<span id="L767"><a href="#L767" aria-label="Line 767">767</a>   centerX: number,</span>
<span id="L768"><a href="#L768" aria-label="Line 768">768</a>   centerY: number,</span>
<span id="L769"><a href="#L769" aria-label="Line 769">769</a>   radius: number,</span>
<span id="L770"><a href="#L770" aria-label="Line 770">770</a>   startAngle: number,</span>
<span id="L771"><a href="#L771" aria-label="Line 771">771</a>   endAngle: number,</span>
<span id="L772"><a href="#L772" aria-label="Line 772">772</a>   counterclockwise: boolean,</span>
<span id="L773"><a href="#L773" aria-label="Line 773">773</a> ): Float64Array[] {</span>
<span id="L774"><a href="#L774" aria-label="Line 774">774</a>   const sweep = directedSweep(startAngle, endAngle, counterclockwise);</span>
<span id="L775"><a href="#L775" aria-label="Line 775">775</a>   const points = [pointOnCircle(centerX, centerY, radius, startAngle)];</span>
<span id="L776"><a href="#L776" aria-label="Line 776">776</a>   appendFlattenedArc(points, centerX, centerY, radius, startAngle, startAngle + sweep, 0);</span>
<span id="L777"><a href="#L777" aria-label="Line 777">777</a>   if (Math.abs(sweep) &gt;= FULL_TURN_RADIANS) {</span>
<span id="L778"><a href="#L778" aria-label="Line 778">778</a>     points[points.length - 1] = new Float64Array(points[0]!);</span>
<span id="L779"><a href="#L779" aria-label="Line 779">779</a>   }</span>
<span id="L780"><a href="#L780" aria-label="Line 780">780</a>   return points;</span>
<span id="L781"><a href="#L781" aria-label="Line 781">781</a> }</span>
<span id="L782"><a href="#L782" aria-label="Line 782">782</a> </span>
<span id="L783"><a href="#L783" aria-label="Line 783">783</a> function appendFlattenedArc(</span>
<span id="L784"><a href="#L784" aria-label="Line 784">784</a>   output: Float64Array[],</span>
<span id="L785"><a href="#L785" aria-label="Line 785">785</a>   centerX: number,</span>
<span id="L786"><a href="#L786" aria-label="Line 786">786</a>   centerY: number,</span>
<span id="L787"><a href="#L787" aria-label="Line 787">787</a>   radius: number,</span>
<span id="L788"><a href="#L788" aria-label="Line 788">788</a>   startAngle: number,</span>
<span id="L789"><a href="#L789" aria-label="Line 789">789</a>   endAngle: number,</span>
<span id="L790"><a href="#L790" aria-label="Line 790">790</a>   depth: number,</span>
<span id="L791"><a href="#L791" aria-label="Line 791">791</a> ): void {</span>
<span id="L792"><a href="#L792" aria-label="Line 792">792</a>   const middleAngle = (startAngle + endAngle) / 2;</span>
<span id="L793"><a href="#L793" aria-label="Line 793">793</a>   const halfSweep = Math.abs(endAngle - startAngle) / 2;</span>
<span id="L794"><a href="#L794" aria-label="Line 794">794</a>   const chordError = radius * (1 - Math.cos(halfSweep));</span>
<span id="L795"><a href="#L795" aria-label="Line 795">795</a>   if (</span>
<span id="L796"><a href="#L796" aria-label="Line 796">796</a>     chordError &lt;= CURVE_FLATTENING_TOLERANCE ||</span>
<span id="L797"><a href="#L797" aria-label="Line 797">797</a>     depth &gt;= CURVE_FLATTENING_MAX_DEPTH</span>
<span id="L798"><a href="#L798" aria-label="Line 798">798</a>   ) {</span>
<span id="L799"><a href="#L799" aria-label="Line 799">799</a>     output.push(pointOnCircle(centerX, centerY, radius, endAngle));</span>
<span id="L800"><a href="#L800" aria-label="Line 800">800</a>     return;</span>
<span id="L801"><a href="#L801" aria-label="Line 801">801</a>   }</span>
<span id="L802"><a href="#L802" aria-label="Line 802">802</a>   appendFlattenedArc(output, centerX, centerY, radius, startAngle, middleAngle, depth + 1);</span>
<span id="L803"><a href="#L803" aria-label="Line 803">803</a>   appendFlattenedArc(output, centerX, centerY, radius, middleAngle, endAngle, depth + 1);</span>
