mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
657 lines
No EOL
17 KiB
TypeScript
657 lines
No EOL
17 KiB
TypeScript
/// <reference path="../math/Vec2.ts" />
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/// <reference path="../geom/Point.ts" />
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/// <reference path="../math/Vec2Utils.ts" />
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/// <reference path="../math/Transform.ts" />
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/// <reference path="../math/TransformUtils.ts" />
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/// <reference path="../utils/BodyUtils.ts" />
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/// <reference path="AdvancedPhysics.ts" />
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/// <reference path="joints/Joint.ts" />
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/// <reference path="Bounds.ts" />
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/// <reference path="Space.ts" />
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/// <reference path="shapes/IShape.ts" />
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/// <reference path="shapes/Triangle.ts" />
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/// <reference path="shapes/Circle.ts" />
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/// <reference path="shapes/Box.ts" />
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/// <reference path="shapes/Poly.ts" />
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/// <reference path="shapes/Segment.ts" />
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/**
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* Phaser - Advanced Physics - Body
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*
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* Based on the work Ju Hyung Lee started in JS PhyRus.
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*/
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module Phaser.Physics {
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export class Body {
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constructor(sprite: Phaser.Sprite, type: number, x?: number = 0, y?: number = 0, shapeType?: number = 0) {
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this.id = Phaser.Physics.AdvancedPhysics.bodyCounter++;
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this.name = 'body' + this.id;
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this.type = type;
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if (sprite)
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{
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this.sprite = sprite;
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this.game = sprite.game;
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this.position = new Phaser.Vec2(Phaser.Physics.AdvancedPhysics.pixelsToMeters(sprite.x), Phaser.Physics.AdvancedPhysics.pixelsToMeters(sprite.y));
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this.angle = this.game.math.degreesToRadians(sprite.rotation);
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}
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else
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{
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this.position = new Phaser.Vec2(Phaser.Physics.AdvancedPhysics.pixelsToMeters(x), Phaser.Physics.AdvancedPhysics.pixelsToMeters(y));
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this.angle = 0;
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}
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this.transform = new Phaser.Transform(this.position, this.angle);
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this.centroid = new Phaser.Vec2;
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this.velocity = new Phaser.Vec2;
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this.force = new Phaser.Vec2;
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this.angularVelocity = 0;
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this.torque = 0;
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this.linearDamping = 0;
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this.angularDamping = 0;
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this.sleepTime = 0;
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this.awaked = false;
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this.shapes = [];
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this.joints = [];
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this.jointHash = {};
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this.bounds = new Bounds;
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this.allowCollisions = Phaser.Types.ANY;
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this.categoryBits = 0x0001;
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this.maskBits = 0xFFFF;
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this.stepCount = 0;
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if (sprite)
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{
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if (shapeType == 0)
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{
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Phaser.BodyUtils.addBox(this, 0, 0, this.sprite.width, this.sprite.height, 1, 1, 1);
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}
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else
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{
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Phaser.BodyUtils.addCircle(this, Math.max(this.sprite.width, this.sprite.height) / 2, 0, 0, 1, 1, 1);
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}
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}
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}
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private _tempVec2: Phaser.Vec2 = new Phaser.Vec2;
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private _fixedRotation: bool = false;
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/**
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* Reference to Phaser.Game
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*/
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public game: Phaser.Game;
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/**
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* Reference to the parent Sprite
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*/
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public sprite: Phaser.Sprite;
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/**
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* The Body ID
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*/
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public id: number;
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/**
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* The Body name
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*/
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public name: string;
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/**
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* The type of Body (disabled, dynamic, static or kinematic)
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* Disabled = skips all physics operations / tests (default)
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* Dynamic = gives and receives impacts
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* Static = gives but doesn't receive impacts, cannot be moved by physics
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* Kinematic = gives impacts, but never receives, can be moved by physics
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* @type {number}
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*/
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public type: number;
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/**
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* The angle of the body in radians. Used by all of the internal physics methods.
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*/
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public angle: number;
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/**
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* The rotation of the body in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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*/
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public get rotation(): number {
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return this.game.math.radiansToDegrees(this.angle);
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}
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/**
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* Set the rotation of the body in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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* The value is automatically wrapped to be between 0 and 360.
