2023-10-31 08:31:56 -05:00
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/* On collisions, entities are sent a 'hit' object, which looks like this: */
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var HIT = {
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normal: "The normal of the collision point.",
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hit: "The gameobject ID of the object that collided.",
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sensor: "Boolean for if the colliding object was a sensor.",
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velocity: "Velocity of the contact.",
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pos: "Position in world space of the contact.",
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depth: "Depth of the contact.",
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id: "Gameobject ID of the colliding object.",
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obj: "Entity that collided."
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};
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2023-09-07 16:46:35 -05:00
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var Physics = {
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dynamic: 0,
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kinematic: 1,
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static: 2,
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};
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var physics = {
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set gravity(x) { cmd(8, x); },
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get gravity() { return cmd(72); },
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set damping(x) { cmd(73,Math.clamp(x,0,1)); },
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get damping() { return cmd(74); },
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pos_query(pos) {
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return cmd(44, pos);
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},
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/* Returns a list of body ids that a box collides with */
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box_query(box) {
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var pts = cmd(52,box.pos,box.wh);
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return cmd(52, box.pos, box.wh);
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},
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box_point_query(box, points) {
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if (!box || !points)
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return [];
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return cmd(86, box.pos, box.wh, points, points.length);
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},
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};
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2023-10-23 08:08:11 -05:00
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physics.doc = {};
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physics.doc.gravity = "Gravity expressed in units per second.";
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physics.doc.damping = "Damping applied to all physics bodies. Bound between 0 and 1.";
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physics.doc.pos_query = "Returns any object colliding with the given point.";
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physics.doc.box_query = "Returns an array of body ids that collide with a given box.";
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physics.doc.box_point_query = "Returns the subset of points from a given list that are inside a given box.";
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2023-09-07 16:46:35 -05:00
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var Collision = {
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types: {},
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num: 10,
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set_collide(a, b, x) {
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this.types[a][b] = x;
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this.types[b][a] = x;
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},
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sync() {
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for (var i = 0; i < this.num; i++)
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cmd(76,i,this.types[i]);
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},
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types_nuke() {
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Nuke.newline(this.num+1);
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Nuke.label("");
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for (var i = 0; i < this.num; i++) Nuke.label(i);
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for (var i = 0; i < this.num; i++) {
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Nuke.label(i);
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for (var j = 0; j < this.num; j++) {
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if (j < i)
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Nuke.label("");
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else {
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this.types[i][j] = Nuke.checkbox(this.types[i][j]);
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this.types[j][i] = this.types[i][j];
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}
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}
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}
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},
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};
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for (var i = 0; i < Collision.num; i++) {
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Collision.types[i] = [];
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for (var j = 0; j < Collision.num; j++)
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Collision.types[i][j] = false;
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};
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