import { Constraint } from "./constraint.js";
import { ContactManifold } from "./contact.js";
import { Joint } from "./joint.js";
import { Vector2 } from "./math.js";
import { RigidBody } from "./rigidbody.js";
import { Settings } from "./settings.js";
import { World } from "./world.js";
export class Island
{
private world: World;
private bodies: RigidBody[] = [];
// Constraints to be solved
private constraints: Constraint[] = [];
private manifolds: ContactManifold[] = [];
private joints: Joint[] = [];
public sleeping = false;
constructor(world: World)
{
this.world = world;
}
solve(delta: number)
{
let awakeIsland = false;
// Integrate forces, yield tentative velocities that possibly violate the constraint
for (let i = 0; i < this.bodies.length; i++)
{
let b = this.bodies[i];
b.sleeping = this.sleeping;
if (this.sleeping)
{
b.linearVelocity.clear();
b.angularVelocity = 0;
}
if (this.world.forceIntegration)
{
let linear_a = b.force.mul(b.inverseMass * Settings.dt); // Force / mass * dt
b.linearVelocity.x += linear_a.x;
b.linearVelocity.y += linear_a.y;
let angular_a = b.torque * b.inverseInertia * Settings.dt // Torque / inertia * dt
b.angularVelocity += angular_a;
if (this.sleeping &&
(linear_a.squaredLength >= Settings.restLinearTolerance) || (angular_a * angular_a >= Settings.restAngularTolerance))
{
this.sleeping = false;
awakeIsland = true;
}
}
if ((this.sleeping && !this.world.forceIntegration) ||
((b.linearVelocity.squaredLength < Settings.restLinearTolerance) &&
(b.angularVelocity * b.angularVelocity < Settings.restAngularTolerance)))
{
b.resting += delta;
}
else
{
this.sleeping = false;
awakeIsland = true;
}
// Apply gravity
if (Settings.applyGravity && !this.sleeping)
{
let gravity = new Vector2(0, Settings.gravity * Settings.gravityScale * Settings.dt);
b.linearVelocity.x += gravity.x;
b.linearVelocity.y += gravity.y;
}
}
// If island is sleeping, skip the extra computation
if (this.sleeping) return;
// Prepare for solving
{
for (let i = 0; i < this.manifolds.length; i++)
this.manifolds[i].prepare();
for (let i = 0; i < this.joints.length; i++)
this.joints[i].prepare();
}
// Iteratively solve the violated velocity constraint
{
for (let i = 0; i < Settings.numIterations - 1; i++)
{
for (let j = 0; j < this.manifolds.length; j++)
this.manifolds[j].solve();
for (let j = 0; j < this.joints.length; j++)
this.joints[j].solve();
}
for (let i = 0; i < this.manifolds.length; i++)
{
let manifold = this.manifolds[i];
manifold.solve();
// Contact callbacks
if (manifold.bodyA.onContact != undefined)
{
let contactInfo = manifold.getContactInfo(false);
if (manifold.bodyA.onContact(contactInfo))
manifold.bodyA.onContact = undefined;
}
if (manifold.bodyB.onContact != undefined)
{
let contactInfo = manifold.getContactInfo(true);
if (manifold.bodyB.onContact(contactInfo))
manifold.bodyB.onContact = undefined;
}
}
for (let i = 0; i < this.joints.length; i++)
this.joints[i].solve();
}
// Update positions using corrected velocities (Semi-implicit euler integration)
for (let i = 0; i < this.bodies.length; i++)
{
let b = this.bodies[i];
if (awakeIsland) b.awake();
b.force.clear();
b.torque = 0;
b.position.x += b.linearVelocity.x * Settings.dt;
b.position.y += b.linearVelocity.y * Settings.dt;
b.rotation += b.angularVelocity * Settings.dt;
if (b.position.y < Settings.deadBottom)
this.world.unregister(b.id);
}
}
addBody(body: RigidBody)
{
this.bodies.push(body);
}
addManifold(manifold: ContactManifold)
{
this.manifolds.push(manifold);
this.constraints.push(manifold);
}
addJoint(joint: Joint)
{
this.joints.push(joint);
this.constraints.push(joint);
}
clear()
{
this.bodies = [];
this.manifolds = [];
this.joints = [];
this.constraints = [];
this.sleeping = false;
}
get numBodies(): number
{
return this.bodies.length;
}
}
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