physics use private class fields
This commit is contained in:
parent
d0567e6d2c
commit
cca4e6969b
|
|
@ -9,55 +9,55 @@ await init();
|
|||
export class FolkPhysics extends FolkBaseSet {
|
||||
static override tagName = 'folk-physics';
|
||||
|
||||
private static PHYSICS_SCALE = 0.1;
|
||||
static #PHYSICS_SCALE = 0.1;
|
||||
|
||||
private world?: RAPIER.World;
|
||||
private bodies: Map<FolkShape, RAPIER.RigidBody> = new Map();
|
||||
private elementToRect: Map<FolkShape, DOMRectTransform> = new Map();
|
||||
private animationFrameId?: number;
|
||||
private lastTimestamp?: number;
|
||||
private integrator = TransformIntegrator.register('physics');
|
||||
#world?: RAPIER.World;
|
||||
#bodies: Map<FolkShape, RAPIER.RigidBody> = new Map();
|
||||
#elementToRect: Map<FolkShape, DOMRectTransform> = new Map();
|
||||
#animationFrameId?: number;
|
||||
#lastTimestamp?: number;
|
||||
#integrator = TransformIntegrator.register('physics');
|
||||
|
||||
connectedCallback() {
|
||||
super.connectedCallback();
|
||||
|
||||
this.world = new RAPIER.World({
|
||||
this.#world = new RAPIER.World({
|
||||
x: 0.0,
|
||||
y: 5,
|
||||
});
|
||||
|
||||
this.createContainer();
|
||||
this.#createContainer();
|
||||
|
||||
this.startSimulation();
|
||||
this.#startSimulation();
|
||||
}
|
||||
|
||||
disconnectedCallback() {
|
||||
super.disconnectedCallback();
|
||||
|
||||
if (this.animationFrameId) {
|
||||
cancelAnimationFrame(this.animationFrameId);
|
||||
if (this.#animationFrameId) {
|
||||
cancelAnimationFrame(this.#animationFrameId);
|
||||
}
|
||||
|
||||
// Cleanup physics resources
|
||||
this.bodies.clear();
|
||||
this.elementToRect.clear();
|
||||
this.world?.free();
|
||||
this.#bodies.clear();
|
||||
this.#elementToRect.clear();
|
||||
this.#world?.free();
|
||||
}
|
||||
|
||||
override update(changedProperties: PropertyValues<this>) {
|
||||
super.update(changedProperties);
|
||||
|
||||
if (!this.world || this.sourcesMap.size !== this.sourceElements.size) return;
|
||||
if (!this.#world || this.sourcesMap.size !== this.sourceElements.size) return;
|
||||
|
||||
this.updatePhysicsBodies();
|
||||
this.#updatePhysicsBodies();
|
||||
}
|
||||
|
||||
private updatePhysicsBodies() {
|
||||
#updatePhysicsBodies() {
|
||||
// Remove bodies for elements that no longer exist
|
||||
for (const [element, body] of this.bodies) {
|
||||
for (const [element, body] of this.#bodies) {
|
||||
if (!this.sourceElements.has(element)) {
|
||||
this.world!.removeRigidBody(body);
|
||||
this.bodies.delete(element);
|
||||
this.#world!.removeRigidBody(body);
|
||||
this.#bodies.delete(element);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -67,39 +67,39 @@ export class FolkPhysics extends FolkBaseSet {
|
|||
const rect = this.sourcesMap.get(element);
|
||||
if (!(rect instanceof DOMRectTransform)) continue;
|
||||
|
||||
if (!this.bodies.has(element)) {
|
||||
if (!this.#bodies.has(element)) {
|
||||
// Create new rigid body matching the element's position
|
||||
const bodyDesc = RAPIER.RigidBodyDesc.dynamic()
|
||||
.setTranslation(
|
||||
(rect.x + rect.width / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
(rect.y + rect.height / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
(rect.x + rect.width / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
(rect.y + rect.height / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
)
|
||||
.setRotation(rect.rotation);
|
||||
|
||||
const body = this.world!.createRigidBody(bodyDesc);
|
||||
const body = this.#world!.createRigidBody(bodyDesc);
|
||||
|
||||
// Scale down the collider size
|
||||
const colliderDesc = RAPIER.ColliderDesc.cuboid(
|
||||
(rect.width / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
(rect.height / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
(rect.width / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
(rect.height / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
).setTranslation(0, 0);
|
||||
|
||||
this.world!.createCollider(colliderDesc, body);
|
||||
this.bodies.set(element, body);
|
||||
this.#world!.createCollider(colliderDesc, body);
|
||||
this.#bodies.set(element, body);
|
||||
|
||||
// Set element's rotation origin to top-left
|
||||
rect.transformOrigin = { x: 0, y: 0 };
|
||||
}
|
||||
|
||||
// Update existing body
|
||||
const body = this.bodies.get(element)!;
|
||||
const body = this.#bodies.get(element)!;
|
||||
|
||||
if (element === document.activeElement) {
|
||||
body.setBodyType(RAPIER.RigidBodyType.KinematicPositionBased, true);
|
||||
body.setTranslation(
|
||||
{
|
||||
x: (rect.x + rect.width / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
y: (rect.y + rect.height / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
x: (rect.x + rect.width / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
y: (rect.y + rect.height / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
},
|
||||
true,
|
||||
);
|
||||
|
|
@ -108,33 +108,33 @@ export class FolkPhysics extends FolkBaseSet {
