Space and Joints interface added.

This commit is contained in:
Richard Davey
2013-06-14 03:20:47 +01:00
parent 461f7ee54d
commit 232c96cc54
8 changed files with 3215 additions and 1199 deletions
+8 -1
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@@ -57,7 +57,6 @@
<TypeScriptGeneratesDeclarations>true</TypeScriptGeneratesDeclarations>
</PropertyGroup>
<ItemGroup>
<Folder Include="physics\advanced\joints\" />
<Folder Include="physics\arcade\" />
</ItemGroup>
<ItemGroup>
@@ -200,6 +199,10 @@
<DependentUpon>Joint.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="physics\advanced\Manager.ts" />
<TypeScriptCompile Include="physics\advanced\joints\IJoint.ts" />
<Content Include="physics\advanced\joints\IJoint.js">
<DependentUpon>IJoint.ts</DependentUpon>
</Content>
<Content Include="physics\advanced\Manager.js">
<DependentUpon>Manager.ts</DependentUpon>
</Content>
@@ -227,6 +230,10 @@
<Content Include="physics\advanced\ShapeTriangle.js">
<DependentUpon>ShapeTriangle.ts</DependentUpon>
</Content>
<TypeScriptCompile Include="physics\advanced\Space.ts" />
<Content Include="physics\advanced\Space.js">
<DependentUpon>Space.ts</DependentUpon>
</Content>
<Content Include="physics\ArcadePhysics.js">
<DependentUpon>ArcadePhysics.ts</DependentUpon>
</Content>
+2
View File
@@ -5,6 +5,7 @@
/// <reference path="Manager.ts" />
/// <reference path="Joint.ts" />
/// <reference path="Bounds.ts" />
/// <reference path="Space.ts" />
/**
* Phaser - Advanced Physics - Body
@@ -133,6 +134,7 @@ module Phaser.Physics.Advanced {
public categoryBits = 0x0001;
public maskBits = 0xFFFF;
public stepCount = 0;
public space: Space;
// duplicate = Util function
// serialize = Util function
+4
View File
@@ -17,6 +17,8 @@ module Phaser.Physics.Advanced {
this.game = game;
Manager.collision = new Collision();
}
/**
@@ -24,6 +26,8 @@ module Phaser.Physics.Advanced {
*/
public game: Game;
public static collision: Collision;
public static SHAPE_TYPE_CIRCLE: number = 0;
public static SHAPE_TYPE_SEGMENT: number = 1;
public static SHAPE_TYPE_POLY: number = 2;
+831
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@@ -0,0 +1,831 @@
/// <reference path="../../math/Vec2.ts" />
/// <reference path="../../geom/Point.ts" />
/// <reference path="../../math/Vec2Utils.ts" />
/// <reference path="Manager.ts" />
/// <reference path="Body.ts" />
/// <reference path="Shape.ts" />
/// <reference path="ContactSolver.ts" />
/// <reference path="Contact.ts" />
/// <reference path="Collision.ts" />
/// <reference path="joints/IJoint.ts" />
/**
* Phaser - Advanced Physics - Space
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
*/
module Phaser.Physics.Advanced {
export class Space {
constructor() {
this.bodyArr = [];
this.bodyHash = {};
this.jointArr = [];
this.jointHash = {};
this.numContacts = 0;
this.contactSolvers = [];
//this.postSolve(arb) { };
this.gravity = new Phaser.Vec2;
this.damping = 0;
}
public static TIME_TO_SLEEP = 0.5;
public static SLEEP_LINEAR_TOLERANCE = 0.5;
public static SLEEP_ANGULAR_TOLERANCE = 2 * Phaser.GameMath.DEG_TO_RAD;
public bodyArr: Body[];
public bodyHash;
public jointArr: IJoint[];
public jointHash;
public numContacts: number;
public contactSolvers: ContactSolver[];
public postSolve;
public gravity: Phaser.Vec2;
public damping: number;
public stepCount: number = 0;
public clear() {
Manager.shapeCounter = 0;
Manager.bodyCounter = 0;
Manager.jointCounter = 0;
for (var i = 0; i < this.bodyArr.length; i++)
{
if (this.bodyArr[i])
{
this.removeBody(this.bodyArr[i]);
}
}
this.bodyArr = [];
this.bodyHash = {};
this.jointArr = [];
this.jointHash = {};
this.contactSolvers = [];
this.stepCount = 0;
}
public addBody(body: Body) {
if (this.bodyHash[body.id] != undefined)
{
return;
}
