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655 lines
22 KiB
JavaScript
655 lines
22 KiB
JavaScript
/**
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GDevelop - Physics Behavior Extension
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Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
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*/
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/**
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* Manage the common objects shared by objects having a
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* physics behavior.
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* @memberof gdjs
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* @class PhysicsSharedData
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*/
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gdjs.PhysicsSharedData = function(runtimeScene, sharedData)
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{
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this.stepped = false;
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this.totalTime = 0;
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this.fixedTimeStep = 1/60;
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this.scaleX = sharedData.scaleX;
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this.scaleY = sharedData.scaleY;
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this.invScaleX = 1/this.scaleX;
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this.invScaleY = 1/this.scaleY;
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//Setup world...
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var b2World = Box2D.b2World;
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var b2Vec2 = Box2D.b2Vec2;
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this.world = new b2World(new b2Vec2(sharedData.gravityX, -sharedData.gravityY), true);
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this.world.SetAutoClearForces(false);
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this.staticBody = this.world.CreateBody(new Box2D.b2BodyDef());
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//...and prepare contact listeners
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this.contactListener = new Box2D.JSContactListener();
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this.contactListener.BeginContact = function (contactPtr) {
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var contact = Box2D.wrapPointer( contactPtr, Box2D.b2Contact );
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if ( contact.GetFixtureA().GetBody() == null ||
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contact.GetFixtureB().GetBody() == null )
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return;
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var behaviorA = contact.GetFixtureA().GetBody().gdjsAssociatedBehavior,
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behaviorB = contact.GetFixtureB().GetBody().gdjsAssociatedBehavior;
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behaviorA.currentContacts.push(behaviorB);
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behaviorB.currentContacts.push(behaviorA);
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};
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this.contactListener.EndContact = function (contactPtr) {
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var contact = Box2D.wrapPointer( contactPtr, Box2D.b2Contact );
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if ( contact.GetFixtureA().GetBody() == null ||
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contact.GetFixtureB().GetBody() == null )
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return;
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if ( contact.GetFixtureA().GetBody() === null ||
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contact.GetFixtureB().GetBody() === null )
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return;
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var behaviorA = contact.GetFixtureA().GetBody().gdjsAssociatedBehavior,
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behaviorB = contact.GetFixtureB().GetBody().gdjsAssociatedBehavior;
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var i = behaviorA.currentContacts.indexOf(behaviorB);
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if ( i !== -1 ) behaviorA.currentContacts.remove(i);
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i = behaviorB.currentContacts.indexOf(behaviorA);
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if ( i !== -1 ) behaviorB.currentContacts.remove(i);
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};
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this.contactListener.PreSolve = function() {};
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this.contactListener.PostSolve = function() {};
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this.world.SetContactListener(this.contactListener);
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};
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/**
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* Get the shared data for a scene.
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*/
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gdjs.PhysicsSharedData.getSharedData = function(runtimeScene, name) {
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if (!runtimeScene.physicsSharedData) { //Create the shared data if necessary.
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var initialData = runtimeScene.getInitialSharedDataForBehavior(name);
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runtimeScene.physicsSharedData = new gdjs.PhysicsSharedData(runtimeScene, initialData);
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}
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return runtimeScene.physicsSharedData;
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};
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gdjs.PhysicsSharedData.prototype.step = function(dt) {
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this.totalTime += dt;
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if(this.totalTime > this.fixedTimeStep) {
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var numberOfSteps = Math.floor(this.totalTime / this.fixedTimeStep);
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this.totalTime -= numberOfSteps * this.fixedTimeStep;
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if ( numberOfSteps > 5 ) numberOfSteps = 5; //Process 5 steps at max.
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for(var a = 0; a < numberOfSteps; a++) {
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this.world.Step(this.fixedTimeStep, 6, 10);
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}
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this.world.ClearForces();
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}
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this.stepped = true;
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};
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gdjs.registerRuntimeSceneUnloadedCallback(function (runtimeScene) {
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//Callback that destroys the box2d.js world of PhysicsSharedData shared data of the scene
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if(runtimeScene.physicsSharedData)
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Box2D.destroy(runtimeScene.physicsSharedData.world)
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});
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/**
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* Allows objects to be moved in a realistic way thanks to a physics engine (Box2D).
