﻿/**
* Convex polygon. The vertices must be in CCW order for a right-handed
* coordinate system with the z-axis coming out of the screen.
* @see b2PolygonDef
*/
import { ASArray } from '@awayfl/avm2';

import { b2Shape } from './b2Shape';
import { b2Vec2, b2Math, b2Mat22, b2Transform } from '../../Common/Math';
import { b2Settings } from '../../Common/b2Settings';
import { b2RayCastOutput } from '../b2RayCastOutput';
import { b2RayCastInput } from '../b2RayCastInput';
import { b2AABB } from '../b2AABB';
import { b2MassData } from './b2MassData';
import { b2OBB } from '../b2OBB';

export class b2PolygonShape extends b2Shape {
	__fast__: boolean = true;

	public Copy(): b2Shape {
		const s: b2PolygonShape = new b2PolygonShape();
		s.Set(this);
		return s;
	}

	public Set(other: b2Shape): void {
		super.Set(other);
		if (other instanceof b2PolygonShape) {
			const other2: b2PolygonShape = other as b2PolygonShape;
			this.m_centroid.SetV(other2.m_centroid);
			this.m_vertexCount = other2.m_vertexCount;
			this.Reserve(this.m_vertexCount);
			for (let i: number /** int */ = 0; i < this.m_vertexCount; i++) {
				this.m_vertices[i].SetV(other2.m_vertices[i]);
				this.m_normals[i].SetV(other2.m_normals[i]);
			}
		}
	}

	/**
	 * Copy vertices. This assumes the vertices define a convex polygon.
	 * It is assumed that the exterior is the the right of each edge.
	 */
	public SetAsArray(vertices: Array<b2Vec2> | ASArray, vertexCount: number = 0): void {
		let vert = <any>vertices;

		if (typeof vert.axInitializer === 'function') {
			vert = (<ASArray>vertices).value;
		}

		const v = vert.slice();

		this.SetAsVector(v, vertexCount);
	}

	public static AsArray(vertices: Array<b2Vec2>, vertexCount: number): b2PolygonShape {
		const polygonShape: b2PolygonShape = new b2PolygonShape();
		polygonShape.SetAsArray(vertices, vertexCount);
		return polygonShape;
	}

	/**
	 * Copy vertices. This assumes the vertices define a convex polygon.
	 * It is assumed that the exterior is the the right of each edge.
	 */
	public SetAsVector(vertices: Array<b2Vec2>, vertexCount: number = 0): void {
		if (vertexCount == 0)
			vertexCount = vertices.length;

		b2Settings.b2Assert(2 <= vertexCount);
		this.m_vertexCount = vertexCount;

		this.Reserve(vertexCount);

		let i: number /** int */;

		// Copy vertices
		for (i = 0; i < this.m_vertexCount; i++) {
			this.m_vertices[i].SetV(vertices[i]);
		}

		// Compute normals. Ensure the edges have non-zero length.
		for (i = 0; i < this.m_vertexCount; ++i) {
			const i1: number /** int */  = i;
			const i2: number /** int */  = i + 1 < this.m_vertexCount ? i + 1 : 0;
			const edge: b2Vec2 = b2Math.SubtractVV(this.m_vertices[i2], this.m_vertices[i1]);
			b2Settings.b2Assert(edge.LengthSquared() > Number.MIN_VALUE /* * Number.MIN_VALUE*/);
			this.m_normals[i].SetV(b2Math.CrossVF(edge, 1.0));
			this.m_normals[i].Normalize();
		}

		//#ifdef _DEBUG
		// Ensure the polygon is convex and the interior
		// is to the left of each edge.
		//for (int32 i = 0; i < m_vertexCount; ++i)
		//{
		//int32 i1 = i;
		//int32 i2 = i + 1 < m_vertexCount ? i + 1 : 0;
		//b2Vec2 edge = m_vertices[i2] - m_vertices[i1];
		//for (int32 j = 0; j < m_vertexCount; ++j)
		//{
		// Don't check vertices on the current edge.
		//if (j == i1 || j == i2)
		//{
		//continue;
		//}
		//
		//b2Vec2 r = m_vertices[j] - m_vertices[i1];
		// Your polygon is non-convex (it has an indentation) or
		// has colinear edges.
		//float32 s = b2Cross(edge, r);
		//b2Assert(s > 0.0f);
		//}
		//}
		//#endif