var index = this.bodyArr.push(body) - 1;
this.bodyHash[body.id] = index;
body.awake(true);
body.space = this;
body.cacheData();
}
public removeBody(body: Body) {
if (this.bodyHash[body.id] == undefined)
{
return;
}
// Remove linked joint
for (var i = 0; i < body.joints.length; i++)
{
if (body.joints[i])
{
this.removeJoint(body.joints[i]);
}
}
body.space = null;
var index = this.bodyHash[body.id];
delete this.bodyHash[body.id];
delete this.bodyArr[index];
}
public addJoint(joint: IJoint) {
if (this.jointHash[joint.id] != undefined)
{
return;
}
joint.body1.awake(true);
joint.body2.awake(true);
var index = this.jointArr.push(joint) - 1;
this.jointHash[joint.id] = index;
var index = joint.body1.joints.push(joint) - 1;
joint.body1.jointHash[joint.id] = index;
var index = joint.body2.joints.push(joint) - 1;
joint.body2.jointHash[joint.id] = index;
}
public removeJoint(joint: IJoint) {
if (this.jointHash[joint.id] == undefined)
{
return;
}
joint.body1.awake(true);
joint.body2.awake(true);
var index = joint.body1.jointHash[joint.id];
delete joint.body1.jointHash[joint.id];
delete joint.body1.joints[index];
var index = joint.body2.jointHash[joint.id];
delete joint.body2.jointHash[joint.id];
delete joint.body2.joints[index];
var index = this.jointHash[joint.id];
delete this.jointHash[joint.id];
delete this.jointArr[index];
}
public findShapeByPoint(p, refShape) {
var firstShape;
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
for (var j = 0; j < body.shapes.length; j++)
{
var shape = body.shapes[j];
if (shape.pointQuery(p))
{
if (!refShape)
{
return shape;
}
if (!firstShape)
{
firstShape = shape;
}
if (shape == refShape)
{
refShape = null;
}
}
}
}
return firstShape;
}
public findBodyByPoint(p, refBody: Body) {
var firstBody;
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
for (var j = 0; j < body.shapes.length; j++)
{
var shape = body.shapes[j];
if (shape.pointQuery(p))
{
if (!refBody)
{
return shape.body;
}
if (!firstBody)
{
firstBody = shape.body;
}
if (shape.body == refBody)
{
refBody = null;
}
break;
}
}
}
return firstBody;
}
// TODO: Replace this function to shape hashing
public shapeById(id) {
var shape;
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
for (var j = 0; j < body.shapes.length; j++)
{
if (body.shapes[j].id == id)
{
return body.shapes[j];
}
}
}
return null;
}
public jointById(id) {
var index = this.jointHash[id];
if (index != undefined)
{
return this.jointArr[index];
}
return null;
}
public findVertexByPoint(p, minDist, refVertexId) {
var firstVertexId = -1;
refVertexId = refVertexId || -1;
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
for (var j = 0; j < body.shapes.length; j++)
{
var shape = body.shapes[j];
var index = shape.findVertexByPoint(p, minDist);
if (index != -1)
{
var vertex = (shape.id << 16) | index;
if (refVertexId == -1)
{
return vertex;
}
if (firstVertexId == -1)
{
firstVertexId = vertex;
}
if (vertex == refVertexId)
{
refVertexId = -1;
}
}
}
}
return firstVertexId;
}
public findEdgeByPoint(p, minDist, refEdgeId) {
var firstEdgeId = -1;
refEdgeId = refEdgeId || -1;
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
for (var j = 0; j < body.shapes.length; j++)
{
var shape = body.shapes[j];
if (shape.type != Manager.SHAPE_TYPE_POLY)
{
continue;
}
var index = shape.findEdgeByPoint(p, minDist);
if (index != -1)
{
var edge = (shape.id << 16) | index;
if (refEdgeId == -1)
{
return edge;
}
if (firstEdgeId == -1)
{
firstEdgeId = edge;
}
if (edge == refEdgeId)
{
refEdgeId = -1;
}
}
}
}
return firstEdgeId;
}
public findJointByPoint(p, minDist, refJointId) {
var firstJointId = -1;
var dsq = minDist * minDist;
refJointId = refJointId || -1;
for (var i = 0; i < this.jointArr.length; i++)
{
var joint = this.jointArr[i];
if (!joint)
{
continue;
}