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*
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* @class PhysicsRuntimeBehavior
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* @constructor
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*/
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gdjs.PhysicsRuntimeBehavior = function(runtimeScene, behaviorData, owner)
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{
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gdjs.RuntimeBehavior.call(this, runtimeScene, behaviorData, owner);
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this._box2DBody = null;
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this._dynamic = behaviorData.dynamic;
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this._objectOldWidth = 0;
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this._objectOldHeight = 0;
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this._objectOldX = 0;
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this._objectOldY = 0;
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this._objectOldAngle = 0;
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this._angularDamping = behaviorData.angularDamping;
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this._linearDamping = behaviorData.linearDamping;
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this._isBullet = behaviorData.isBullet;
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this._fixedRotation = behaviorData.fixedRotation;
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this._massDensity = behaviorData.massDensity;
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this._averageFriction = behaviorData.averageFriction;
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this._averageRestitution = behaviorData.averageRestitution;
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this._shapeType = behaviorData.shapeType;
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if ( this.currentContacts !== undefined )
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this.currentContacts.length = 0;
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else
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this.currentContacts = [];
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this._sharedData = gdjs.PhysicsSharedData.getSharedData(runtimeScene, behaviorData.name);
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//Do not create body now: the object is not fully created.
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//Temporary objects used to avoid creating garbage:
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this._tempb2Vec2 = new Box2D.b2Vec2(); //See b2Vec2 method
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};
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gdjs.PhysicsRuntimeBehavior.prototype = Object.create( gdjs.RuntimeBehavior.prototype );
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gdjs.registerBehavior("PhysicsBehavior::PhysicsBehavior", gdjs.PhysicsRuntimeBehavior);
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gdjs.PhysicsRuntimeBehavior.prototype.updateFromBehaviorData = function(oldBehaviorData, newBehaviorData) {
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if (oldBehaviorData.dynamic !== newBehaviorData.dynamic) {
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if (newBehaviorData.dynamic) this.setDynamic();
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else this.setStatic();
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}
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if (oldBehaviorData.angularDamping !== newBehaviorData.angularDamping) {
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this.setAngularDamping(newBehaviorData.angularDamping);
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}
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if (oldBehaviorData.linearDamping !== newBehaviorData.linearDamping) {
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this.setLinearDamping(newBehaviorData.linearDamping);
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}
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if (oldBehaviorData.isBullet !== newBehaviorData.isBullet) {
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if (newBehaviorData.isBullet) this.setAsBullet();
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else this.dontSetAsBullet();
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}
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if (oldBehaviorData.fixedRotation !== newBehaviorData.fixedRotation) {
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if (newBehaviorData.fixedRotation) this.setFixedRotation();
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else this.setFreeRotation();
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}
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// TODO: make these properties updatable.
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if (oldBehaviorData.massDensity !== newBehaviorData.massDensity) {
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return false;
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}
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if (oldBehaviorData.averageFriction !== newBehaviorData.averageFriction) {
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return false;
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}
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if (oldBehaviorData.averageRestitution !== newBehaviorData.averageRestitution) {
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return false;
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}
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if (oldBehaviorData.shapeType !== newBehaviorData.shapeType) {
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return false;
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}
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return true;
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}
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gdjs.PhysicsRuntimeBehavior.prototype.onDeActivate = function() {
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if ( this._box2DBody !== null ) {
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this._sharedData.world.DestroyBody(this._box2DBody);
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this._box2DBody = null;
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}
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};
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gdjs.PhysicsRuntimeBehavior.prototype.onDestroy = function() {
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this.onDeActivate();
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};
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/**
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* Return a Box2D.b2Vec2 with the specified coordinates.
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* Should be used instead of doing 'new Box2D.b2Vec2(x, y)'.
