prosperon/scripts/physics.js
2024-03-18 12:38:32 -05:00

81 lines
2 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 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.",
};
*/
Object.assign(physics, {
dynamic: 0,
kinematic: 1,
static: 2,
pos_query(pos, give) {
give ??= 25;
return cmd(44, pos, give);
},
/* Returns a list of body ids that a box collides with */
box_query(box) { 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); },
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 = "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.";
physics.collision = {
types: {},
num: 32,
set_collide(a, b, x) {
this.types[a][b] = x;
this.types[b][a] = x;
this.sync();
},
sync() {
for (var i = 0; i < this.num; i++)
physics.set_cat_mask(i,this.types[i]);
},
};
for (var i = 0; i < physics.collision.num; i++) {
physics.collision.types[i] = [];
for (var j = 0; j < physics.collision.num; j++)
physics.collision.types[i][j] = false;
};
physics.collision.sync();
physics.warp = {};
physics.warp.gravity = function() { return cmd(253); }
physics.warp.damp = function() { return cmd(254); }
physics.gravity = physics.warp.gravity();
physics.gravity.mask = [true];
physics.gravity.strength = 500;
physics.damp = physics.warp.damp();
physics.damp.mask = [true];
return {
physics
}