83 lines
2.3 KiB
JavaScript
83 lines
2.3 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 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();
|
|
}
|
|
|
|
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 / s || 0, body.yvel / s || 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());
|
|
}
|
|
|
|
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;
|