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*/
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gdjs.PhysicsRuntimeBehavior.prototype.b2Vec2 = function(x, y) {
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this._tempb2Vec2.set_x(x);
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this._tempb2Vec2.set_y(y);
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return this._tempb2Vec2;
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};
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gdjs.PhysicsRuntimeBehavior.prototype.createBody = function() {
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//Create body from object
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var bodyDef = new Box2D.b2BodyDef();
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bodyDef.set_type(this._dynamic ? Box2D.b2_dynamicBody : Box2D.b2_staticBody);
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bodyDef.set_position(this.b2Vec2(
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(this.owner.getDrawableX()+this.owner.getWidth()/2)*this._sharedData.invScaleX,
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-(this.owner.getDrawableY()+this.owner.getHeight()/2)*this._sharedData.invScaleY));
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bodyDef.set_angle(-gdjs.toRad(this.owner.getAngle()));
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bodyDef.set_angularDamping(this._angularDamping > 0 ? this._angularDamping : 0);
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bodyDef.set_linearDamping(this._linearDamping > 0 ? this._linearDamping : 0);
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bodyDef.set_bullet(this._isBullet);
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bodyDef.set_fixedRotation(this._fixedRotation);
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this._box2DBody = this._sharedData.world.CreateBody(bodyDef);
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this._box2DBody.gdjsAssociatedBehavior = this; //We do not use SetUserData which only accept integers.
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//Setup the fixture
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var fixDef = null;
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if ( this._shapeType === "Circle" ) {
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var circle = new Box2D.b2CircleShape();
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circle.set_m_radius(((this.owner.getWidth()*this._sharedData.invScaleX)+
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(this.owner.getHeight()*this._sharedData.invScaleY))/4);
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if ( circle.get_m_radius() <= 0 ) circle.set_m_radius(1);
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fixDef = new Box2D.b2FixtureDef();
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fixDef.set_shape(circle);
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}
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/*else if ( this._shapeType === "CustomPolygon" ) {
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//TODO
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}*/
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else { //Box
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var box = new Box2D.b2PolygonShape();
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box.SetAsBox(
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((this.owner.getWidth() > 0 ? this.owner.getWidth() : 1)*
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this._sharedData.invScaleX)/2,
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((this.owner.getHeight() > 0 ? this.owner.getHeight() : 1)*
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this._sharedData.invScaleY)/2);
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fixDef = new Box2D.b2FixtureDef();
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fixDef.set_shape(box);
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}
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fixDef.set_density(this._massDensity);
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fixDef.set_friction(this._averageFriction);
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fixDef.set_restitution(this._averageRestitution);
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this._box2DBody.CreateFixture(fixDef);
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this._objectOldWidth = this.owner.getWidth();
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this._objectOldHeight = this.owner.getHeight();
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};
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gdjs.PhysicsRuntimeBehavior.prototype.doStepPreEvents = function(runtimeScene) {
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if ( this._box2DBody === null ) this.createBody();
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//Simulate the world
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if ( !this._sharedData.stepped )
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this._sharedData.step(runtimeScene.getTimeManager().getElapsedTime()/1000);
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//Update object position according to Box2D body
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this.owner.setX(this._box2DBody.GetPosition().get_x()*this._sharedData.scaleX-
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this.owner.getWidth()/2+this.owner.getX()-this.owner.getDrawableX());
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this.owner.setY(-this._box2DBody.GetPosition().get_y()*this._sharedData.scaleY-
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this.owner.getHeight()/2+this.owner.getY()-this.owner.getDrawableY());
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this.owner.setAngle(-gdjs.toDegrees(this._box2DBody.GetAngle()));
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this._objectOldX = this.owner.getX();
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this._objectOldY = this.owner.getY();
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this._objectOldAngle = this.owner.getAngle();
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};
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gdjs.PhysicsRuntimeBehavior.prototype.getBox2DBody = function() {
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if ( this._box2DBody === null ) this.createBody();
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return this._box2DBody;
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};
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gdjs.PhysicsRuntimeBehavior.prototype.doStepPostEvents = function(runtimeScene) {
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if ( this._box2DBody === null ) this.createBody();
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//Ensure the Box2D body width and height are correct.
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if ( this._objectOldWidth !== this.owner.getWidth() ||
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this._objectOldHeight !== this.owner.getHeight() ) {
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//Recreate the body, but remember its movement.