		// Compute the polygon centroid
		this.m_centroid = b2PolygonShape.ComputeCentroid(this.m_vertices, this.m_vertexCount);
	}

	public static AsVector(vertices: Array<b2Vec2>, vertexCount: number): b2PolygonShape {
		const polygonShape: b2PolygonShape = new b2PolygonShape();
		polygonShape.SetAsVector(vertices, vertexCount);
		return polygonShape;
	}

	/**
	* Build vertices to represent an axis-aligned box.
	* @param hx the half-width.
	* @param hy the half-height.
	*/
	public SetAsBox(hx: number, hy: number): void {
		this.m_vertexCount = 4;
		this.Reserve(4);
		this.m_vertices[0].Set(-hx, -hy);
		this.m_vertices[1].Set(hx, -hy);
		this.m_vertices[2].Set(hx,  hy);
		this.m_vertices[3].Set(-hx,  hy);
		this.m_normals[0].Set(0.0, -1.0);
		this.m_normals[1].Set(1.0, 0.0);
		this.m_normals[2].Set(0.0, 1.0);
		this.m_normals[3].Set(-1.0, 0.0);
		this.m_centroid.SetZero();
	}

	public static AsBox(hx: number, hy: number): b2PolygonShape {
		const polygonShape: b2PolygonShape = new b2PolygonShape();
		polygonShape.SetAsBox(hx, hy);
		return polygonShape;
	}

	/**
	* Build vertices to represent an oriented box.
	* @param hx the half-width.
	* @param hy the half-height.
	* @param center the center of the box in local coordinates.
	* @param angle the rotation of the box in local coordinates.
	*/
	private static s_mat: b2Mat22 = new b2Mat22();
	public SetAsOrientedBox(hx: number, hy: number, center: b2Vec2 = null, angle: number = 0.0): void {
		this.m_vertexCount = 4;
		this.Reserve(4);
		this.m_vertices[0].Set(-hx, -hy);
		this.m_vertices[1].Set(hx, -hy);
		this.m_vertices[2].Set(hx,  hy);
		this.m_vertices[3].Set(-hx,  hy);
		this.m_normals[0].Set(0.0, -1.0);
		this.m_normals[1].Set(1.0, 0.0);
		this.m_normals[2].Set(0.0, 1.0);
		this.m_normals[3].Set(-1.0, 0.0);
		this.m_centroid = center;

		const xf: b2Transform = new b2Transform();
		xf.position = center;
		xf.R.Set(angle);

		// Transform vertices and normals.
		for (let i: number /** int */  = 0; i < this.m_vertexCount; ++i) {
			this.m_vertices[i] = b2Math.MulX(xf, this.m_vertices[i]);
			this.m_normals[i] = b2Math.MulMV(xf.R, this.m_normals[i]);
		}
	}

	public static AsOrientedBox(hx: number, hy: number, center: b2Vec2 = null, angle: number = 0.0): b2PolygonShape {
		const polygonShape: b2PolygonShape = new b2PolygonShape();
		polygonShape.SetAsOrientedBox(hx, hy, center, angle);
		return polygonShape;
	}

	/**
	 * Set this as a single edge.
	 */
	public SetAsEdge(v1: b2Vec2, v2: b2Vec2): void {
		this.m_vertexCount = 2;
		this.Reserve(2);
		this.m_vertices[0].SetV(v1);
		this.m_vertices[1].SetV(v2);
		this.m_centroid.x = 0.5 * (v1.x + v2.x);
		this.m_centroid.y = 0.5 * (v1.y + v2.y);
		this.m_normals[0] = b2Math.CrossVF(b2Math.SubtractVV(v2, v1), 1.0);
		this.m_normals[0].Normalize();
		this.m_normals[1].x = -this.m_normals[0].x;
		this.m_normals[1].y = -this.m_normals[0].y;
	}

