61 lines
1.6 KiB
JavaScript
61 lines
1.6 KiB
JavaScript
/* On collisions, entities are sent a 'hit' object, which looks like this:
|
|
var HIT = {
|
|
normal: "The normal of the collision point.",
|
|
obj: "The gameobject of the object that collided.",
|
|
sensor: "Boolean for if the colliding object was a sensor.",
|
|
velocity: "Velocity of the contact.",
|
|
pos: "Position in world space of the contact.",
|
|
depth: "Depth of the contact.",
|
|
};
|
|
*/
|
|
|
|
physics.pos_query = function(pos, start = world, give = 10) {
|
|
var ret;
|
|
ret = physics.point_query_nearest(pos, 0);
|
|
|
|
if (ret)
|
|
return ret.entity;
|
|
|
|
return game.all_objects(function(o) {
|
|
var dist = Vector.length(o.pos.sub(pos));
|
|
if (dist <= give) return o;
|
|
});
|
|
}
|
|
|
|
physics.box_point_query = function(box,points) {
|
|
if (!box || !points) return [];
|
|
var bbox = bbox.fromcwh(box.pos,box.wh);
|
|
var inside = [];
|
|
for (var i in points)
|
|
if (bbox.pointin(bbox,points[i])) inside.push[i];
|
|
return inside;
|
|
}
|
|
|
|
Object.assign(physics, {
|
|
dynamic: 0,
|
|
kinematic: 1,
|
|
static: 2,
|
|
|
|
com(pos) {
|
|
if (!Array.isArray(pos)) return [0,0];
|
|
return pos.reduce((a,i) => a.add(i)).map(g => g/pos.length);
|
|
},
|
|
});
|
|
|
|
physics.doc = {};
|
|
physics.doc.pos_query = "Returns any object colliding with the given point.";
|
|
physics.doc.box_query = "Calls a given function on every shape object in the given bbox.";
|
|
physics.doc.box_point_query = "Returns the subset of points from a given list that are inside a given box.";
|
|
|
|
physics.gravity = physics.make_gravity();
|
|
physics.gravity.mask = ~1;
|
|
physics.gravity.strength = 500;
|
|
physics.damp = physics.make_damp();
|
|
physics.damp.mask = ~1;
|
|
|
|
physics.delta = 1/240;
|
|
|
|
return {
|
|
physics
|
|
}
|