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var oldAngularVelocity = this._box2DBody.GetAngularVelocity();
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var oldXVelocity = this._box2DBody.GetLinearVelocity().get_x();
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var oldYVelocity = this._box2DBody.GetLinearVelocity().get_y();
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this._sharedData.world.DestroyBody(this._box2DBody);
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this.createBody();
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this._box2DBody.SetAngularVelocity(oldAngularVelocity);
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this._box2DBody.SetLinearVelocity(this.b2Vec2(oldXVelocity, oldYVelocity));
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}
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this._sharedData.stepped = false;
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//Ensure that the Box2D body position is correct
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if ( this._objectOldX == this.owner.getX() &&
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this._objectOldY == this.owner.getY() &&
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this._objectOldAngle == this.owner.getAngle())
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return;
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var pos = this.b2Vec2(
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(this.owner.getDrawableX()+this.owner.getWidth()/2)*this._sharedData.invScaleX, -
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(this.owner.getDrawableY()+this.owner.getHeight()/2)*this._sharedData.invScaleY);
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this._box2DBody.SetTransform(pos, -gdjs.toRad(this.owner.getAngle()));
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this._box2DBody.SetAwake(true);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setStatic = function() {
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this._dynamic = false;
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetType(Box2D.b2_staticBody);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setDynamic = function()
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{
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this._dynamic = true;
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetType(Box2D.b2_dynamicBody);
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this._box2DBody.SetAwake(true);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setFixedRotation = function()
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{
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this._fixedRotation = true;
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetFixedRotation(true);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setFreeRotation = function()
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{
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this._fixedRotation = false;
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetFixedRotation(false);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setAsBullet = function()
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{
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this._isBullet = true;
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetBullet(true);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.dontSetAsBullet = function()
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{
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this._isBullet = false;
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetBullet(false);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.applyImpulse = function(xCoordinate, yCoordinate)
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{
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.ApplyLinearImpulse(this.b2Vec2(xCoordinate, -yCoordinate),
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this._box2DBody.GetPosition());
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};
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gdjs.PhysicsRuntimeBehavior.prototype.applyImpulseUsingPolarCoordinates = function( angle, length )
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{
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angle = gdjs.toRad(angle);
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.ApplyLinearImpulse(this.b2Vec2(Math.cos(angle)*length,
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-Math.sin(angle)*length), this._box2DBody.GetPosition());
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};
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gdjs.PhysicsRuntimeBehavior.prototype.applyImpulseTowardPosition = function(xPosition, yPosition, length )
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{
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if ( this._box2DBody === null ) this.createBody();
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var angle = Math.atan2(yPosition*this._sharedData.invScaleY+this._box2DBody.GetPosition().get_y(),
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xPosition*this._sharedData.invScaleX-this._box2DBody.GetPosition().get_x());
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this._box2DBody.ApplyLinearImpulse(this.b2Vec2(Math.cos(angle)*length,