	/**
	 * Set this as a single edge.
	 */
	public static AsEdge(v1: b2Vec2, v2: b2Vec2): b2PolygonShape {
		const polygonShape: b2PolygonShape = new b2PolygonShape();
		polygonShape.SetAsEdge(v1, v2);
		return polygonShape;
	}

	/**
	* @inheritDoc
	*/
	public TestPoint(xf: b2Transform, p: b2Vec2): boolean {
		let tVec: b2Vec2;

		//b2Vec2 pLocal = b2MulT(xf.R, p - xf.position);
		const tMat: b2Mat22 = xf.R;
		let tX: number = p.x - xf.position.x;
		let tY: number = p.y - xf.position.y;
		const pLocalX: number = (tX * tMat.col1.x + tY * tMat.col1.y);
		const pLocalY: number = (tX * tMat.col2.x + tY * tMat.col2.y);

		for (let i: number /** int */  = 0; i < this.m_vertexCount; ++i) {
			//float32 dot = b2Dot(m_normals[i], pLocal - m_vertices[i]);
			tVec = this.m_vertices[i];
			tX = pLocalX - tVec.x;
			tY = pLocalY - tVec.y;
			tVec = this.m_normals[i];
			const dot: number = (tVec.x * tX + tVec.y * tY);
			if (dot > 0.0) {
				return false;
			}
		}

		return true;
	}

	/**
	 * @inheritDoc
	 */
	public RayCast(output: b2RayCastOutput, input: b2RayCastInput, transform: b2Transform): boolean {
		let lower: number = 0.0;
		let upper: number = input.maxFraction;

		let tX: number;
		let tY: number;
		let tMat: b2Mat22;
		let tVec: b2Vec2;

		// Put the ray into the polygon's frame of reference. (AS3 Port Manual inlining follows)
		//b2Vec2 p1 = b2MulT(transform.R, segment.p1 - transform.position);
		tX = input.p1.x - transform.position.x;
		tY = input.p1.y - transform.position.y;
		tMat = transform.R;
		const p1X: number = (tX * tMat.col1.x + tY * tMat.col1.y);
		const p1Y: number = (tX * tMat.col2.x + tY * tMat.col2.y);
		//b2Vec2 p2 = b2MulT(transform.R, segment.p2 - transform.position);
		tX = input.p2.x - transform.position.x;
		tY = input.p2.y - transform.position.y;
		tMat = transform.R;
		const p2X: number = (tX * tMat.col1.x + tY * tMat.col1.y);
		const p2Y: number = (tX * tMat.col2.x + tY * tMat.col2.y);
		//b2Vec2 d = p2 - p1;
		const dX: number = p2X - p1X;
		const dY: number = p2Y - p1Y;
		let index: number /** int */  = -1;

		for (let i: number /** int */  = 0; i < this.m_vertexCount; ++i) {
			// p = p1 + a * d
			// dot(normal, p - v) = 0
			// dot(normal, p1 - v) + a * dot(normal, d) = 0

			//float32 numerator = b2Dot(m_normals[i], m_vertices[i] - p1);
			tVec = this.m_vertices[i];
			tX = tVec.x - p1X;
			tY = tVec.y - p1Y;
			tVec = this.m_normals[i];
			const numerator: number = (tVec.x * tX + tVec.y * tY);
			//float32 denominator = b2Dot(m_normals[i], d);
			const denominator: number = (tVec.x * dX + tVec.y * dY);

			if (denominator == 0.0) {
				if (numerator < 0.0) {
					return false;
				}
			} else {
				// Note: we want this predicate without division:
				// lower < numerator / denominator, where denominator < 0
				// Since denominator < 0, we have to flip the inequality:
				// lower < numerator / denominator <==> denominator * lower > numerator.
				if (denominator < 0.0 && numerator < lower * denominator) {
					// Increase lower.
					// The segment enters this half-space.
					lower = numerator / denominator;
					index = i;
				} else if (denominator > 0.0 && numerator < upper * denominator) {
					// Decrease upper.
					// The segment exits this half-space.
					upper = numerator / denominator;
				}
			}