|
|||
// Update collider size when switching back to dynamic
|
||||
const collider = body.collider(0);
|
||||
if (collider) {
|
||||
this.world!.removeCollider(collider, true);
|
||||
this.#world!.removeCollider(collider, true);
|
||||
const newColliderDesc = RAPIER.ColliderDesc.cuboid(
|
||||
(rect.width / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
(rect.height / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
(rect.width / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
(rect.height / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
).setTranslation(0, 0);
|
||||
this.world!.createCollider(newColliderDesc, body);
|
||||
this.#world!.createCollider(newColliderDesc, body);
|
||||
}
|
||||
body.setBodyType(RAPIER.RigidBodyType.Dynamic, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private startSimulation() {
|
||||
#startSimulation() {
|
||||
const step = async (timestamp: number) => {
|
||||
if (!this.lastTimestamp) {
|
||||
this.lastTimestamp = timestamp;
|
||||
if (!this.#lastTimestamp) {
|
||||
this.#lastTimestamp = timestamp;
|
||||
}
|
||||
|
||||
if (this.world) {
|
||||
this.world.step();
|
||||
if (this.#world) {
|
||||
this.#world.step();
|
||||
|
||||
// Yield physics effects
|
||||
for (const [shape, body] of this.bodies) {
|
||||
for (const [shape, body] of this.#bodies) {
|
||||
const position = body.translation();
|
||||
this.integrator.yield(shape, {
|
||||
x: position.x / FolkPhysics.PHYSICS_SCALE - shape.width / 2,
|
||||
y: position.y / FolkPhysics.PHYSICS_SCALE - shape.height / 2,
|
||||
this.#integrator.yield(shape, {
|
||||
x: position.x / FolkPhysics.#PHYSICS_SCALE - shape.width / 2,
|
||||
y: position.y / FolkPhysics.#PHYSICS_SCALE - shape.height / 2,
|
||||
rotation: body.rotation(),
|
||||
width: shape.width,
|
||||
height: shape.height,
|
||||
|
|
@ -142,14 +142,14 @@ export class FolkPhysics extends FolkBaseSet {
|
|||
}
|
||||
|
||||
// Get integrated results and update physics state
|
||||
const results = await this.integrator.integrate();
|
||||
const results = await this.#integrator.integrate();
|
||||
for (const [shape, result] of results) {
|
||||
const body = this.bodies.get(shape);
|
||||
const body = this.#bodies.get(shape);
|
||||
if (body) {
|
||||
body.setTranslation(
|
||||
{
|
||||
x: (result.x + result.width / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
y: (result.y + result.height / 2) * FolkPhysics.PHYSICS_SCALE,
|
||||
x: (result.x + result.width / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
y: (result.y + result.height / 2) * FolkPhysics.#PHYSICS_SCALE,
|
||||
},
|
||||
true,
|
||||
);
|
||||
|
|
@ -158,33 +158,33 @@ export class FolkPhysics extends FolkBaseSet {
|
|||
}
|
||||
}
|
||||
|
||||
this.animationFrameId = requestAnimationFrame(step);
|
||||
this.#animationFrameId = requestAnimationFrame(step);
|
||||
};
|
||||
|
||||
this.animationFrameId = requestAnimationFrame(step);
|
||||
this.#animationFrameId = requestAnimationFrame(step);
|
||||
}
|
||||
|
||||
private createContainer() {
|
||||
if (!this.world) return;
|
||||
#createContainer() {
|
||||
if (!this.#world) return;
|
||||
|
||||
// Create a single rigid body for the container
|
||||
const containerDesc = RAPIER.RigidBodyDesc.fixed();
|
||||
const container = this.world.createRigidBody(containerDesc);
|
||||
const container = this.#world.createRigidBody(containerDesc);
|
||||
|
||||
// Scale down the container walls
|
||||
const vertices = [
|
||||
// Floor: left to right
|
||||
{ x: -100, y: this.clientHeight * FolkPhysics.PHYSICS_SCALE },
|
||||
{ x: 100, y: this.clientHeight * FolkPhysics.PHYSICS_SCALE },
|
||||
{ x: -100, y: this.clientHeight * FolkPhysics.#PHYSICS_SCALE },
|
||||
{ x: 100, y: this.clientHeight * FolkPhysics.#PHYSICS_SCALE },
|
||||
// Right wall: bottom to top
|
||||
{ x: this.clientWidth * FolkPhysics.PHYSICS_SCALE, y: this.clientHeight * FolkPhysics.PHYSICS_SCALE },
|
||||
{ x: this.clientWidth * FolkPhysics.PHYSICS_SCALE, y: -100 },
|
||||
{ x: this.clientWidth * FolkPhysics.#PHYSICS_SCALE, y: this.clientHeight * FolkPhysics.#PHYSICS_SCALE },
|
||||
{ x: this.clientWidth * FolkPhysics.#PHYSICS_SCALE, y: -100 },
|
||||
// Ceiling: right to left
|
||||
{ x: 100, y: 0 },
|
||||
{ x: -100, y: 0 },
|
||||
// Left wall: top to bottom
|
||||
{ x: 0, y: -100 },
|
||||
{ x: 0, y: this.clientHeight * FolkPhysics.PHYSICS_SCALE },
|
||||
{ x: 0, y: this.clientHeight * FolkPhysics.#PHYSICS_SCALE },
|
||||
];
|
||||
|
||||
const indices = [
|
||||
|
|
@ -201,6 +201,6 @@ export class FolkPhysics extends FolkBaseSet {
|
|||
const vertexArray = new Float32Array(vertices.flatMap((v) => [v.x, v.y]));
|
||||
const indexArray = new Uint32Array(indices);
|
||||
|
||||
this.world.createCollider(RAPIER.ColliderDesc.polyline(vertexArray, indexArray), container);
|
||||
this.#world.createCollider(RAPIER.ColliderDesc.polyline(vertexArray, indexArray), container);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue