phaser/Phaser/physics/advanced/Manager.ts

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9.1 KiB
TypeScript

/// <reference path="../../Game.ts" />
/// <reference path="Body.ts" />
/// <reference path="joints/Joint.ts" />
/**
* Phaser - Advanced Physics Manager
*
* Your game only has one PhysicsManager instance and it's responsible for looking after, creating and colliding
* all of the physics objects in the world.
*/
module Phaser.Physics.Advanced {
export class Manager {
constructor(game: Game) {
this.game = game;
this.space = new Space();
Manager.collision = new Collision();
}
/**
* Local reference to Game.
*/
public game: Game;
public static collision: Collision;
public static SHAPE_TYPE_CIRCLE: number = 0;
public static SHAPE_TYPE_SEGMENT: number = 1;
public static SHAPE_TYPE_POLY: number = 2;
public static SHAPE_NUM_TYPES: number = 3;
public static JOINT_TYPE_ANGLE: number = 0;
public static JOINT_TYPE_REVOLUTE: number = 1;
public static JOINT_TYPE_WELD: number = 2;
public static JOINT_TYPE_WHEEL: number = 3;
public static JOINT_TYPE_PRISMATIC: number = 4;
public static JOINT_TYPE_DISTANCE: number = 5;
public static JOINT_TYPE_ROPE: number = 6;
public static JOINT_TYPE_MOUSE: number = 7;
public static JOINT_LINEAR_SLOP: number = 0.0008;
public static JOINT_ANGULAR_SLOP: number = 2 * Phaser.GameMath.DEG_TO_RAD;
public static JOINT_MAX_LINEAR_CORRECTION: number = 0.5;
public static JOINT_MAX_ANGULAR_CORRECTION: number = 8 * Phaser.GameMath.DEG_TO_RAD;
public static JOINT_LIMIT_STATE_INACTIVE: number = 0;
public static JOINT_LIMIT_STATE_AT_LOWER: number = 1;
public static JOINT_LIMIT_STATE_AT_UPPER: number = 2;
public static JOINT_LIMIT_STATE_EQUAL_LIMITS: number = 3;
public static CONTACT_SOLVER_COLLISION_SLOP: number = 0.0008;
public static CONTACT_SOLVER_BAUMGARTE: number = 0.28;
public static CONTACT_SOLVER_MAX_LINEAR_CORRECTION: number = 1;//Infinity;
public static bodyCounter: number = 0;
public static jointCounter: number = 0;
public static shapeCounter: number = 0;
public space: Space;
public lastTime: number = Date.now();
public frameRateHz: number = 60;
public timeDelta: number = 0;
public paused: bool = false;
public step: bool = false; // step through the simulation (i.e. per click)
public velocityIterations: number = 8;
public positionIterations: number = 4;
public allowSleep: bool = true;
public warmStarting: bool = true;
public update() {
var time = Date.now();
var frameTime = (time - this.lastTime) / 1000;
this.lastTime = time;
// if rAf - why?