			if (upper < lower - Number.MIN_VALUE) {
				return false;
			}
		}

		//b2Settings.b2Assert(0.0 <= lower && lower <= input.maxLambda);

		if (index >= 0) {
			output.fraction = lower;
			//output.normal = b2Mul(transform.R, m_normals[index]);
			tMat = transform.R;
			tVec = this.m_normals[index];
			output.normal.x = (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
			output.normal.y = (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
			return true;
		}

		return false;
	}

	/**
	 * @inheritDoc
	 */
	public ComputeAABB(aabb: b2AABB, xf: b2Transform): void {
		//var lower:b2Vec2 = b2Math.MulX(xf, m_vertices[0]);
		const tMat: b2Mat22 = xf.R;
		let tVec: b2Vec2 = this.m_vertices[0];
		let lowerX: number = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
		let lowerY: number = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
		let upperX: number = lowerX;
		let upperY: number = lowerY;

		for (let i: number /** int */  = 1; i < this.m_vertexCount; ++i) {
			tVec = this.m_vertices[i];
			const vX: number = xf.position.x + (tMat.col1.x * tVec.x + tMat.col2.x * tVec.y);
			const vY: number = xf.position.y + (tMat.col1.y * tVec.x + tMat.col2.y * tVec.y);
			lowerX = lowerX < vX ? lowerX : vX;
			lowerY = lowerY < vY ? lowerY : vY;
			upperX = upperX > vX ? upperX : vX;
			upperY = upperY > vY ? upperY : vY;
		}

		aabb.lowerBound.x = lowerX - this.m_radius;
		aabb.lowerBound.y = lowerY - this.m_radius;
		aabb.upperBound.x = upperX + this.m_radius;
		aabb.upperBound.y = upperY + this.m_radius;
	}

	/**
	* @inheritDoc
	*/
	public ComputeMass(massData: b2MassData, density: number): void {
		// Polygon mass, centroid, and inertia.
		// Let rho be the polygon density in mass per unit area.
		// Then:
		// mass = rho * int(dA)
		// centroid.x = (1/mass) * rho * int(x * dA)
		// centroid.y = (1/mass) * rho * int(y * dA)
		// I = rho * int((x*x + y*y) * dA)
		//
		// We can compute these integrals by summing all the integrals
		// for each triangle of the polygon. To evaluate the integral
		// for a single triangle, we make a change of variables to
		// the (u,v) coordinates of the triangle:
		// x = x0 + e1x * u + e2x * v
		// y = y0 + e1y * u + e2y * v
		// where 0 <= u && 0 <= v && u + v <= 1.
		//
		// We integrate u from [0,1-v] and then v from [0,1].
		// We also need to use the Jacobian of the transformation:
		// D = cross(e1, e2)
		//
		// Simplification: triangle centroid = (1/3) * (p1 + p2 + p3)
		//
		// The rest of the derivation is handled by computer algebra.

		//b2Settings.b2Assert(m_vertexCount >= 2);

		// A line segment has zero mass.
		if (this.m_vertexCount == 2) {
			massData.center.x = 0.5 * (this.m_vertices[0].x + this.m_vertices[1].x);
			massData.center.y = 0.5 * (this.m_vertices[0].y + this.m_vertices[1].y);
			massData.mass = 0.0;
			massData.I = 0.0;
			return;
		}

		//b2Vec2 center; center.Set(0.0f, 0.0f);
		let centerX: number = 0.0;
		let centerY: number = 0.0;
		let area: number = 0.0;
		let I: number = 0.0;

		// pRef is the reference point for forming triangles.
		// It's location doesn't change the result (except for rounding error).
		//b2Vec2 pRef(0.0f, 0.0f);
		const p1X: number = 0.0;
		const p1Y: number = 0.0;
		/*#if 0
		// This code would put the reference point inside the polygon.
		for (int32 i = 0; i < m_vertexCount; ++i)
		{
			pRef += m_vertices[i];
		}
		pRef *= 1.0f / count;
		#endif*/

		const k_inv3: number = 1.0 / 3.0;

		for (let i: number /** int */  = 0; i < this.m_vertexCount; ++i) {
			// Triangle vertices.
			//b2Vec2 p1 = pRef;
			//
			//b2Vec2 p2 = m_vertices[i];
			const p2: b2Vec2 = this.m_vertices[i];
			//b2Vec2 p3 = i + 1 < m_vertexCount ? m_vertices[i+1] : m_vertices[0];
			const p3: b2Vec2 = i + 1 < this.m_vertexCount ? this.m_vertices[i + 1] : this.m_vertices[0];

