scale down the physics
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7a88628512
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3b24ebf501
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@ -7,6 +7,8 @@ import { FolkShape } from './folk-shape';
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export class FolkPhysics extends FolkBaseSet {
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static override tagName = 'folk-physics';
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private static PHYSICS_SCALE = 0.1; // Adjust this value to tune the overall scale
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private world?: RAPIER.World;
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private bodies: Map<FolkShape, RAPIER.RigidBody> = new Map();
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private elementToRect: Map<FolkShape, DOMRectTransform> = new Map();
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@ -16,8 +18,11 @@ export class FolkPhysics extends FolkBaseSet {
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connectedCallback() {
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super.connectedCallback();
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// Create physics world with gravity
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this.world = new RAPIER.World({ x: 0.0, y: 9.81 });
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// Create physics world with reduced gravity
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this.world = new RAPIER.World({
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x: 0.0,
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y: 8,
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});
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// Add container walls and floor
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this.createContainer();
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@ -67,13 +72,19 @@ export class FolkPhysics extends FolkBaseSet {
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if (!this.bodies.has(element)) {
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// Create new rigid body matching the element's position
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const bodyDesc = RAPIER.RigidBodyDesc.dynamic()
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.setTranslation(rect.x + rect.width / 2, rect.y + rect.height / 2)
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.setTranslation(
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(rect.x + rect.width / 2) * FolkPhysics.PHYSICS_SCALE,
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(rect.y + rect.height / 2) * FolkPhysics.PHYSICS_SCALE
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)
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.setRotation(rect.rotation);
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const body = this.world!.createRigidBody(bodyDesc);
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// Create collider with top-left origin
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const colliderDesc = RAPIER.ColliderDesc.cuboid(rect.width / 2, rect.height / 2).setTranslation(0, 0);
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// Scale down the collider size
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const colliderDesc = RAPIER.ColliderDesc.cuboid(
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(rect.width / 2) * FolkPhysics.PHYSICS_SCALE,
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(rect.height / 2) * FolkPhysics.PHYSICS_SCALE
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).setTranslation(0, 0);
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this.world!.createCollider(colliderDesc, body);
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this.bodies.set(element, body);
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@ -89,8 +100,8 @@ export class FolkPhysics extends FolkBaseSet {
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body.setBodyType(RAPIER.RigidBodyType.KinematicPositionBased, true);
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body.setTranslation(
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{
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x: rect.x + rect.width / 2,
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y: rect.y + rect.height / 2,
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x: (rect.x + rect.width / 2) * FolkPhysics.PHYSICS_SCALE,
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y: (rect.y + rect.height / 2) * FolkPhysics.PHYSICS_SCALE,
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},
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true
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);
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@ -100,7 +111,10 @@ export class FolkPhysics extends FolkBaseSet {
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const collider = body.collider(0);
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if (collider) {
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this.world!.removeCollider(collider, true);
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const newColliderDesc = RAPIER.ColliderDesc.cuboid(rect.width / 2, rect.height / 2).setTranslation(0, 0);
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const newColliderDesc = RAPIER.ColliderDesc.cuboid(
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(rect.width / 2) * FolkPhysics.PHYSICS_SCALE,
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(rect.height / 2) * FolkPhysics.PHYSICS_SCALE
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).setTranslation(0, 0);
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this.world!.createCollider(newColliderDesc, body);
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}
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body.setBodyType(RAPIER.RigidBodyType.Dynamic, true);
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@ -121,9 +135,9 @@ export class FolkPhysics extends FolkBaseSet {
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this.bodies.forEach((body, shape) => {
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if (shape !== document.activeElement) {
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const position = body.translation();
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// Adjust position back to top-left
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shape.x = position.x - shape.width / 2;
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shape.y = position.y - shape.height / 2;
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// Scale up the position when applying to visual elements
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shape.x = position.x / FolkPhysics.PHYSICS_SCALE - shape.width / 2;
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shape.y = position.y / FolkPhysics.PHYSICS_SCALE - shape.height / 2;
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shape.rotation = body.rotation();
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}
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});
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@ -142,20 +156,20 @@ export class FolkPhysics extends FolkBaseSet {
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const containerDesc = RAPIER.RigidBodyDesc.fixed();
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const container = this.world.createRigidBody(containerDesc);
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// Create a single collider with all four walls as vertices
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// Scale down the container walls
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const vertices = [
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// Floor: left to right
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{ x: -1000, y: this.clientHeight },
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{ x: 1000, y: this.clientHeight },
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{ x: -100, y: this.clientHeight * FolkPhysics.PHYSICS_SCALE },
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{ x: 100, y: this.clientHeight * FolkPhysics.PHYSICS_SCALE },
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// Right wall: bottom to top
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{ x: this.clientWidth, y: this.clientHeight },
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{ x: this.clientWidth, y: -1000 },
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{ x: this.clientWidth * FolkPhysics.PHYSICS_SCALE, y: this.clientHeight * FolkPhysics.PHYSICS_SCALE },
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{ x: this.clientWidth * FolkPhysics.PHYSICS_SCALE, y: -100 },
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// Ceiling: right to left
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{ x: 1000, y: 0 },
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{ x: -1000, y: 0 },
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{ x: 100, y: 0 },
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{ x: -100, y: 0 },
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// Left wall: top to bottom
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{ x: 0, y: -1000 },
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{ x: 0, y: this.clientHeight },
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{ x: 0, y: -100 },
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{ x: 0, y: this.clientHeight * FolkPhysics.PHYSICS_SCALE },
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];
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const indices = [
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