var jointId = -1;
if (Phaser.Vec2Utils.distanceSq(p, joint.getWorldAnchor1()) < dsq)
{
jointId = (joint.id << 16 | 0);
}
else if (Phaser.Vec2Utils.distanceSq(p, joint.getWorldAnchor2()) < dsq)
{
jointId = (joint.id << 16 | 1);
}
if (jointId != -1)
{
if (refJointId == -1)
{
return jointId;
}
if (firstJointId == -1)
{
firstJointId = jointId;
}
if (jointId == refJointId)
{
refJointId = -1;
}
}
}
return firstJointId;
}
public findContactSolver(shape1, shape2) {
for (var i = 0; i < this.contactSolvers.length; i++)
{
var contactSolver = this.contactSolvers[i];
if (shape1 == contactSolver.shape1 && shape2 == contactSolver.shape2)
{
return contactSolver;
}
}
return null;
}
public genTemporalContactSolvers() {
//var t0 = Date.now();
var newContactSolverArr = [];
this.numContacts = 0;
for (var body1_index = 0; body1_index < this.bodyArr.length; body1_index++)
{
var body1 = this.bodyArr[body1_index];
if (!body1)
{
continue;
}
body1.stepCount = this.stepCount;
for (var body2_index = 0; body2_index < this.bodyArr.length; body2_index++)
{
var body2 = this.bodyArr[body2_index];
if (!body2)
{
continue;
}
if (body1.stepCount == body2.stepCount)
{
continue;
}
var active1 = body1.isAwake && !body1.isStatic;
var active2 = body2.isAwake && !body2.isStatic;
if (!active1 && !active2)
{
continue;
}
if (!body1.isCollidable(body2))
{
continue;
}
if (!body1.bounds.intersectsBounds(body2.bounds))
{
continue;
}
for (var i = 0; i < body1.shapes.length; i++)
{
for (var j = 0; j < body2.shapes.length; j++)
{
var shape1 = body1.shapes[i];
var shape2 = body2.shapes[j];
var contactArr = [];
if (!Manager.collision.collide(shape1, shape2, contactArr))
{
continue;
}
if (shape1.type > shape2.type)
{
var temp = shape1;
shape1 = shape2;
shape2 = temp;
}
this.numContacts += contactArr.length;
var contactSolver = this.findContactSolver(shape1, shape2);
if (contactSolver)
{
contactSolver.update(contactArr);
newContactSolverArr.push(contactSolver);
}
else
{
body1.awake(true);
body2.awake(true);
var newContactSolver = new ContactSolver(shape1, shape2);
newContactSolver.contacts = contactArr;
newContactSolver.elasticity = Math.max(shape1.e, shape2.e);
newContactSolver.friction = Math.sqrt(shape1.u * shape2.u);
newContactSolverArr.push(newContactSolver);
}
}
}
}
}
//stats.timeCollision = Date.now() - t0;
return newContactSolverArr;
}
public initSolver(dt, dt_inv, warmStarting) {
//var t0 = Date.now();
// Initialize contact solvers
for (var i = 0; i < this.contactSolvers.length; i++)
{
this.contactSolvers[i].initSolver(dt_inv);
}
// Initialize joint solver
for (var i = 0; i < this.jointArr.length; i++)
{
if (this.jointArr[i])
{
this.jointArr[i].initSolver(dt, warmStarting);
}
}
// Warm starting (apply cached impulse)
if (warmStarting)
{
for (var i = 0; i < this.contactSolvers.length; i++)
{
this.contactSolvers[i].warmStart();
}
}
//stats.timeInitSolver = Date.now() - t0;
}
public velocitySolver(iteration) {
//var t0 = Date.now();
for (var i = 0; i < iteration; i++)
{
for (var j = 0; j < this.jointArr.length; j++)
{
if (this.jointArr[j])
{
this.jointArr[j].solveVelocityConstraints();
}
}
for (var j = 0; j < this.contactSolvers.length; j++)
{
this.contactSolvers[j].solveVelocityConstraints();
}
}
//stats.timeVelocitySolver = Date.now() - t0;
}
public positionSolver(iteration) {
//var t0 = Date.now();
var positionSolved = false;
//stats.positionIterations = 0;
for (var i = 0; i < iteration; i++)
{
var contactsOk = true;
var jointsOk = true;
for (var j = 0; j < this.contactSolvers.length; j++)
{
var contactOk = this.contactSolvers[j].solvePositionConstraints();
contactsOk = contactOk && contactsOk;
}
for (var j = 0; j < this.jointArr.length; j++)
{
if (this.jointArr[j])
{
var jointOk = this.jointArr[j].solvePositionConstraints();
