wingbase/server/game/room/world/physics.js
2016-03-30 19:35:05 +01:00

207 lines
5.7 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.
// TODO: Put all physics constants into a JSON file that is sent to the client
// as well so that the top paragraph no longer applies.
// Note:
// b2Body.GetWorldPoint is broken or something and to get it to work, you
// must pass an object as the second argument. I don't think it matters what
// object but numbers and strings don't work, so do something like
// b2body.GetWorldPoint(new b2Vec2(x, y), {});
const SCALE = 32;
const Box2D = require('box2d-html5');
const b2Vec2 = Box2D.b2Vec2;
class Physics {
constructor() {
Box2D.b2_linearSleepTolerance = 0.002;
Box2D.b2_angularSleepTolerance = 0.002;
this.world = new Box2D.b2World(new b2Vec2(0, 0), false);
this.toRemove = [];
this.toWeld = [];
this.contacts = [];
this.idk = false;
let onContact = contact => {
let bodya = contact.GetFixtureA().GetBody().GetUserData();
let bodyb = contact.GetFixtureB().GetBody().GetUserData();
this.contacts.push([bodya, bodyb, contact]);
}
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 || 0, body.y || 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 : 0.06;
bodyDef.type = body.type == 'structure' ?
Box2D.b2BodyType.b2_staticBody : Box2D.b2BodyType.b2_dynamicBody;
if (body.player) 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());
}
// TODO: Make this shorter somehow.
createCopula(copula) {
let s = SCALE;
if (copula.type == 'rope') {
let b1 = copula.bodyA.b2body;
let b2 = copula.bodyB.b2body;
let p1 = new b2Vec2(copula.pointA.x, copula.pointA.y);
let p2 = new b2Vec2(copula.pointB.x, copula.pointB.y);
// See top of file.
let start = b1.GetWorldPoint(p1, {});
let end = b2.GetWorldPoint(p2, {});
copula.bodyA.debug = p1;
//copula.bodyB.debug = end;
let dx = start.x - end.x
let dy = start.y - end.y;
let len = Math.sqrt(dx * dx + dy * dy);
let ropeDef = new Box2D.b2RopeJointDef();
ropeDef.bodyA = b1;
ropeDef.bodyB = b2;
ropeDef.maxLength = copula.initLength || len;
ropeDef.collideConnected = true;
ropeDef.localAnchorA = p1;
ropeDef.localAnchorB = p2;
let b2joint = this.world.CreateJoint(ropeDef);
copula.b2joint = b2joint;
}
}
weld(bodyA, bodyB, point) {
let b1 = bodyA.b2body;
let b2 = bodyB.b2body;
let jointDef = new Box2D.b2WeldJointDef();
let anchor = b1.GetWorldPoint(new b2Vec2(point.x, point.y), {});
jointDef.bodyA = b1;
jointDef.bodyB = b2;
jointDef.collideConnected = true;
jointDef.localAnchorA = b1.GetLocalPoint(anchor, {});
jointDef.localAnchorB = b2.GetLocalPoint(anchor, {});
jointDef.localAnchorA = new b2Vec2(jointDef.localAnchorA.x, jointDef.localAnchorA.y);
jointDef.localAnchorB = new b2Vec2(jointDef.localAnchorB.x, jointDef.localAnchorB.y);
jointDef.referenceAngle = b2.GetAngleRadians() - b1.GetAngleRadians();
this.world.CreateJoint(jointDef);
}
contactData(contact) {
let worldManifold = new Box2D.b2WorldManifold();
contact.GetWorldManifold(worldManifold);
let localManifold = contact.GetManifold();
let worldNormal = worldManifold.normal;
let normal = localManifold.localNormal;
return {
normal: normal,
worldNormal: worldNormal
};
}
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);
}
removeCopula(copula) {
this.toRemove.push.apply(this.toRemove, copula.bodies);
}
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 = [];
for (var i = 0; i < this.contacts.length; i++) {
let contact = this.contacts[i][2];
let bodya = this.contacts[i][0];
let bodyb = this.contacts[i][1];
if (bodya) {
bodya.applyDelta();
bodya.contact(bodyb, contact);
}
if (bodyb) {
bodyb.applyDelta();
bodyb.contact(bodya, contact);
}
}
this.contacts = [];
}
}
module.exports = Physics;