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Physics System with makr.js and p2.js
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function Physics(bodyConfs, shapeConfs) { | |
this.body = bodyConfs; | |
this.shape = shapeConfs; | |
} | |
function PhysicsSystem(gravity) { | |
makr.IteratingSystem.call(this); | |
this.registerComponent(ComponentRegister.get(Position)); | |
this.registerComponent(ComponentRegister.get(Rotation)); | |
this.registerComponent(ComponentRegister.get(Physics)); | |
this.world = new p2.World({ | |
gravity: gravity | |
}); | |
} | |
inherits(PhysicsSystem, makr.IteratingSystem, { | |
onAdded: function(entity) { | |
var physics = entity.get(ComponentRegister.get(Physics)); | |
var bodyConfs = physics.body; | |
var shapeConfs = physics.shape; | |
var body = new p2.Body(bodyConfs); | |
body.id = entity.id; | |
var shapeType = shapeConfs.type; | |
// shapeType is of Circle, Plane, Rectangle, Convex, etc... | |
var shape = new p2[shapeType](shapeConfs); | |
body.addShape(shape); | |
this.world.addBody(body); | |
}, | |
process: function(entity, elapsed) { | |
// Move physics bodies forward in tim | |
this.world.step(1/60); | |
var position = entity.get(ComponentRegister.get(PhysicsBody)); | |
var rotation = entity.get(ComponentRegister.get(Rotation)); | |
var body = this.world.getBodyById(entity.id); | |
// Transfer positions of the physics objects to related components | |
position.x = body.position[0]; | |
position.y = body.position[1]; | |
rotation.angle = body.angle; | |
} | |
}); |
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