207 lines
6.4 KiB
TypeScript
207 lines
6.4 KiB
TypeScript
import RAPIER, { init } from '@dimforge/rapier2d-compat';
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import { DOMRectTransform, TransformIntegrator } from '@lib';
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import { PropertyValues } from '@lit/reactive-element';
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import { FolkBaseSet } from './folk-base-set.ts';
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import { FolkShape } from './folk-shape';
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await init();
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export class FolkPhysics extends FolkBaseSet {
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static override tagName = 'folk-physics';
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static #PHYSICS_SCALE = 0.1;
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#world?: RAPIER.World;
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#bodies: Map<FolkShape, RAPIER.RigidBody> = new Map();
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#elementToRect: Map<FolkShape, DOMRectTransform> = new Map();
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#animationFrameId?: number;
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#lastTimestamp?: number;
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#integrator = TransformIntegrator.register('physics');
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connectedCallback() {
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super.connectedCallback();
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this.#world = new RAPIER.World({
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x: 0.0,
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y: 5,
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});
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this.#createContainer();
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this.#startSimulation();
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}
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disconnectedCallback() {
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super.disconnectedCallback();
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if (this.#animationFrameId) {
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cancelAnimationFrame(this.#animationFrameId);
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}
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// Cleanup physics resources
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this.#bodies.clear();
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this.#elementToRect.clear();
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this.#world?.free();
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}
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override update(changedProperties: PropertyValues<this>) {
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super.update(changedProperties);
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if (!this.#world || this.sourcesMap.size !== this.sourceElements.size) return;
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this.#updatePhysicsBodies();
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}
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#updatePhysicsBodies() {
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// Remove bodies for elements that no longer exist
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for (const [element, body] of this.#bodies) {
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if (!this.sourceElements.has(element)) {
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this.#world!.removeRigidBody(body);
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this.#bodies.delete(element);
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}
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}
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// Create or update bodies for current elements
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for (const element of this.sourceElements) {
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if (!(element instanceof FolkShape)) continue;
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const rect = this.sourcesMap.get(element);
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if (!(rect instanceof DOMRectTransform)) continue;
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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(
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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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// 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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// Set element's rotation origin to top-left
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rect.transformOrigin = { x: 0, y: 0 };
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}
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// Update existing body
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const body = this.#bodies.get(element)!;
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if (element === document.activeElement) {
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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) * 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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body.setRotation(rect.rotation, true);
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} else if (body.bodyType() === RAPIER.RigidBodyType.KinematicPositionBased) {
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// Update collider size when switching back to dynamic
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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(
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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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}
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}
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}
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#startSimulation() {
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const step = async (timestamp: number) => {
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if (!this.#lastTimestamp) {
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this.#lastTimestamp = timestamp;
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}
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if (this.#world) {
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this.#world.step();
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// Yield physics effects
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for (const [shape, body] of this.#bodies) {
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const position = body.translation();
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this.#integrator.yield(shape, {
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x: position.x / FolkPhysics.#PHYSICS_SCALE - shape.width / 2,
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y: position.y / FolkPhysics.#PHYSICS_SCALE - shape.height / 2,
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rotation: body.rotation(),
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width: shape.width,
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height: shape.height,
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});
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}
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// Get integrated results and update physics state
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const results = await this.#integrator.integrate();
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for (const [shape, result] of results) {
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const body = this.#bodies.get(shape);
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if (body) {
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body.setTranslation(
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{
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x: (result.x + result.width / 2) * FolkPhysics.#PHYSICS_SCALE,
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y: (result.y + result.height / 2) * FolkPhysics.#PHYSICS_SCALE,
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},
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true,
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);
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body.setRotation(result.rotation, true);
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}
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}
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}
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this.#animationFrameId = requestAnimationFrame(step);
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};
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this.#animationFrameId = requestAnimationFrame(step);
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}
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#createContainer() {
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if (!this.#world) return;
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// Create a single rigid body for the container
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const containerDesc = RAPIER.RigidBodyDesc.fixed();
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const container = this.#world.createRigidBody(containerDesc);
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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: -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 * 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: 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: -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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0,
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1, // Floor
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2,
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3, // Right wall
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4,
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5, // Ceiling
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6,
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7, // Left wall
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];
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const vertexArray = new Float32Array(vertices.flatMap((v) => [v.x, v.y]));
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const indexArray = new Uint32Array(indices);
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this.#world.createCollider(RAPIER.ColliderDesc.polyline(vertexArray, indexArray), container);
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}
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}
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