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<h1 class="page-title">physics/SimplePhysicsEngine.js</h1>
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<pre class="prettyprint source linenums"><code>'use strict';
import PhysicsEngine from './PhysicsEngine';
import TwoVector from '../serialize/TwoVector';
import HSHGCollisionDetection from './SimplePhysics/HSHGCollisionDetection';
import BruteCollisionDetection from './SimplePhysics/BruteCollisionDetection';
let dv = new TwoVector();
let dx = new TwoVector();
/**
* SimplePhysicsEngine is a pseudo-physics engine which works with
* objects of class DynamicObject.
*/
class SimplePhysicsEngine extends PhysicsEngine {
constructor(initOptions) {
super(initOptions);
// todo does this mean both modules always get loaded?
if (initOptions.collisions && initOptions.collisions.type === 'HSHG') {
this.collisionDetection = new HSHGCollisionDetection();
} else {
this.collisionDetection = new BruteCollisionDetection();
}
/**
* The actor's name.
* @memberof SimplePhysicsEngine
* @member {TwoVector} gravity affecting all objects
*/
this.gravity = new TwoVector(0, 0);
if (initOptions.gravity)
this.gravity.copy(initOptions.gravity);
let collisionOptions = Object.assign({ gameEngine: this.gameEngine }, initOptions.collisionOptions);
this.collisionDetection.init(collisionOptions);
}
// a single object advances, based on:
// isRotatingRight, isRotatingLeft, isAccelerating, current velocity
// wrap-around the world if necessary
objectStep(o, dt) {
// calculate factor
if (dt === 0)
return;
if (dt)
dt /= (1 / 60);
else
dt = 1;
let worldSettings = this.gameEngine.worldSettings;
if (o.isRotatingRight) { o.angle += o.rotationSpeed; }
if (o.isRotatingLeft) { o.angle -= o.rotationSpeed; }
if (o.angle >= 360) { o.angle -= 360; }
if (o.angle < 0) { o.angle += 360; }
if (o.isAccelerating) {
let rad = o.angle * (Math.PI / 180);
dv.set(Math.cos(rad), Math.sin(rad)).multiplyScalar(o.acceleration).multiplyScalar(dt);
o.velocity.add(dv);
}
// apply gravity
if (o.affectedByGravity) o.velocity.add(this.gravity);
let velMagnitude = o.velocity.length();
if ((o.maxSpeed !== null) && (velMagnitude > o.maxSpeed)) {
o.velocity.multiplyScalar(o.maxSpeed / velMagnitude);
}
o.isAccelerating = false;
o.isRotatingLeft = false;
o.isRotatingRight = false;
dx.copy(o.velocity).multiplyScalar(dt);
o.position.add(dx);
o.velocity.multiply(o.friction);
// wrap around the world edges
if (worldSettings.worldWrap) {
if (o.position.x >= worldSettings.width) { o.position.x -= worldSettings.width; }
if (o.position.y >= worldSettings.height) { o.position.y -= worldSettings.height; }
if (o.position.x < 0) { o.position.x += worldSettings.width; }
if (o.position.y < 0) { o.position.y += worldSettings.height; }
}
}
// entry point for a single step of the Simple Physics
step(dt, objectFilter) {
// each object should advance
let objects = this.gameEngine.world.objects;
for (let objId of Object.keys(objects)) {
// shadow objects are not re-enacted
let ob = objects[objId];
if (!objectFilter(ob))
continue;
// run the object step
this.objectStep(ob, dt);
}
// emit event on collision
this.collisionDetection.detect(this.gameEngine);
}
}
export default SimplePhysicsEngine;
</code></pre>
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