jointsOk = jointOk && jointsOk;
}
}
if (contactsOk && jointsOk)
{
// exit early if the position errors are small
positionSolved = true;
break;
}
//stats.positionIterations++;
}
//stats.timePositionSolver = Date.now() - t0;
return positionSolved;
}
public step(dt, vel_iteration, pos_iteration, warmStarting, allowSleep) {
var dt_inv = 1 / dt;
this.stepCount++;
// Generate contact & contactSolver
this.contactSolvers = this.genTemporalContactSolvers();
// Initialize contacts & joints solver
this.initSolver(dt, dt_inv, warmStarting);
// Intergrate velocity
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
if (body.isDynamic && body.isAwake)
{
body.updateVelocity(this.gravity, dt, this.damping);
}
}
for (var i = 0; i < this.jointArr.length; i++)
{
var joint = this.jointArr[i];
if (!joint)
{
continue;
}
var body1 = joint.body1;
var body2 = joint.body2;
var awake1 = body1.isAwake && !body1.isStatic;
var awake2 = body2.isAwake && !body2.isStatic;
if (awake1 ^ awake2)
{
if (!awake1)
{
body1.awake(true);
}
if (!awake2)
{
body2.awake(true);
}
}
}
// Iterative velocity constraints solver
this.velocitySolver(vel_iteration);
// Intergrate position
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue
}
if (body.isDynamic && body.isAwake)
{
body.updatePosition(dt);
}
}
// Process breakable joint
for (var i = 0; i < this.jointArr.length; i++)
{
var joint = this.jointArr[i];
if (!joint)
{
continue;
}
if (joint.breakable)
{
if (joint.getReactionForce(dt_inv).lengthsq() >= joint.maxForce * joint.maxForce)
{
this.removeJoint(joint);
}
}
}
// Iterative position constraints solver
var positionSolved = this.positionSolver(pos_iteration);
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
body.syncTransform();
}
// Post solve collision callback
for (var i = 0; i < this.contactSolvers.length; i++)
{
var arb = this.contactSolvers[i];
this.postSolve(arb);
}
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
if (body.isDynamic && body.isAwake)
{
body.cacheData();
}
}
// Process sleeping
if (allowSleep)
{
var minSleepTime = 999999;
var linTolSqr = Space.SLEEP_LINEAR_TOLERANCE * Space.SLEEP_LINEAR_TOLERANCE;
var angTolSqr = Space.SLEEP_ANGULAR_TOLERANCE * Space.SLEEP_ANGULAR_TOLERANCE;
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
if (!body.isDynamic)
{
continue;
}
if (body.angularVelocity * body.angularVelocity > angTolSqr || body.velocity.dot(body.velocity) > linTolSqr)
{
body.sleepTime = 0;
minSleepTime = 0;
}
else
{
body.sleepTime += dt;
minSleepTime = Math.min(minSleepTime, body.sleepTime);
}
}
if (positionSolved && minSleepTime >= Space.TIME_TO_SLEEP)
{
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
body.awake(false);
}
}
}
}
}
}
+43
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@@ -0,0 +1,43 @@
/// <reference path="../../../math/Vec2.ts" />
/// <reference path="../../../geom/Point.ts" />
/// <reference path="../../../math/Vec2Utils.ts" />
/// <reference path="../Manager.ts" />
/// <reference path="../Body.ts" />
/**
* Phaser - Advanced Physics - Joint
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
*/
module Phaser.Physics.Advanced {
export interface IJoint {
id: number;
type: number;
body1: Phaser.Physics.Advanced.Body;
body2: Phaser.Physics.Advanced.Body;
collideConnected; // bool?
maxForce: number;
breakable: bool;
anchor1: Phaser.Vec2;
anchor2: Phaser.Vec2;
getWorldAnchor1();
getWorldAnchor2();
setWorldAnchor1(anchor1);
setWorldAnchor2(anchor2);
initSolver(dt, warmStarting);
solveVelocityConstraints();
solvePositionConstraints();
getReactionForce(dt_inv);
}
}
+1077 -547
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+173 -104
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@@ -9583,6 +9583,7 @@ module Phaser.Physics.Advanced {
* Local reference to Game.