<span id="L804"><a href="#L804" aria-label="Line 804">804</a> }</span>
<span id="L805"><a href="#L805" aria-label="Line 805">805</a> </span>
<span id="L806"><a href="#L806" aria-label="Line 806">806</a> function directedSweep(</span>
<span id="L807"><a href="#L807" aria-label="Line 807">807</a>   startAngle: number,</span>
<span id="L808"><a href="#L808" aria-label="Line 808">808</a>   endAngle: number,</span>
<span id="L809"><a href="#L809" aria-label="Line 809">809</a>   counterclockwise: boolean,</span>
<span id="L810"><a href="#L810" aria-label="Line 810">810</a> ): number {</span>
<span id="L811"><a href="#L811" aria-label="Line 811">811</a>   const raw = endAngle - startAngle;</span>
<span id="L812"><a href="#L812" aria-label="Line 812">812</a>   if (Math.abs(raw) &gt;= FULL_TURN_RADIANS) {</span>
<span id="L813"><a href="#L813" aria-label="Line 813">813</a>     return counterclockwise ? -FULL_TURN_RADIANS : FULL_TURN_RADIANS;</span>
<span id="L814"><a href="#L814" aria-label="Line 814">814</a>   }</span>
<span id="L815"><a href="#L815" aria-label="Line 815">815</a>   if (counterclockwise) {</span>
<span id="L816"><a href="#L816" aria-label="Line 816">816</a>     const magnitude = ((-raw % FULL_TURN_RADIANS) + FULL_TURN_RADIANS) % FULL_TURN_RADIANS;</span>
<span id="L817"><a href="#L817" aria-label="Line 817">817</a>     return -magnitude;</span>
<span id="L818"><a href="#L818" aria-label="Line 818">818</a>   }</span>
<span id="L819"><a href="#L819" aria-label="Line 819">819</a>   return ((raw % FULL_TURN_RADIANS) + FULL_TURN_RADIANS) % FULL_TURN_RADIANS;</span>
<span id="L820"><a href="#L820" aria-label="Line 820">820</a> }</span>
<span id="L821"><a href="#L821" aria-label="Line 821">821</a> </span>
<span id="L822"><a href="#L822" aria-label="Line 822">822</a> function pointOnCircle(</span>
<span id="L823"><a href="#L823" aria-label="Line 823">823</a>   centerX: number,</span>
<span id="L824"><a href="#L824" aria-label="Line 824">824</a>   centerY: number,</span>
<span id="L825"><a href="#L825" aria-label="Line 825">825</a>   radius: number,</span>
<span id="L826"><a href="#L826" aria-label="Line 826">826</a>   angle: number,</span>
<span id="L827"><a href="#L827" aria-label="Line 827">827</a> ): Float64Array {</span>
<span id="L828"><a href="#L828" aria-label="Line 828">828</a>   return new Float64Array([</span>
<span id="L829"><a href="#L829" aria-label="Line 829">829</a>     centerX + radius * Math.cos(angle),</span>
<span id="L830"><a href="#L830" aria-label="Line 830">830</a>     centerY + radius * Math.sin(angle),</span>
<span id="L831"><a href="#L831" aria-label="Line 831">831</a>   ]);</span>
<span id="L832"><a href="#L832" aria-label="Line 832">832</a> }</span>
<span id="L833"><a href="#L833" aria-label="Line 833">833</a> </span>
<span id="L834"><a href="#L834" aria-label="Line 834">834</a> function ownedVector(value: PibblPhysicsVector2, path: string): Float64Array {</span>
<span id="L835"><a href="#L835" aria-label="Line 835">835</a>   const copied = copyFiniteVector2(value, path);</span>
<span id="L836"><a href="#L836" aria-label="Line 836">836</a>   return new Float64Array(copied);</span>
<span id="L837"><a href="#L837" aria-label="Line 837">837</a> }</span>
<span id="L838"><a href="#L838" aria-label="Line 838">838</a> </span>
<span id="L839"><a href="#L839" aria-label="Line 839">839</a> function asReadonlyVector(value: Float64Array): PibblPhysicsVector2 {</span>
<span id="L840"><a href="#L840" aria-label="Line 840">840</a>   return [value[0]!, value[1]!] as const;</span>
<span id="L841"><a href="#L841" aria-label="Line 841">841</a> }</span>
<span id="L842"><a href="#L842" aria-label="Line 842">842</a> </span></code></pre>

## Documentation version

Documentation built with @pibbl/core 0.0.2, revision 272a94a. ALPHA — NOT FOR PRODUCTION USE.
