folk-canvas/labs/folk-physics.ts

207 lines
6.4 KiB
TypeScript

import RAPIER, { init } from '@dimforge/rapier2d-compat';
import { DOMRectTransform, TransformIntegrator } from '@lib';
import { PropertyValues } from '@lit/reactive-element';
import { FolkBaseSet } from './folk-base-set.ts';
import { FolkShape } from './folk-shape';
await init();
export class FolkPhysics extends FolkBaseSet {
static override tagName = 'folk-physics';
static #PHYSICS_SCALE = 0.1;
#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({
x: 0.0,
y: 5,
});
this.#createContainer();
this.#startSimulation();
}
disconnectedCallback() {
super.disconnectedCallback();
if (this.#animationFrameId) {
cancelAnimationFrame(this.#animationFrameId);
}
// Cleanup physics resources
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;
this.#updatePhysicsBodies();
}
#updatePhysicsBodies() {
// Remove bodies for elements that no longer exist
for (const [element, body] of this.#bodies) {
if (!this.sourceElements.has(element)) {
this.#world!.removeRigidBody(body);
this.#bodies.delete(element);
}
}
// Create or update bodies for current elements
for (const element of this.sourceElements) {
if (!(element instanceof FolkShape)) continue;
const rect = this.sourcesMap.get(element);
if (!(rect instanceof DOMRectTransform)) continue;
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,
)
.setRotation(rect.rotation);
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,
).setTranslation(0, 0);
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)!;
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,
},
true,
);
body.setRotation(rect.rotation, true);
} else if (body.bodyType() === RAPIER.RigidBodyType.KinematicPositionBased) {
// Update collider size when switching back to dynamic
const collider = body.collider(0);
if (collider) {
this.#world!.removeCollider(collider, true);
const newColliderDesc = RAPIER.ColliderDesc.cuboid(
(rect.width / 2) * FolkPhysics.#PHYSICS_SCALE,
(rect.height / 2) * FolkPhysics.#PHYSICS_SCALE,
).setTranslation(0, 0);
this.#world!.createCollider(newColliderDesc, body);
}
body.setBodyType(RAPIER.RigidBodyType.Dynamic, true);
}
}
}
#startSimulation() {
const step = async (timestamp: number) => {
if (!this.#lastTimestamp) {
this.#lastTimestamp = timestamp;
}
if (this.#world) {
this.#world.step();
// Yield physics effects
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,
rotation: body.rotation(),
width: shape.width,
height: shape.height,
});
}
// Get integrated results and update physics state
const results = await this.#integrator.integrate();
for (const [shape, result] of results) {
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,
},
true,
);
body.setRotation(result.rotation, true);
}
}
}
this.#animationFrameId = requestAnimationFrame(step);
};
this.#animationFrameId = requestAnimationFrame(step);
}
#createContainer() {
if (!this.#world) return;
// Create a single rigid body for the container
const containerDesc = RAPIER.RigidBodyDesc.fixed();
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 },
// 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 },
// 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 },
];
const indices = [
0,
1, // Floor
2,
3, // Right wall
4,
5, // Ceiling
6,
7, // Left wall
];
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);
}
}