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*/
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public set rotation(value: number) {
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this.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0));
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}
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// Local to world transform
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public transform: Phaser.Transform;
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// Local center of mass
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public centroid: Phaser.Vec2;
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// World position of centroid
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public position: Phaser.Vec2;
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// Velocity
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public velocity: Phaser.Vec2;
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// Force
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public force: Phaser.Vec2;
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// Angular velocity
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public angularVelocity: number;
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// Torque
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public torque: number;
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// Linear damping
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public linearDamping: number;
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// Angular damping
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public angularDamping: number;
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// Sleep time
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public sleepTime: number;
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// Awaked
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public awaked: bool;
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// Allow Collisions
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public allowCollisions: number;
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// Shapes
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public shapes: IShape[] = [];
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// Length of the shapes array
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public shapesLength: number;
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// Joints
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public joints: IJoint[] = [];
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public jointHash = {};
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// Bounds of all shapes
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public bounds: Bounds;
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public mass: number;
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public massInverted: number;
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public inertia: number;
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public inertiaInverted: number;
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public categoryBits: number = 0x0001;
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public maskBits: number = 0xFFFF;
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public stepCount: number = 0;
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public space: Space;
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public get isDisabled(): bool {
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return this.type == Phaser.Types.BODY_DISABLED ? true : false;
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}
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public get isStatic(): bool {
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return this.type == Phaser.Types.BODY_STATIC ? true : false;
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}
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public get isKinetic(): bool {
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return this.type == Phaser.Types.BODY_KINETIC ? true : false;
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}
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public get isDynamic(): bool {
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return this.type == Phaser.Types.BODY_DYNAMIC ? true : false;
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}
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public setType(type: number) {
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if (type == this.type)
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{
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return;
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}
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this.force.setTo(0, 0);
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this.velocity.setTo(0, 0);
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this.torque = 0;
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this.angularVelocity = 0;
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this.type = type;
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this.awake(true);
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}
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public addShape(shape) {
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// Check not already part of this body
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shape.body = this;
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this.shapes.push(shape);
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this.shapesLength = this.shapes.length;
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return shape;
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}
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public removeShape(shape) {
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var index = this.shapes.indexOf(shape);
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if (index != -1)
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{
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this.shapes.splice(index, 1);
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shape.body = undefined;
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}
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this.shapesLength = this.shapes.length;
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}
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private setMass(mass:number) {
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this.mass = mass;
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this.massInverted = mass > 0 ? 1 / mass : 0;
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}
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private setInertia(inertia:number) {
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this.inertia = inertia;
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this.inertiaInverted = inertia > 0 ? 1 / inertia : 0;
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}
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private _newPosition: Phaser.Vec2 = new Phaser.Vec2;
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public setPosition(x: number, y: number) {
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this._newPosition.setTo(Phaser.Physics.AdvancedPhysics.pixelsToMeters(x), Phaser.Physics.AdvancedPhysics.pixelsToMeters(y));
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this.setTransform(this._newPosition, this.angle);
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}
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public setTransform(pos:Phaser.Vec2, angle:number) {
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// inject the transform into this.position
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this.transform.setTo(pos, angle);
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//Manager.write('setTransform: ' + this.position.toString());
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//Manager.write('centroid: ' + this.centroid.toString());
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Phaser.TransformUtils.transform(this.transform, this.centroid, this.position);
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//Manager.write('post setTransform: ' + this.position.toString());
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//this.position.copyFrom(this.transform.transform(this.centroid));
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this.angle = angle;
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}
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public syncTransform() {
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//Manager.write('syncTransform:');
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//Manager.write('p: ' + this.position.toString());