*/
public game: Game;
static collision: Collision;
static SHAPE_TYPE_CIRCLE: number;
static SHAPE_TYPE_SEGMENT: number;
static SHAPE_TYPE_POLY: number;
@@ -9658,97 +9659,6 @@ module Phaser.Physics.Advanced {
}
}
/**
* Phaser - Advanced Physics - Body
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
*/
module Phaser.Physics.Advanced {
class Body {
constructor(sprite: Sprite, type: number);
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the parent Sprite
*/
public sprite: Sprite;
/**
* The Body ID
*/
public id: number;
/**
* The Body name
*/
public name: string;
/**
* The type of Body (disabled, dynamic, static or kinematic)
* Disabled = skips all physics operations / tests (default)
* Dynamic = gives and receives impacts
* Static = gives but doesn't receive impacts, cannot be moved by physics
* Kinematic = gives impacts, but never receives, can be moved by physics
* @type {number}
*/
public type: number;
public angle: number;
public transform: Transform;
public centroid: Vec2;
public position: Vec2;
public velocity: Vec2;
public force: Vec2;
public angularVelocity: number;
public torque: number;
public linearDamping: number;
public angularDamping: number;
public sleepTime: number;
public awaked: bool;
public shapes: any[];
public joints: any[];
public jointHash: {};
public bounds;
public fixedRotation: bool;
public categoryBits: number;
public maskBits: number;
public stepCount: number;
public isDisabled : bool;
public isStatic : bool;
public isKinetic : bool;
public isDynamic : bool;
public setType(type: number): void;
public addShape(shape): void;
public removeShape(shape): void;
public mass: number;
public massInverted: number;
public inertia: number;
public inertiaInverted: number;
private setMass(mass);
private setInertia(inertia);
public setTransform(pos, angle): void;
public syncTransform(): void;
public getWorldPoint(p: Vec2): Vec2;
public getWorldVector(v): Vec2;
public getLocalPoint(p): Vec2;
public getLocalVector(v): Vec2;
public setFixedRotation(flag): void;
public resetMassData(): void;
public resetJointAnchors(): void;
public cacheData(): void;
private _tempVec2;
public updateVelocity(gravity, dt, damping): void;
public updatePosition(dt): void;
public resetForce(): void;
public applyForce(force, p): void;
public applyForceToCenter(force): void;
public applyTorque(torque): void;
public applyLinearImpulse(impulse, p): void;
public applyAngularImpulse(impulse): void;
public kineticEnergy(): number;
public isAwake : bool;
public awake(flag): void;
public isCollidable(other): bool;
}
}
/**
* Phaser - Advanced Physics - Shape
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
@@ -9787,6 +9697,22 @@ module Phaser.Physics.Advanced {
public lambdaTangential;
}
}
module Phaser.Physics.Advanced {
class ContactSolver {
constructor(shape1, shape2);
public shape1;
public shape2;
public contacts: Contact[];
public elasticity: number;
public friction: number;
public update(newContactArr: Contact[]): void;
public initSolver(dt_inv): void;
public warmStart(): void;
public solveVelocityConstraints(): void;
public solvePositionConstraints(): bool;
public clamp(v, min, max);
}
}
/**
* Phaser - Advanced Physics - Shape
*
@@ -9838,20 +9764,163 @@ module Phaser.Physics.Advanced {
public poly2Poly(poly1, poly2, contactArr): number;
}
}
/**
* Phaser - Advanced Physics - Joint
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
*/
module Phaser.Physics.Advanced {
class ContactSolver {
constructor(shape1, shape2);
public shape1;
public shape2;
public contacts: Contact[];
public elasticity: number;
public friction: number;
public update(newContactArr: Contact[]): void;
public initSolver(dt_inv): void;
public warmStart(): void;
public solveVelocityConstraints(): void;
public solvePositionConstraints(): bool;
public clamp(v, min, max);
interface IJoint {
id: number;
type: number;
body1: Body;
body2: Body;
collideConnected;
maxForce: number;
breakable: bool;
anchor1: Vec2;
