81 lines
2 KiB
JavaScript
81 lines
2 KiB
JavaScript
/* 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 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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};
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*/
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Object.assign(physics, {
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dynamic: 0,
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kinematic: 1,
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static: 2,
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pos_query(pos, give) {
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give ??= 25;
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return cmd(44, pos, give);
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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) { return cmd(52, box.pos, box.wh); },
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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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shape_query(shape) { return cmd(80,shape); },
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com(pos) {
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if (!Array.isArray(pos)) return [0,0];
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return pos.reduce((a,i) => a.add(i)).map(g => g/pos.length);
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},
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});
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physics.doc = {};
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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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physics.collision = {
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types: {},
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num: 32,
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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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this.sync();
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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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physics.set_cat_mask(i,this.types[i]);
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},
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};
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for (var i = 0; i < physics.collision.num; i++) {
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physics.collision.types[i] = [];
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for (var j = 0; j < physics.collision.num; j++)
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physics.collision.types[i][j] = false;
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};
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physics.collision.sync();
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physics.warp = {};
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physics.warp.gravity = function() { return cmd(253); }
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physics.warp.damp = function() { return cmd(254); }
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physics.gravity = physics.warp.gravity();
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physics.gravity.mask = [true];
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physics.gravity.strength = 500;
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physics.damp = physics.warp.damp();
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physics.damp.mask = [true];
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return {
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physics
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}
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