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sopiro(js) island



import { Vector2 } from "./math.js";

import { Settings } from "./settings.js";

export class Island {

constructor(world) {

this.bodies = [];

// Constraints to be solved

this.constraints = [];

this.manifolds = [];

this.joints = [];

this.sleeping = false;

this.world = world;

}

solve(delta) {

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

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) {

this.bodies.push(body);

}

addManifold(manifold) {

this.manifolds.push(manifold);

this.constraints.push(manifold);

}

addJoint(joint) {

this.joints.push(joint);

this.constraints.push(joint);

}

clear() {

this.bodies = [];

this.manifolds = [];

this.joints = [];

this.constraints = [];

this.sleeping = false;

}

get numBodies() {

return this.bodies.length;

}

}

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