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-Math.sin(angle)*length), this._box2DBody.GetPosition());
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};
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gdjs.PhysicsRuntimeBehavior.prototype.applyForce = function( xCoordinate, yCoordinate )
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{
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.ApplyForce(this.b2Vec2(xCoordinate, -yCoordinate),
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this._box2DBody.GetPosition());
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};
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gdjs.PhysicsRuntimeBehavior.prototype.applyForceUsingPolarCoordinates = function( angle, length )
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{
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angle = gdjs.toRad(angle);
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.ApplyForce(this.b2Vec2(Math.cos(angle)*length,
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-Math.sin(angle)*length), this._box2DBody.GetPosition());
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};
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gdjs.PhysicsRuntimeBehavior.prototype.applyForceTowardPosition = function(xPosition, yPosition, length )
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{
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if ( this._box2DBody === null ) this.createBody();
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var angle = Math.atan2(yPosition*this._sharedData.invScaleY+this._box2DBody.GetPosition().get_y(),
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xPosition*this._sharedData.invScaleX-this._box2DBody.GetPosition().get_x());
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this._box2DBody.ApplyForce(this.b2Vec2(Math.cos(angle)*length,
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-Math.sin(angle)*length), this._box2DBody.GetPosition());
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};
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gdjs.PhysicsRuntimeBehavior.prototype.applyTorque = function( torque )
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{
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.ApplyTorque(torque);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setLinearVelocity = function( xVelocity, yVelocity )
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{
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetLinearVelocity(this.b2Vec2(xVelocity,-yVelocity));
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setAngularVelocity = function( angularVelocity )
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{
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetAngularVelocity(angularVelocity);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setLinearDamping = function( linearDamping )
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{
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetLinearDamping(linearDamping);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.setAngularDamping = function( angularDamping )
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{
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if ( this._box2DBody === null ) this.createBody();
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this._box2DBody.SetAngularDamping(angularDamping);
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};
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gdjs.PhysicsRuntimeBehavior.prototype.addRevoluteJointBetweenObjects = function( object, scene, xPosRelativeToMassCenter, yPosRelativeToMassCenter )
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{
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if ( this._box2DBody === null ) this.createBody();
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if ( object == null || !object.hasBehavior(this.name) ) return;
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var otherBody = object.getBehavior(this.name).getBox2DBody();
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if ( this._box2DBody == otherBody ) return;
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var jointDef = new Box2D.b2RevoluteJointDef();
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jointDef.Initialize(this._box2DBody,
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otherBody,
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this.b2Vec2(xPosRelativeToMassCenter*this._sharedData.invScaleX+this._box2DBody.GetWorldCenter().get_x(),
|
|
yPosRelativeToMassCenter*this._sharedData.invScaleY+this._box2DBody.GetWorldCenter().get_y()));
|
|
this._sharedData.world.CreateJoint(jointDef);
|
|
};
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.addRevoluteJoint = function( xPosition, yPosition )
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
var jointDef = new Box2D.b2RevoluteJointDef();
|
|
jointDef.Initialize(this._box2DBody, this._sharedData.staticBody,
|
|
this.b2Vec2( xPosition*this._sharedData.invScaleX, -yPosition*this._sharedData.invScaleY));
|
|
|
|
this._sharedData.world.CreateJoint(jointDef);
|
|
};
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.setGravity = function( xGravity, yGravity )
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
