avocado-old/packages/physics/matter/body.js

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import {Composite, Bodies, Body as MatterBody} from 'matter-js';
import {Vector} from '@avocado/math';
import {ShapeList, PolygonShape, RectangleShape} from '@avocado/physics';
import {AbstractBody} from '../abstract/body';
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// Trick matter into not needing decomp for our convex polygons.
const g = typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : undefined;
if (g) {
g.decomp = true;
}
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export class Body extends AbstractBody {
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static collisionCategory(group) {
if (!('filterCategoryBit' in this)) {
this.filterCategoryBit = 0;
}
if (!('filterCategories' in this)) {
this.filterCategories = {};
}
if (!this.filterCategories[group]) {
this.filterCategories[group] = 1 << this.filterCategoryBit;
this.filterCategoryBit += 1;
}
return this.filterCategories[group];
}
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static lookupBody(matterBody) {
if (this.bodies) {
return this.bodies.get(matterBody);
}
}
static associateBody(matterBody, avocadoBody) {
if (!this.bodies) {
this.bodies = new Map();
}
this.bodies.set(matterBody, avocadoBody);
}
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constructor(shape) {
super(shape);
this.matterBody = this.constructor.bodyFromShape(shape);
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this.constructor.associateBody(this.matterBody, this);
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}
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get aabb() {
const bounds = this.matterBody.bounds;
return [
bounds.min.x,
bounds.min.y,
bounds.max.x - bounds.min.x,
bounds.max.y - bounds.min.y,
];
}
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applyForce(force) {
MatterBody.applyForce(
this.matterBody,
this.matterBody.position,
{
x: force[0],
y: force[1],
}
);
}
applyImpulse(impulse, elapsed) {
impulse = Vector.scale(impulse, elapsed);
MatterBody.translate(this.matterBody, {
x: impulse[0],
y: impulse[1],
});
}
static bodyFromShape(shape) {
if (shape instanceof RectangleShape) {
return Bodies.rectangle(
shape.x,
shape.y,
shape.width,
shape.height,
);
}
else if (shape instanceof PolygonShape) {
const vectors = [];
for (const vertice of shape) {
vectors.push({
x: vertice[0],
y: vertice[1],
});
}
return Bodies.fromVertices(
shape.x,
shape.y,
vectors,
);
}
}
get position() {
return [
this.matterBody.position.x,
this.matterBody.position.y,
];
}
set position(position) {
if (Vector.equalsClose(this.position, position)) {
return;
}
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MatterBody.setPosition(this.matterBody, {
x: position[0],
y: position[1],
});
}
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setCollision(category, mask, group = 0) {
MatterBody.set(this.matterBody, 'collisionFilter', {
category,
group,
mask,
});
}
setCollisionForEntity(entity) {
if (entity.is('collider')) {
const ctor = this.constructor;
const category = ctor.collisionCategory(entity.collisionGroup);
let mask = 0;
for (const group of entity.collidesWithGroups) {
mask = mask | ctor.collisionCategory(group);
}
this.setCollision(category, mask);
}
else {
this.setCollision(0, 0, -1);
}
}
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get static() {
return this.matterBody.isStatic;
}
set static(isStatic) {
MatterBody.setStatic(this.matterBody, isStatic);
}
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get vertices() {
const vertices = [];
for (const {x, y} of this.matterBody.vertices) {
vertices.push([x, y]);
}
return vertices;
}
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}