prosperon/scripts/physics.js
2023-11-07 18:45:52 +00:00

89 lines
2.3 KiB
JavaScript

/* On collisions, entities are sent a 'hit' object, which looks like this: */
var HIT = {
normal: "The normal of the collision point.",
hit: "The gameobject ID 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.",
id: "Gameobject ID of the colliding object.",
obj: "Entity that collided."
};
var Physics = {
dynamic: 0,
kinematic: 1,
static: 2,
};
var physics = {
set gravity(x) { cmd(8, x); },
get gravity() { return cmd(72); },
set damping(x) { cmd(73,Math.clamp(x,0,1)); },
get damping() { return cmd(74); },
pos_query(pos) {
return cmd(44, pos);
},
/* Returns a list of body ids that a box collides with */
box_query(box) {
var pts = cmd(52,box.pos,box.wh);
return cmd(52, box.pos, box.wh);
},
box_point_query(box, points) {
if (!box || !points)
return [];
return cmd(86, box.pos, box.wh, points, points.length);
},
shape_query(shape) {
return cmd(80,shape);
},
};
physics.doc = {};
physics.doc.gravity = "Gravity expressed in units per second.";
physics.doc.damping = "Damping applied to all physics bodies. Bound between 0 and 1.";
physics.doc.pos_query = "Returns any object colliding with the given point.";
physics.doc.box_query = "Returns an array of body ids that collide with a given box.";
physics.doc.box_point_query = "Returns the subset of points from a given list that are inside a given box.";
var Collision = {
types: {},
num: 10,
set_collide(a, b, x) {
this.types[a][b] = x;
this.types[b][a] = x;
},
sync() {
for (var i = 0; i < this.num; i++)
cmd(76,i,this.types[i]);
},
types_nuke() {
Nuke.newline(this.num+1);
Nuke.label("");
for (var i = 0; i < this.num; i++) Nuke.label(i);
for (var i = 0; i < this.num; i++) {
Nuke.label(i);
for (var j = 0; j < this.num; j++) {
if (j < i)
Nuke.label("");
else {
this.types[i][j] = Nuke.checkbox(this.types[i][j]);
this.types[j][i] = this.types[i][j];
}
}
}
},
};
for (var i = 0; i < Collision.num; i++) {
Collision.types[i] = [];
for (var j = 0; j < Collision.num; j++)
Collision.types[i][j] = false;
};