			//b2Vec2 e1 = p2 - p1;
			const e1X: number = p2.x - p1X;
			const e1Y: number = p2.y - p1Y;
			//b2Vec2 e2 = p3 - p1;
			const e2X: number = p3.x - p1X;
			const e2Y: number = p3.y - p1Y;

			//float32 D = b2Cross(e1, e2);
			const D: number = e1X * e2Y - e1Y * e2X;

			//float32 triangleArea = 0.5f * D;
			const triangleArea: number = 0.5 * D;
			area += triangleArea;

			// Area weighted centroid
			//center += triangleArea * k_inv3 * (p1 + p2 + p3);
			centerX += triangleArea * k_inv3 * (p1X + p2.x + p3.x);
			centerY += triangleArea * k_inv3 * (p1Y + p2.y + p3.y);

			//float32 px = p1.x, py = p1.y;
			const px: number = p1X;
			const py: number = p1Y;
			//float32 ex1 = e1.x, ey1 = e1.y;
			const ex1: number = e1X;
			const ey1: number = e1Y;
			//float32 ex2 = e2.x, ey2 = e2.y;
			const ex2: number = e2X;
			const ey2: number = e2Y;

			//float32 intx2 = k_inv3 * (0.25f * (ex1*ex1 + ex2*ex1 + ex2*ex2) + (px*ex1 + px*ex2)) + 0.5f*px*px;
			const intx2: number = k_inv3 * (0.25 * (ex1 * ex1 + ex2 * ex1 + ex2 * ex2) + (px * ex1 + px * ex2)) + 0.5 * px * px;
			//float32 inty2 = k_inv3 * (0.25f * (ey1*ey1 + ey2*ey1 + ey2*ey2) + (py*ey1 + py*ey2)) + 0.5f*py*py;
			const inty2: number = k_inv3 * (0.25 * (ey1 * ey1 + ey2 * ey1 + ey2 * ey2) + (py * ey1 + py * ey2)) + 0.5 * py * py;

			I += D * (intx2 + inty2);
		}

		// Total mass
		massData.mass = density * area;

		// Center of mass
		//b2Settings.b2Assert(area > Number.MIN_VALUE);
		//center *= 1.0f / area;
		centerX *= 1.0 / area;
		centerY *= 1.0 / area;
		//massData->center = center;
		massData.center.Set(centerX, centerY);

		// Inertia tensor relative to the local origin.
		massData.I = density * I;
	}

	/**
	* @inheritDoc
	*/
	public ComputeSubmergedArea(
		normal: b2Vec2,
		offset: number,
		xf: b2Transform,
		c: b2Vec2): number {
		// Transform plane into shape co-ordinates
		const normalL: b2Vec2 = b2Math.MulTMV(xf.R, normal);
		const offsetL: number = offset - b2Math.Dot(normal, xf.position);

		const depths: Array<number> = new Array<number>();
		let diveCount: number /** int */  = 0;
		let intoIndex: number /** int */  = -1;
		let outoIndex: number /** int */  = -1;