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//Manager.write('centroid: ' + this.centroid.toString());
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//Manager.write('xf: ' + this.transform.toString());
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//Manager.write('a: ' + this.angle);
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this.transform.setRotation(this.angle);
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// OPTIMISE: Creating new vector
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Phaser.Vec2Utils.subtract(this.position, Phaser.TransformUtils.rotate(this.transform, this.centroid), this.transform.t);
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//Manager.write('--------------------');
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//Manager.write('xf: ' + this.transform.toString());
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//Manager.write('--------------------');
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}
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public getWorldPoint(p:Phaser.Vec2) {
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// OPTIMISE: Creating new vector
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return Phaser.TransformUtils.transform(this.transform, p);
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}
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public getWorldVector(v:Phaser.Vec2) {
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// OPTIMISE: Creating new vector
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return Phaser.TransformUtils.rotate(this.transform, v);
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}
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public getLocalPoint(p:Phaser.Vec2) {
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// OPTIMISE: Creating new vector
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return Phaser.TransformUtils.untransform(this.transform, p);
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}
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public getLocalVector(v:Phaser.Vec2) {
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// OPTIMISE: Creating new vector
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return Phaser.TransformUtils.unrotate(this.transform, v);
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}
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public set fixedRotation(value:bool) {
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this._fixedRotation = value;
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this.resetMassData();
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}
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public get fixedRotation(): bool {
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return this._fixedRotation;
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}
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public resetMassData() {
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this.centroid.setTo(0, 0);
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this.mass = 0;
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this.massInverted = 0;
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this.inertia = 0;
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this.inertiaInverted = 0;
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if (this.isDynamic == false)
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{
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Phaser.TransformUtils.transform(this.transform, this.centroid, this.position);
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return;
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}
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var totalMassCentroid = new Phaser.Vec2(0, 0);
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var totalMass = 0;
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var totalInertia = 0;
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for (var i = 0; i < this.shapes.length; i++)
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{
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var shape = this.shapes[i];
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var centroid = shape.centroid();
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var mass = shape.area() * shape.density;
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var inertia = shape.inertia(mass);
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totalMassCentroid.multiplyAddByScalar(centroid, mass);
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totalMass += mass;
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totalInertia += inertia;
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}
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Phaser.Vec2Utils.scale(totalMassCentroid, 1 / totalMass, this.centroid);
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this.setMass(totalMass);
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if (!this.fixedRotation)
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{
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this.setInertia(totalInertia - totalMass * Phaser.Vec2Utils.dot(this.centroid, this.centroid));
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}
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// Move center of mass
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var oldPosition: Phaser.Vec2 = Phaser.Vec2Utils.clone(this.position);
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Phaser.TransformUtils.transform(this.transform, this.centroid, this.position);
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// Update center of mass velocity
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oldPosition.subtract(this.position);
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this.velocity.multiplyAddByScalar(Phaser.Vec2Utils.perp(oldPosition, oldPosition), this.angularVelocity);
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}
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public resetJointAnchors() {
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for (var i = 0; i < this.joints.length; i++)
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{
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var joint = this.joints[i];
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if (!joint)
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{
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continue;
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}
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var anchor1 = joint.getWorldAnchor1();
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var anchor2 = joint.getWorldAnchor2();
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joint.setWorldAnchor1(anchor1);
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joint.setWorldAnchor2(anchor2);
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}
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}
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public cacheData(source:string = '') {
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//Manager.write('cacheData -- start');
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//Manager.write('p: ' + this.position.toString());
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//Manager.write('xf: ' + this.transform.toString());
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this.bounds.clear();
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for (var i = 0; i < this.shapesLength; i++)
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{
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var shape: IShape = this.shapes[i];
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shape.cacheData(this.transform);
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this.bounds.addBounds(shape.bounds);
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}
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//Manager.write('bounds: ' + this.bounds.toString());
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//Manager.write('p: ' + this.position.toString());
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//Manager.write('xf: ' + this.transform.toString());
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//Manager.write('cacheData -- stop');
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}
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public updateVelocity(gravity, dt, damping) {
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Phaser.Vec2Utils.multiplyAdd(gravity, this.force, this.massInverted, this._tempVec2);
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Phaser.Vec2Utils.multiplyAdd(this.velocity, this._tempVec2, dt, this.velocity);
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this.angularVelocity = this.angularVelocity + this.torque * this.inertiaInverted * dt;
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// Apply damping.