anchor2: Vec2;
getWorldAnchor1();
getWorldAnchor2();
setWorldAnchor1(anchor1);
setWorldAnchor2(anchor2);
initSolver(dt, warmStarting);
solveVelocityConstraints();
solvePositionConstraints();
getReactionForce(dt_inv);
}
}
/**
* Phaser - Advanced Physics - Space
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
*/
module Phaser.Physics.Advanced {
class Space {
constructor();
static TIME_TO_SLEEP: number;
static SLEEP_LINEAR_TOLERANCE: number;
static SLEEP_ANGULAR_TOLERANCE: number;
public bodyArr: Body[];
public bodyHash;
public jointArr: IJoint[];
public jointHash;
public numContacts: number;
public contactSolvers: ContactSolver[];
public postSolve;
public gravity: Vec2;
public damping: number;
public stepCount: number;
public clear(): void;
public addBody(body: Body): void;
public removeBody(body: Body): void;
public addJoint(joint: IJoint): void;
public removeJoint(joint: IJoint): void;
public findShapeByPoint(p, refShape);
public findBodyByPoint(p, refBody: Body);
public shapeById(id);
public jointById(id): IJoint;
public findVertexByPoint(p, minDist, refVertexId): number;
public findEdgeByPoint(p, minDist, refEdgeId): number;
public findJointByPoint(p, minDist, refJointId): number;
public findContactSolver(shape1, shape2): ContactSolver;
public genTemporalContactSolvers(): any[];
public initSolver(dt, dt_inv, warmStarting): void;
public velocitySolver(iteration): void;
public positionSolver(iteration): bool;
public step(dt, vel_iteration, pos_iteration, warmStarting, allowSleep): void;
}
}
/**
* Phaser - Advanced Physics - Body
*
* Based on the work Ju Hyung Lee started in JS PhyRus.
*/
module Phaser.Physics.Advanced {
class Body {
constructor(sprite: Sprite, type: number);
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the parent Sprite
*/
public sprite: Sprite;
/**
* The Body ID
*/
public id: number;
/**
* The Body name
*/
public name: string;
/**
* The type of Body (disabled, dynamic, static or kinematic)
* Disabled = skips all physics operations / tests (default)
* Dynamic = gives and receives impacts
* Static = gives but doesn't receive impacts, cannot be moved by physics
* Kinematic = gives impacts, but never receives, can be moved by physics
* @type {number}
*/
public type: number;
public angle: number;
public transform: Transform;
public centroid: Vec2;
public position: Vec2;
public velocity: Vec2;
public force: Vec2;
public angularVelocity: number;
public torque: number;
public linearDamping: number;
public angularDamping: number;
public sleepTime: number;
public awaked: bool;
public shapes: any[];
public joints: any[];
public jointHash: {};
public bounds;
public fixedRotation: bool;
public categoryBits: number;
public maskBits: number;
public stepCount: number;
public space: Space;
public isDisabled : bool;
public isStatic : bool;
public isKinetic : bool;
public isDynamic : bool;
public setType(type: number): void;
public addShape(shape): void;
public removeShape(shape): void;
public mass: number;
public massInverted: number;
public inertia: number;
public inertiaInverted: number;
private setMass(mass);
private setInertia(inertia);
public setTransform(pos, angle): void;
public syncTransform(): void;
public getWorldPoint(p: Vec2): Vec2;
public getWorldVector(v): Vec2;
public getLocalPoint(p): Vec2;
public getLocalVector(v): Vec2;
public setFixedRotation(flag): void;
public resetMassData(): void;
public resetJointAnchors(): void;
public cacheData(): void;
private _tempVec2;
public updateVelocity(gravity, dt, damping): void;
public updatePosition(dt): void;
public resetForce(): void;
public applyForce(force, p): void;
public applyForceToCenter(force): void;
public applyTorque(torque): void;
public applyLinearImpulse(impulse, p): void;
public applyAngularImpulse(impulse): void;
public kineticEnergy(): number;
public isAwake : bool;
public awake(flag): void;
public isCollidable(other): bool;
}
}
/**
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