		let lastSubmerged: boolean = false;
		let i: number /** int */ ;
		for (i = 0; i < this.m_vertexCount;++i) {
			depths[i] = b2Math.Dot(normalL, this.m_vertices[i]) - offsetL;
			const isSubmerged: boolean = depths[i] < -Number.MIN_VALUE;
			if (i > 0) {
				if (isSubmerged) {
					if (!lastSubmerged) {
						intoIndex = i - 1;
						diveCount++;
					}
				} else {
					if (lastSubmerged) {
						outoIndex = i - 1;
						diveCount++;
					}
				}
			}
			lastSubmerged = isSubmerged;
		}
		switch (diveCount) {
			case 0:
				if (lastSubmerged) {
				// Completely submerged
					const md: b2MassData = new b2MassData();
					this.ComputeMass(md, 1);
					c.SetV(b2Math.MulX(xf, md.center));
					return md.mass;
				} else {
				//Completely dry
					return 0;
				}
				break;
			case 1:
				if (intoIndex == -1) {
					intoIndex = this.m_vertexCount - 1;
				} else {
					outoIndex = this.m_vertexCount - 1;
				}
				break;
		}
		const intoIndex2: number /** int */  = (intoIndex + 1) % this.m_vertexCount;
		const outoIndex2: number /** int */  = (outoIndex + 1) % this.m_vertexCount;
		const intoLamdda: number = (0 - depths[intoIndex]) / (depths[intoIndex2] - depths[intoIndex]);
		const outoLamdda: number = (0 - depths[outoIndex]) / (depths[outoIndex2] - depths[outoIndex]);

		const intoVec: b2Vec2 = new b2Vec2(this.m_vertices[intoIndex].x * (1 - intoLamdda) + this.m_vertices[intoIndex2].x * intoLamdda,
			this.m_vertices[intoIndex].y * (1 - intoLamdda) + this.m_vertices[intoIndex2].y * intoLamdda);
		const outoVec: b2Vec2 = new b2Vec2(this.m_vertices[outoIndex].x * (1 - outoLamdda) + this.m_vertices[outoIndex2].x * outoLamdda,
			this.m_vertices[outoIndex].y * (1 - outoLamdda) + this.m_vertices[outoIndex2].y * outoLamdda);

		// Initialize accumulator
		let area: number = 0;
		const center: b2Vec2 = new b2Vec2();
		let p2: b2Vec2 = this.m_vertices[intoIndex2];
		let p3: b2Vec2;

		// An awkward loop from intoIndex2+1 to outIndex2
		i = intoIndex2;
		while (i != outoIndex2) {
			i = (i + 1) % this.m_vertexCount;
			if (i == outoIndex2)
				p3 = outoVec;
			else
				p3 = this.m_vertices[i];

			const triangleArea: number = 0.5 * ((p2.x - intoVec.x) * (p3.y - intoVec.y) - (p2.y - intoVec.y) * (p3.x - intoVec.x));
			area += triangleArea;
			// Area weighted centroid
			center.x += triangleArea * (intoVec.x + p2.x + p3.x) / 3;
			center.y += triangleArea * (intoVec.y + p2.y + p3.y) / 3;

			p2 = p3;
		}

		//Normalize and transform centroid
		center.Multiply(1 / area);
		c.SetV(b2Math.MulX(xf, center));

		return area;
	}

	/**
	* Get the vertex count.
	*/
	public GetVertexCount(): number /** int */
	{
		return this.m_vertexCount;
	}

	/**
	* Get the vertices in local coordinates.
	*/
	public GetVertices(): Array<b2Vec2> {
		return this.m_vertices;
	}

	/**
	* Get the edge normal vectors. There is one for each vertex.
	*/
	public GetNormals(): Array<b2Vec2> {
		return this.m_normals;
	}

	/**
	 * Get the supporting vertex index in the given direction.
	 */
	public GetSupport(d: b2Vec2): number /** int */
	{
		let bestIndex: number /** int */  = 0;
		let bestValue: number = this.m_vertices[0].x * d.x + this.m_vertices[0].y * d.y;
		for (let i: number /** int */ = 1; i < this.m_vertexCount; ++i) {
			const value: number = this.m_vertices[i].x * d.x + this.m_vertices[i].y * d.y;
			if (value > bestValue) {
				bestIndex = i;
				bestValue = value;
			}
		}
		return bestIndex;
	}

	public GetSupportVertex(d: b2Vec2): b2Vec2 {
		let bestIndex: number /** int */  = 0;
		let bestValue: number = this.m_vertices[0].x * d.x + this.m_vertices[0].y * d.y;
		for (let i: number /** int */ = 1; i < this.m_vertexCount; ++i) {
			const value: number = this.m_vertices[i].x * d.x + this.m_vertices[i].y * d.y;
			if (value > bestValue) {
				bestIndex = i;
				bestValue = value;
			}
		}
		return this.m_vertices[bestIndex];
	}

