'use strict'; // This file is very similar, but not identical to its client counterpart // so most changes done to it should be mirrored there to keep consistent // physics between client and server. const SCALE = 32; const Box2D = require('box2d-html5'); const b2Vec2 = Box2D.b2Vec2; class Physics { constructor() { this.world = new Box2D.b2World(new b2Vec2(0, 0), false); this.toRemove = []; let onContact = contact => { let bodya = contact.GetFixtureA().GetBody().GetUserData(); let bodyb = contact.GetFixtureB().GetBody().GetUserData(); bodya.applyDelta(); bodyb.applyDelta(); bodya.contact(bodyb); bodyb.contact(bodya); } let listener = new Box2D.b2ContactListener(); listener.BeginContact = onContact; //listener.EndContact = onContact; this.world.SetContactListener(listener); } createBody(body) { //console.log(Object.keys(Box2D.b2Settings).sort()); //console.log(Box2D.b2Settings.b2_linearSleepTolerance = 0.002); let s = SCALE; let bodyDef = new Box2D.b2BodyDef(); bodyDef.userData = body; bodyDef.position = new b2Vec2(body.x / s || 0, body.y / s || 0); bodyDef.angle = body.r || 0; bodyDef.fixedRotation = false; bodyDef.active = true; bodyDef.linearVelocity = new b2Vec2(body.xvel || 0, body.yvel || 0); bodyDef.angularVelocity = body.rvel || 0; bodyDef.bullet = body.type == 'missile'; bodyDef.linearDamping = body.type == 'asteroid' ? 0.003 : 0.01; bodyDef.angularDamping = body.type == 'asteroid' ? 0.003 : 0.01; bodyDef.type = body.type == 'structure' ? Box2D.b2BodyType.b2_staticBody : Box2D.b2BodyType.b2_dynamicBody; if (body.player || true) bodyDef.allowSleep = false; let b2body = this.world.CreateBody(bodyDef); let fixtureDef = new Box2D.b2FixtureDef(); fixtureDef.density = 10.1; fixtureDef.friction = 1; fixtureDef.restitution = 1; for (var poly of body.frame) { poly = poly.map(vertex => new b2Vec2(vertex[0] / s, vertex[1] / s)); fixtureDef.shape = new Box2D.b2PolygonShape(); fixtureDef.shape.SetAsArray(poly, poly.length); b2body.CreateFixture(fixtureDef); } body.b2body = b2body; //if (body.type == 'ship') console.log(b2body.GetLocalCenter()); } raycast(start, end) { let p1 = new b2Vec2(start.x, start.y); let p2 = new b2Vec2(end.x, end.y); let dx = p1.x - p2.x; let dy = p1.y - p2.y; let dis = Math.sqrt(dx * dx + dy * dy); let closest = { fraction: 1 }; let i = 0; this.world.RayCast((fixture, point, normal, fraction) => { let body = fixture.GetBody().GetUserData();; if (fraction <= closest.fraction) { closest = { body: body, fraction: fraction, point: point, dis: dis * fraction } } return fraction; }, p1, p2); return closest.body ? closest : false; } remove(body) { this.toRemove.push(body); } step() { this.world.Step(1, 5, 1 / 60); for (var i = 0; i < this.toRemove.length; i++) { this.world.DestroyBody(this.toRemove[i].b2body); } this.toRemove = []; } } module.exports = Physics;