wingbase/server/game/room/world/physics.js
2016-03-21 23:45:27 +00:00

56 lines
1.5 KiB
JavaScript

'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 Box2D = require('box2d-html5');
const b2Vec2 = Box2D.b2Vec2;
class Physics {
constructor() {
this.world = new Box2D.b2World(new b2Vec2(0, 0), false);
this.toRemove = [];
}
createBody(body) {
let bodyDef = new Box2D.b2BodyDef();
bodyDef.userData = body;
bodyDef.position = new b2Vec2(body.x || 0, body.y || 0);
bodyDef.fixedRotation = false;
bodyDef.active = true;
bodyDef.linearVelocity = new b2Vec2(body.xvel || 0.05, body.yvel || 0);
bodyDef.angularVelocity = body.rvel || 0;
bodyDef.type = body.type == 'static' ?
Box2D.b2Body.b2_staticBody : Box2D.b2Body.b2_dynamicBody;
let b2body = this.world.CreateBody(bodyDef);
let fixtureDef = new Box2D.b2FixtureDef();
fixtureDef.density = 10;
fixtureDef.friction = 1;
fixtureDef.restitution = 0;
for (var poly of body.structure) {
poly = poly.map(vertex => new b2Vec2(vertex[0], vertex[1]));
fixtureDef.shape = new Box2D.b2PolygonShape();
fixtureDef.shape.SetAsArray(poly, poly.length);
b2body.CreateFixture(fixtureDef);
}
body.b2body = b2body;
}
step() {
this.world.Step(1, 5, 1 / 60);
for (var i = 0; i < this.toRemove.length; i++) {
this.world.DestroyBody(this.toRemove[i].b2body);
console.log(this.world.GetBodyList());
}
this.toRemove = [];
}
}
module.exports = Physics;