UNPKG

uphysics

Version:
336 lines (251 loc) 10.2 kB
/* Uphysics Copyright (c) 2017 Cédric Ronvel The MIT License (MIT) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* jshint -W014 */ "use strict" ; var physic = require( './physic.js' ) ; var Logfella = require( 'logfella' ) ; var log = Logfella.global.use( 'physic' ) ; function Entity( params ) { return Entity.create( params ) ; } module.exports = Entity ; Entity.create = function create( params ) { var i , iMax ; // Check params if ( ! params || typeof params !== 'object' ) { throw new Error( "Entity.create(): params argument is mandatory" ) ; } if ( ! ( params.shape instanceof physic.Shape ) ) { throw new Error( "Entity.create(): params.shape must be an instance of Shape" ) ; } if ( ! ( params.material instanceof physic.Material ) ) { throw new Error( "Entity.create(): params.material must be an instance of Material" ) ; } var self = Object.create( Entity.prototype , { world: { value: params.world , writable: true , enumerable: true } , isStatic: { value: !! params.isStatic , enumerable: true } , is2D: { value: !! params.is2D , enumerable: true } , mass: { value: params.mass || 1 , writable: true , enumerable: true } , material: { value: params.material , writable: true , enumerable: true } , shape: { value: params.shape , writable: true , enumerable: true } , dynamics: { value: params.dynamics || [] , enumerable: true } , boundVector: { writable: true , enumerable: true , value: physic.BoundVector3D( params.x || 0 , params.y || 0 , params.z || 0 , 0 , 0 , 0 ) } , oldBoundVector: { writable: true , enumerable: true , value: physic.BoundVector3D( params.x || 0 , params.y || 0 , params.z || 0 , 0 , 0 , 0 ) } , // Forces applied to the entity forces: { writable: true , enumerable: true , value: physic.Vector3D( 0 , 0 , 0 ) } , // Forces applied in the inverse direction of the movement brakingForces: { value: 0 , writable: true , enumerable: true } , frameInteractions: { value: [] , writable: true , enumerable: true } , frameContacts: { value: [] , writable: true , enumerable: true } , nextFrameContacts: { value: [] , writable: true , enumerable: true } , // Userland data used to controle the entity input: { value: {} , enumerable: true } , // Internal extra data data: { value: params.data || {} , enumerable: true } , } ) ; // Init the entity for each dynamic for ( i = 0 , iMax = self.dynamics.length ; i < iMax ; i ++ ) { if ( self.dynamics[ i ].init ) { self.dynamics[ i ].init( self ) ; } } return self ; } ; Entity.prototype.prepareFrame = function prepareFrame() { var swap ; this.frameInteractions.length = 0 ; swap = this.frameContacts ; this.frameContacts = this.nextFrameContacts ; this.nextFrameContacts = swap ; this.nextFrameContacts.length = 0 ; this.oldBoundVector.setBoundVector( this.boundVector ) ; } ; Entity.prototype.update = function update( period ) { var i , dynLen = this.dynamics.length ; // First, apply all dynamic rules to the entity for ( i = 0 ; i < dynLen ; i ++ ) { this.dynamics[ i ].apply( this , period ) ; } // Apply forces this.enforceConstraintsOnVector( this.forces , this.frameContacts ) ; this.boundVector.vector.apply( this.forces , period / this.mass ) ; // Apply braking forces, they are always applied in the inverse direction // of the speed vector but they never revert it. if ( this.brakingForces ) { this.boundVector.vector.reduceLength( this.brakingForces * period / this.mass ) ; } // Finally, apply the bound vector: move its position by its speed vector this.boundVector.apply( period ) ; // Reset forces already applied this.forces.setNull() ; this.brakingForces = 0 ; } ; Entity.prototype.interaction = function interaction( withEntity , period ) { var matInteraction , invMatInteraction , collision , solid ; matInteraction = this.material.interactions.get( withEntity.material ) ; // Do nothing if no interactions are possible between those objects if ( matInteraction === undefined ) { return false ; } invMatInteraction = withEntity.material.interactions.get( this.material ) ; //log.info( "Checking %s vs %s" , this.material.id , withEntity.material.id ) ; solid = this.material.isSolid && withEntity.material.isSolid ; if ( solid ) { if ( ( matInteraction && matInteraction.hq ) || ( invMatInteraction && invMatInteraction.hq ) ) { collision = this.shape.isSweepingBboxOverlapping( this.oldBoundVector.position , this.boundVector.position , withEntity.shape , withEntity.oldBoundVector.position , withEntity.boundVector.position ) && this.shape.getContinuousCollision( this.oldBoundVector.position , this.boundVector.position , withEntity.shape , withEntity.oldBoundVector.position , withEntity.boundVector.position ) ; } else { collision = this.shape.isBboxOverlapping( this.boundVector.position , withEntity.shape , withEntity.boundVector.position ) && this.shape.getCollision( this.boundVector.position , withEntity.shape , withEntity.boundVector.position ) ; } if ( ! collision ) { return ; } //console.log( "Collision: " , collision ) ; if ( collision.displacement.isNull() ) { this.influence( withEntity , matInteraction , invMatInteraction , period ) ; } else { //console.log( "OK Collision" ) ; this.collision( withEntity , collision , matInteraction , invMatInteraction , period ) ; } } else { if ( ! this.shape.isBboxOverlapping( this.boundVector.position , withEntity.shape , withEntity.boundVector.position ) || ! this.shape.isOverlapping( this.boundVector.position , withEntity.shape , withEntity.boundVector.position ) ) { return ; } this.influence( withEntity , matInteraction , invMatInteraction , period ) ; } } ; Entity.prototype.collision = function collision( withEntity , collision , matInteraction , invMatInteraction , period ) { /* if ( this.material.id === 'player' ) { log.warning( "Do something with dat collision! %s - %s: %Y" , this.material.id , withEntity.material.id , collision ) ; log.warning( "matInteraction: %Y -- invMatInteraction: %Y" , matInteraction , invMatInteraction ) ; } //*/ if ( ! this.isStatic && matInteraction ) { this.applyCollision( withEntity , collision , matInteraction , period ) ; } if ( ! withEntity.isStatic && invMatInteraction ) { // Inverse displacement and normal collision.displacement.inv() ; collision.normal.inv() ; withEntity.applyCollision( this , collision , invMatInteraction , period ) ; } } ; Entity.prototype.applyCollision = function applyCollision( withEntity , collision , matInteraction , period ) { // Maybe use .fastDecompose() instead? var decomposed = this.boundVector.vector.decompose( collision.normal ) ; //console.log( "before:" , this.boundVector.position ) ; this.boundVector.position.apply( collision.displacement , 1 ) ; //console.log( "after:" , this.boundVector.position ) ; // Apply debounce first if ( matInteraction.debounce ) { decomposed[ 0 ].reduceLength( matInteraction.debounce ) ; } // Add to the contacts list this.nextFrameContacts.push( { with: withEntity , normal: collision.normal.dup() , type: physic.FLAT_CONSTRAINT } ) ; // If the normal is null, then this is not a collision/bounce anymore if ( decomposed[ 0 ].isNull() ) { // Recompose the vector this.boundVector.vector.setVector( decomposed[ 0 ].add( decomposed[ 1 ] ) ) ; // use applyInfluence() now... this.applyInfluence( matInteraction , period ) ; return ; } // For the entity to not move against the normal if ( decomposed[ 0 ].dot( collision.normal ) < 0 ) { decomposed[ 0 ].inv() ; } // Apply normal and tangential bounce rates on the decomposed vectors decomposed[ 0 ].mul( matInteraction.normalBounceRate ) ; decomposed[ 1 ].mul( matInteraction.tangentBounceRate ) ; // Recompose the vector this.boundVector.vector.setVector( decomposed[ 0 ].add( decomposed[ 1 ] ) ) ; } ; Entity.prototype.influence = function influence( withEntity , matInteraction , invMatInteraction , period ) { if ( ! this.isStatic && matInteraction ) { this.applyInfluence( matInteraction , period ) ; } if ( ! withEntity.isStatic && invMatInteraction ) { withEntity.applyInfluence( invMatInteraction , period ) ; } } ; Entity.prototype.applyInfluence = function applyInfluence( matInteraction , period ) { var i , dynLen = matInteraction.dynamics.length ; // Apply all influences to the entity for ( i = 0 ; i < dynLen ; i ++ ) { matInteraction.dynamics[ i ].apply( this , period ) ; } } ; Entity.prototype.enforceConstraintsOnVector = function enforceConstraintsOnVector( vector , constraints ) { var i , len = constraints.length , constraint ; // Apply all influences to the entity for ( i = 0 ; i < len ; i ++ ) { constraint = constraints[ i ] ; switch ( constraint.type ) { case physic.FLAT_CONSTRAINT : //console.log( "flat constraint, before:" , vector , constraint.normal ) ; vector.applyDirectionalConstraint( constraint.normal ) ; //console.log( "flat constraint, after:" , vector ) ; break ; } } } ;