frameTime = Math.floor(frameTime * 60 + 0.5) / 60;
//if (!mouseDown)
//{
// var p = canvasToWorld(mousePosition);
// var body = space.findBodyByPoint(p);
// //domCanvas.style.cursor = body ? "pointer" : "default";
//}
if (!this.paused || this.step)
{
var h = 1 / this.frameRateHz;
this.timeDelta += frameTime;
if (this.step)
{
this.step = false;
this.timeDelta = h;
}
for (var maxSteps = 4; maxSteps > 0 && this.timeDelta >= h; maxSteps--)
{
this.space.step(h, this.velocityIterations, this.positionIterations, this.warmStarting, this.allowSleep);
this.timeDelta -= h;
}
if (this.timeDelta > h)
{
this.timeDelta = 0;
}
//if (sceneIndex < demoArr.length)
//{
// demo = demoArr[sceneIndex];
// demo.runFrame();
//}
}
//frameCount++;
}
public pixelsToMeters(value: number): number {
return value * 0.02;
}
public metersToPixels(value: number): number {
return value * 50;
}
public static pixelsToMeters(value: number): number {
return value * 0.02;
}
public static metersToPixels(value: number): number {
return value * 50;
}
public static p2m(value: number): number {
return value * 0.02;
}
public static m2p(value: number): number {
return value * 50;
}
public static areaForCircle(radius_outer, radius_inner): number {
return Math.PI * (radius_outer * radius_outer - radius_inner * radius_inner);
}
public static inertiaForCircle(mass, center, radius_outer, radius_inner): number {
return mass * ((radius_outer * radius_outer + radius_inner * radius_inner) * 0.5 + center.lengthSq());
}
public static areaForSegment(a, b, radius): number {
return radius * (Math.PI * radius + 2 * Phaser.Vec2Utils.distance(a, b));
}
public static centroidForSegment(a, b): Phaser.Vec2 {
return Phaser.Vec2Utils.scale(Phaser.Vec2Utils.add(a, b), 0.5);
}
public static inertiaForSegment(mass, a, b): number {
var distsq = Phaser.Vec2Utils.distanceSq(b, a);
var offset: Phaser.Vec2 = Phaser.Vec2Utils.scale(Phaser.Vec2Utils.add(a, b), 0.5);
return mass * (distsq / 12 + offset.lengthSq());
}
public static areaForPoly(verts): number {
var area = 0;
for (var i = 0; i < verts.length; i++)
{
area += Phaser.Vec2Utils.cross(verts[i], verts[(i + 1) % verts.length]);
}
return area / 2;
}
public static centroidForPoly(verts): Phaser.Vec2 {
var area = 0;
var vsum = new Phaser.Vec2;
for (var i = 0; i < verts.length; i++)
{
var v1 = verts[i];
var v2 = verts[(i + 1) % verts.length];
var cross = Phaser.Vec2Utils.cross(v1, v2);
area += cross;
// SO many vecs created here - unroll these bad boys
vsum.add(Phaser.Vec2Utils.scale(Phaser.Vec2Utils.add(v1, v2), cross));
}
return Phaser.Vec2Utils.scale(vsum, 1 / (3 * area));
}
public static inertiaForPoly(mass, verts, offset): number {
var sum1 = 0;
var sum2 = 0;
for (var i = 0; i < verts.length; i++)
{
var v1 = Phaser.Vec2Utils.add(verts[i], offset);
var v2 = Phaser.Vec2Utils.add(verts[(i + 1) % verts.length], offset);
var a = Phaser.Vec2Utils.cross(v2, v1);
var b = Phaser.Vec2Utils.dot(v1, v1) + Phaser.Vec2Utils.dot(v1, v2) + Phaser.Vec2Utils.dot(v2, v2);
sum1 += a * b;
sum2 += a;
}
return (mass * sum1) / (6 * sum2);
}
public static inertiaForBox(mass, w, h) {
return mass * (w * w + h * h) / 12;
}
// Create the convex hull using the Gift wrapping algorithm (http://en.wikipedia.org/wiki/Gift_wrapping_algorithm)
public static createConvexHull(points) {
// Find the right most point on the hull
var i0 = 0;
var x0 = points[0].x;
for (var i = 1; i < points.length; i++)
{
var x = points[i].x;
if (x > x0 || (x == x0 && points[i].y < points[i0].y))
{
i0 = i;
x0 = x;
}
}
var n = points.length;
var hull = [];
var m = 0;
var ih = i0;
while (1)
{
hull[m] = ih;
var ie = 0;
for (var j = 1; j < n; j++)
{
if (ie == ih)
{
ie = j;
continue;
}
var r = Phaser.Vec2Utils.subtract(points[ie], points[hull[m]]);
var v = Phaser.Vec2Utils.subtract(points[j], points[hull[m]]);
var c = Phaser.Vec2Utils.cross(r, v);
if (c < 0)
{
ie = j;
}
// Collinearity check
if (c == 0 && v.lengthSq() > r.lengthSq())
{
ie = j;
}
}
m++;
ih = ie;
if (ie == i0)
{
break;
}
}
// Copy vertices
var newPoints = [];
for (var i = 0; i < m; ++i)
{
newPoints.push(points[hull[i]]);
}
return newPoints;
}
}
}