	// TODO: Expose this
	private Validate(): boolean {
		/*
		// Ensure the polygon is convex.
		for (int32 i = 0; i < m_vertexCount; ++i)
		{
			for (int32 j = 0; j < m_vertexCount; ++j)
			{
				// Don't check vertices on the current edge.
				if (j == i || j == (i + 1) % m_vertexCount)
				{
					continue;
				}

				// Your polygon is non-convex (it has an indentation).
				// Or your polygon is too skinny.
				float32 s = b2Dot(m_normals[i], this.m_vertices[j] - this.m_vertices[i]);
				b2Assert(s < -b2_linearSlop);
			}
		}

		// Ensure the polygon is counter-clockwise.
		for (i = 1; i < m_vertexCount; ++i)
		{
			var cross:number = b2Math.b2CrossVV(m_normals[int(i-1)], m_normals[i]);

			// Keep asinf happy.
			cross = b2Math.b2Clamp(cross, -1.0, 1.0);

			// You have consecutive edges that are almost parallel on your polygon.
			var angle:number = Math.asin(cross);
			//b2Assert(angle > b2_angularSlop);
			trace(angle > b2Settings.b2_angularSlop);
		}
		*/
		return false;
	}
	//--------------- Internals Below -------------------

	/**
	 * @private
	 */
	constructor() {
		super();
		//b2Settings.b2Assert(def.type == e_polygonShape);
		this.m_type = b2Shape.e_polygonShape;

		this.m_centroid = new b2Vec2();
		this.m_vertices = new Array<b2Vec2>();
		this.m_normals = new Array<b2Vec2>();
	}

	private Reserve(count: number /** int */): void {
		for (let i: number /** int */  = this.m_vertices.length; i < count; i++) {
			this.m_vertices[i] = new b2Vec2();
			this.m_normals[i] = new b2Vec2();
		}
	}

	// Local position of the polygon centroid.
	public m_centroid: b2Vec2;

	public m_vertices: Array<b2Vec2>;
	public m_normals: Array<b2Vec2>;

	public m_vertexCount: number /** int */ ;

	/**
	 * Computes the centroid of the given polygon
	 * @param	vs		vector of b2Vec specifying a polygon
	 * @param	count	length of vs
	 * @return the polygon centroid
	 */
	public static ComputeCentroid(vs: Array<b2Vec2>, count: number /** uint */): b2Vec2 {
		//b2Settings.b2Assert(count >= 3);

		//b2Vec2 c; c.Set(0.0f, 0.0f);
		const c: b2Vec2 = new b2Vec2();
		let area: number = 0.0;

		// pRef is the reference point for forming triangles.
		// It's location doesn't change the result (except for rounding error).
		//b2Vec2 pRef(0.0f, 0.0f);
		const p1X: number = 0.0;
		const p1Y: number = 0.0;
		/*#if 0
		// This code would put the reference point inside the polygon.
		for (int32 i = 0; i < count; ++i)
		{
			pRef += vs[i];
		}
		pRef *= 1.0f / count;
	#endif*/

		const inv3: number = 1.0 / 3.0;

		for (let i: number /** int */  = 0; i < count; ++i) {
			// Triangle vertices.
			//b2Vec2 p1 = pRef;
			// 0.0, 0.0
			//b2Vec2 p2 = vs[i];
			const p2: b2Vec2 = vs[i];
			//b2Vec2 p3 = i + 1 < count ? vs[i+1] : vs[0];
			const p3: b2Vec2 = i + 1 < count ? vs[i + 1] : vs[0];

			//b2Vec2 e1 = p2 - p1;
			const e1X: number = p2.x - p1X;
			const e1Y: number = p2.y - p1Y;
			//b2Vec2 e2 = p3 - p1;
			const e2X: number = p3.x - p1X;
			const e2Y: number = p3.y - p1Y;

			//float32 D = b2Cross(e1, e2);
			const D: number = (e1X * e2Y - e1Y * e2X);

			//float32 triangleArea = 0.5f * D;
			const triangleArea: number = 0.5 * D;
			area += triangleArea;

			// Area weighted centroid
			//c += triangleArea * inv3 * (p1 + p2 + p3);
			c.x += triangleArea * inv3 * (p1X + p2.x + p3.x);
			c.y += triangleArea * inv3 * (p1Y + p2.y + p3.y);
		}

		// Centroid
		//beSettings.b2Assert(area > Number.MIN_VALUE);
		//c *= 1.0 / area;
		c.x *= 1.0 / area;
		c.y *= 1.0 / area;
		return c;
	}

	/**
	 * Computes a polygon's OBB
	 * @see http://www.geometrictools.com/Documentation/MinimumAreaRectangle.pdf
	 */
	public static ComputeOBB(obb: b2OBB, vs: Array<b2Vec2>, count: number /** int */): void {
		let i: number /** int */ ;
		const p: Array<b2Vec2> = new Array<b2Vec2>(count + 1);
		for (i = 0; i < count; ++i) {
			p[i] = vs[i];
		}
		p[count] = p[0];

		let minArea: number = Number.MAX_VALUE;

		for (i = 1; i <= count; ++i) {
			const root: b2Vec2 = p[i - 1];
			//b2Vec2 ux = p[i] - root;
			let uxX: number = p[i].x - root.x;
			let uxY: number = p[i].y - root.y;
			//var length:number = ux.Normalize();
			const length: number = Math.sqrt(uxX * uxX + uxY * uxY);
			uxX /= length;
			uxY /= length;
			//b2Settings.b2Assert(length > Number.MIN_VALUE);
			//b2Vec2 uy(-ux.y, ux.x);
			const uyX: number = -uxY;
			const uyY: number = uxX;
			//b2Vec2 lower(FLT_MAX, FLT_MAX);
			let lowerX: number = Number.MAX_VALUE;
			let lowerY: number = Number.MAX_VALUE;
			//b2Vec2 upper(-FLT_MAX, -FLT_MAX);
			let upperX: number = -Number.MAX_VALUE;
			let upperY: number = -Number.MAX_VALUE;

			for (let j: number /** int */  = 0; j < count; ++j) {
				//b2Vec2 d = p[j] - root;
				const dX: number = p[j].x - root.x;
				const dY: number = p[j].y - root.y;
				//b2Vec2 r;
				//var rX:number = b2Dot(ux, d);
				const rX: number = (uxX * dX + uxY * dY);
				//var rY:number = b2Dot(uy, d);
				const rY: number = (uyX * dX + uyY * dY);
				//lower = b2Min(lower, r);
				if (rX < lowerX) lowerX = rX;
				if (rY < lowerY) lowerY = rY;
				//upper = b2Max(upper, r);
				if (rX > upperX) upperX = rX;
				if (rY > upperY) upperY = rY;
			}

			const area: number = (upperX - lowerX) * (upperY - lowerY);
			if (area < 0.95 * minArea) {
				minArea = area;
				//obb->R.col1 = ux;
				obb.R.col1.x = uxX;
				obb.R.col1.y = uxY;
				//obb->R.col2 = uy;
				obb.R.col2.x = uyX;
				obb.R.col2.y = uyY;
				//b2Vec2 center = 0.5f * (lower + upper);
				const centerX: number = 0.5 * (lowerX + upperX);
				const centerY: number = 0.5 * (lowerY + upperY);
				//obb->center = root + b2Mul(obb->R, center);
				const tMat: b2Mat22 = obb.R;
				obb.center.x = root.x + (tMat.col1.x * centerX + tMat.col2.x * centerY);
				obb.center.y = root.y + (tMat.col1.y * centerX + tMat.col2.y * centerY);
				//obb->extents = 0.5f * (upper - lower);
				obb.extents.x = 0.5 * (upperX - lowerX);
				obb.extents.y = 0.5 * (upperY - lowerY);
			}
		}

		//b2Settings.b2Assert(minArea < Number.MAX_VALUE);
	}

}