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// ODE: dv/dt + c * v = 0
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// Solution: v(t) = v0 * exp(-c * t)
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// Time step: v(t + dt) = v0 * exp(-c * (t + dt)) = v0 * exp(-c * t) * exp(-c * dt) = v * exp(-c * dt)
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// v2 = exp(-c * dt) * v1
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// Taylor expansion:
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// v2 = (1.0f - c * dt) * v1
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this.velocity.scale(this.clamp(1 - dt * (damping + this.linearDamping), 0, 1));
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this.angularVelocity *= this.clamp(1 - dt * (damping + this.angularDamping), 0, 1);
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this.force.setTo(0, 0);
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this.torque = 0;
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}
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public inContact(body2: Body): bool {
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if (!body2 || this.stepCount == body2.stepCount)
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{
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return false;
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}
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if (!(this.isAwake && this.isStatic == false) && !(body2.isAwake && body2.isStatic == false))
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{
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return false;
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}
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if (this.isCollidable(body2) == false)
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{
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return false;
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}
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if (!this.bounds.intersectsBounds(body2.bounds))
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{
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return false;
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}
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return true;
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}
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public clamp(v, min, max) {
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return v < min ? min : (v > max ? max : v);
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}
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public updatePosition(dt:number) {
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this.position.add(Phaser.Vec2Utils.scale(this.velocity, dt, this._tempVec2));
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this.angle += this.angularVelocity * dt;
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if (this.sprite)
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{
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this.sprite.x = this.position.x * 50;
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this.sprite.y = this.position.y * 50;
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this.sprite.transform.rotation = this.game.math.radiansToDegrees(this.angle);
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}
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}
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public resetForce() {
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this.force.setTo(0, 0);
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this.torque = 0;
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}
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public applyForce(force:Phaser.Vec2, p:Phaser.Vec2) {
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if (this.isDynamic == false)
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{
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return;
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}
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if (this.isAwake == false)
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{
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this.awake(true);
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}
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this.force.add(force);
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Phaser.Vec2Utils.subtract(p, this.position, this._tempVec2);
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this.torque += Phaser.Vec2Utils.cross(this._tempVec2, force);
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}
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public applyForceToCenter(force:Phaser.Vec2) {
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if (this.isDynamic == false)
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{
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return;
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}
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if (this.isAwake == false)
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{
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this.awake(true);
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}
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this.force.add(force);
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}
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public applyTorque(torque:number) {
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if (this.isDynamic == false)
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{
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return;
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}
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if (this.isAwake == false)
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{
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this.awake(true);
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}
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this.torque += torque;
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}
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public applyLinearImpulse(impulse:Phaser.Vec2, p:Phaser.Vec2) {
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if (this.isDynamic == false)
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{
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return;
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}
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if (this.isAwake == false)
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{
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this.awake(true);
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}
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this.velocity.multiplyAddByScalar(impulse, this.massInverted);
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Phaser.Vec2Utils.subtract(p, this.position, this._tempVec2);
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this.angularVelocity += Phaser.Vec2Utils.cross(this._tempVec2, impulse) * this.inertiaInverted;
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}
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public applyAngularImpulse(impulse: number) {
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|
if (this.isDynamic == false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (this.isAwake == false)
|
|
{
|
|
this.awake(true);
|
|
}
|
|
|
|
this.angularVelocity += impulse * this.inertiaInverted;
|
|
|
|
}
|
|
|
|
public kineticEnergy() {
|
|
|
|
return 0.5 * (this.mass * this.velocity.dot(this.velocity) + this.inertia * (this.angularVelocity * this.angularVelocity));
|
|
|
|
}
|
|
|
|
public get isAwake(): bool {
|
|
return this.awaked;
|
|
}
|
|
|
|
public awake(flag) {
|
|
|
|
this.awaked = flag;
|
|
|
|
if (flag)
|
|
{
|
|
this.sleepTime = 0;
|
|
}
|
|
else
|
|
{
|
|
this.velocity.setTo(0, 0);
|
|
this.angularVelocity = 0;
|
|
this.force.setTo(0, 0);
|
|
this.torque = 0;
|
|
}
|
|
|
|
}
|
|
|
|
public isCollidable(other:Body) {
|
|
|
|
if ((this.isDynamic == false && other.isDynamic == false) || this == other)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!(this.maskBits & other.categoryBits) || !(other.maskBits & this.categoryBits))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (var i = 0; i < this.joints.length; i++)
|
|
{
|
|
var joint = this.joints[i];
|
|
|
|
if (!this.joints[i] || (!this.joints[i].collideConnected && other.jointHash[this.joints[i].id] != undefined))
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
public toString(): string {
|
|
return "[{Body (name=" + this.name + " velocity=" + this.velocity.toString() + " angularVelocity: " + this.angularVelocity + ")}]";
|
|
}
|
|
|
|
}
|
|
|
|
} |