this._sharedData.world.SetGravity(this.b2Vec2(xGravity, -yGravity));
|
|
};
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.addGearJointBetweenObjects = function( object, ratio )
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
if ( object == null || !object.hasBehavior(this.name) ) return;
|
|
var otherBody = object.getBehavior(this.name).getBox2DBody();
|
|
|
|
if ( this._box2DBody == otherBody ) return;
|
|
|
|
//Gear joint need a revolute joint to the ground for the two objects
|
|
var jointDef1 = new Box2D.b2RevoluteJointDef();
|
|
jointDef1.Initialize(this._sharedData.world.GetGroundBody(), this._box2DBody,
|
|
this._box2DBody.GetWorldCenter());
|
|
|
|
var jointDef2 = new Box2D.b2RevoluteJointDef();
|
|
jointDef2.Initialize(this._sharedData.world.GetGroundBody(), otherBody,
|
|
otherBody.GetWorldCenter());
|
|
|
|
var jointDef = new Box2D.b2GearJointDef();
|
|
jointDef.set_bodyA(this._box2DBody);
|
|
jointDef.set_bodyB(otherBody);
|
|
jointDef.set_joint1(this._sharedData.world.CreateJoint(jointDef1));
|
|
jointDef.set_joint2(this._sharedData.world.CreateJoint(jointDef2));
|
|
jointDef.set_ratio(ratio * 3.14159);
|
|
|
|
this._sharedData.world.CreateJoint(jointDef);
|
|
};
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.setLinearVelocityX = function( xVelocity )
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
this._box2DBody.SetLinearVelocity(this.b2Vec2(xVelocity,
|
|
this._box2DBody.GetLinearVelocity().get_y()));
|
|
|
|
};
|
|
gdjs.PhysicsRuntimeBehavior.prototype.setLinearVelocityY = function( yVelocity )
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
this._box2DBody.SetLinearVelocity(this.b2Vec2(
|
|
this._box2DBody.GetLinearVelocity().get_x(), -yVelocity));
|
|
};
|
|
gdjs.PhysicsRuntimeBehavior.prototype.getLinearVelocityX = function()
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
return this._box2DBody.GetLinearVelocity().get_x();
|
|
};
|
|
gdjs.PhysicsRuntimeBehavior.prototype.getLinearVelocityY = function()
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
return -this._box2DBody.GetLinearVelocity().get_y();
|
|
};
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.getLinearVelocity = function()
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
return Math.sqrt(this._box2DBody.GetLinearVelocity().get_x()*this._box2DBody.GetLinearVelocity().get_x()
|
|
+this._box2DBody.GetLinearVelocity().get_y()*this._box2DBody.GetLinearVelocity().get_y());
|
|
};
|
|
gdjs.PhysicsRuntimeBehavior.prototype.getAngularVelocity = function()
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
return this._box2DBody.GetAngularVelocity();
|
|
};
|
|
gdjs.PhysicsRuntimeBehavior.prototype.getLinearDamping = function()
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
return this._box2DBody.GetLinearDamping();
|
|
};
|
|
gdjs.PhysicsRuntimeBehavior.prototype.getAngularDamping = function()
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
return this._box2DBody.GetAngularDamping();
|
|
};
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.collisionWith = function( otherObjectsTable )
|
|
{
|
|
if ( this._box2DBody === null ) this.createBody();
|
|
|
|
//Getting a list of all objects which are tested
|
|
var objects = gdjs.staticArray(gdjs.PhysicsRuntimeBehavior.prototype.collisionWith);
|
|
objects.length = 0;
|
|
|
|
var objectsLists = gdjs.staticArray2(gdjs.PhysicsRuntimeBehavior.prototype.collisionWith);
|
|
otherObjectsTable.values(objectsLists);
|
|
|
|
for(var i = 0, len = objectsLists.length;i<len;++i) {
|
|
objects.push.apply(objects, objectsLists[i]);
|
|
}
|
|
|
|
//Test if an object of the list is in collision with our object.
|
|
for(var i = 0, len = objects.length;i<len;++i) {
|
|
for (var j = 0, lenj = this.currentContacts.length;j<lenj;++j) {
|
|
if ( this.currentContacts[j].owner.id === objects[i].id )
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.isStatic = function() {
|
|
return !this._dynamic;
|
|
};
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.isDynamic = function() {
|
|
return this._dynamic;
|
|
};
|
|
|
|
/*
|
|
gdjs.PhysicsRuntimeBehavior.prototype.setPolygonCoords(const std::vector<sf::Vector2f> &vec)
|
|
{
|
|
polygonCoords = vec;
|
|
}
|
|
|
|
const std::vector<sf::Vector2f>& PhysicsBehavior::GetPolygonCoords() const
|
|
{
|
|
return polygonCoords;
|
|
}
|
|
|
|
bool PhysicsBehavior::HasAutomaticResizing() const
|
|
{
|
|
return automaticResizing;
|
|
}
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.setAutomaticResizing(bool b)
|
|
{
|
|
automaticResizing = b;
|
|
}
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.getPolygonScaleX() const
|
|
{
|
|
if(automaticResizing)
|
|
return object->GetWidth() / polygonWidth;
|
|
else
|
|
return polygonScaleX;
|
|
}
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.setPolygonScaleX(float scX, RuntimeScene &scene)
|
|
{
|
|
polygonScaleX = scX;
|
|
|
|
runtimeScenesPhysicsDatas->world->DestroyBody(body);
|
|
CreateBody(scene);
|
|
}
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.getPolygonScaleY() const
|
|
{
|
|
if(automaticResizing)
|
|
return object->GetHeight() / polygonHeight;
|
|
else
|
|
return polygonScaleY;
|
|
}
|
|
|
|
gdjs.PhysicsRuntimeBehavior.prototype.setPolygonScaleY(float scY, RuntimeScene &scene)
|
|
{
|
|
polygonScaleY = scY;
|
|
|
|
runtimeScenesPhysicsDatas->world->DestroyBody(body);
|
|
CreateBody(scene);
|
|
}*/
|