phaser/v3/src/physics/impact/World.js

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// Phaser.Physics.Impact.World
var Class = require('../../utils/Class');
var Set = require('../../structs/Set');
var Body = require('./Body');
var Solver = require('./Solver');
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var CollisionMap = require('./CollisionMap');
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var COLLIDES = require('./COLLIDES');
var TYPE = require('./TYPE');
var World = new Class({
initialize:
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function World (gravity, cellSize)
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{
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if (gravity === undefined) { gravity = 0; }
if (cellSize === undefined) { cellSize = 64; }
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this.bodies = new Set();
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this.gravity = gravity;
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// Spatial hash cell dimensions
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this.cellSize = cellSize;
this.collisionMap = new CollisionMap();
this.delta = 0;
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},
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create: function (x, y, sizeX, sizeY)
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{
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var body = new Body(this, x, y, sizeX, sizeY);
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this.bodies.set(body);
return body;
},
update: function (time, delta)
{
if (this.bodies.size === 0)
{
return;
}
// Impact uses a divided delta value
delta /= 1000;
this.delta = delta;
// Update all bodies
this.bodies.iterate(function (body) {
if (body.enabled)
{
body.update(delta);
}
});
// Run collision against them all
var hash = {};
var size = this.cellSize;
var bodies = this.bodies.entries;
for (var i = 0; i < bodies.length; i++)
{
var body = bodies[i];
if (body.skipHash())
{
continue;
}
else
{
this.checkHash(body, hash, size);
}
}
},
// Check the body against the spatial hash
checkHash: function (body, hash, size)
{
var checked = {};
var xmin = Math.floor(body.pos.x / size);
var ymin = Math.floor(body.pos.y / size);
var xmax = Math.floor((body.pos.x + body.size.x) / size) + 1;
var ymax = Math.floor((body.pos.y + body.size.y) / size) + 1;
for (var x = xmin; x < xmax; x++)
{
for (var y = ymin; y < ymax; y++)
{
if (!hash[x])
{
hash[x] = {};
hash[x][y] = [body];
}
else if (!hash[x][y])
{
hash[x][y] = [body];
}
else
{
var cell = hash[x][y];
for (var c = 0; c < cell.length; c++)
{
if (body.touches(cell[c]) && !checked[cell[c].id])
{
checked[cell[c].id] = true;
this.checkBodies(body, cell[c]);
}
}
cell.push(body);
}
}
}
},
checkBodies: function (bodyA, bodyB)
{
// bitwise checks
if (bodyA.checkAgainst & bodyB.type)
{
bodyA.check(bodyB);
}
if (bodyB.checkAgainst & bodyA.type)
{
bodyB.check(bodyA);
}
if (bodyA.collides && bodyB.collides && bodyA.collides + bodyB.collides > COLLIDES.ACTIVE)
{
Solver(this, bodyA, bodyB);
}
}
});
module.exports = World;