101 lines
3.3 KiB
TypeScript
101 lines
3.3 KiB
TypeScript
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import type {Testbed} from "../Testbed";
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type RAPIER_API = typeof import("@dimforge/rapier2d");
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export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
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let gravity = new RAPIER.Vector2(0.0, -9.81);
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let world = new RAPIER.World(gravity);
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// Create Ground.
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let bodyDesc = RAPIER.RigidBodyDesc.fixed();
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let body = world.createRigidBody(bodyDesc);
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let colliderDesc = RAPIER.ColliderDesc.cuboid(15.0, 0.1);
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world.createCollider(colliderDesc, body);
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// Dynamic cubes.
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let rad = 0.5;
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let num = 5;
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let i, j, k;
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let shift = rad * 2.5;
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let center = num * rad;
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let height = 5.0;
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for (i = 0; i < num; ++i) {
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for (k = i; k < num; ++k) {
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let x = (i * shift) / 2.0 + (k - i) * shift - center;
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let y = (i * shift) / 2.0 + height;
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// Create dynamic cube.
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let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
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let body = world.createRigidBody(bodyDesc);
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let colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad / 2.0);
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world.createCollider(colliderDesc, body);
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}
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}
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// Character.
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let characterDesc = RAPIER.RigidBodyDesc.dynamic()
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.setTranslation(-10.0, 4.0)
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.setGravityScale(10.0)
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.setSoftCcdPrediction(10.0);
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let character = world.createRigidBody(characterDesc);
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let characterColliderDesc = RAPIER.ColliderDesc.cuboid(0.6, 1.2);
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world.createCollider(characterColliderDesc, character);
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let pidController = world.createPidController(
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60.0,
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0.0,
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1.0,
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RAPIER.PidAxesMask.AllAng,
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);
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let speed = 0.2;
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let movementDirection = {x: 0.0, y: 0.0};
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let targetVelocity = {x: 0.0, y: 0.0};
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let targetRotation = 0.0;
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let updateCharacter = () => {
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if (movementDirection.x == 0.0 && movementDirection.y == 0.0) {
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// Only adjust the rotation, but let translation.
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pidController.setAxes(RAPIER.PidAxesMask.AllAng);
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} else if (movementDirection.y == 0.0) {
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// Don’t control the linear Y axis so the player can fall down due to gravity.
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pidController.setAxes(
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RAPIER.PidAxesMask.AllAng | RAPIER.PidAxesMask.LinX,
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);
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} else {
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pidController.setAxes(RAPIER.PidAxesMask.All);
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}
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let targetPoint = character.translation();
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targetPoint.x += movementDirection.x;
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targetPoint.y += movementDirection.y;
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pidController.applyLinearCorrection(
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character,
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targetPoint,
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targetVelocity,
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);
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pidController.applyAngularCorrection(character, 0.0, 0.0);
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};
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testbed.setWorld(world);
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testbed.setpreTimestepAction(updateCharacter);
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document.onkeydown = function (event: KeyboardEvent) {
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if (event.key == "ArrowLeft") movementDirection.x = -speed;
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if (event.key == "ArrowRight") movementDirection.x = speed;
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if (event.key == " ") movementDirection.y = speed;
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};
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document.onkeyup = function (event: KeyboardEvent) {
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if (event.key == "ArrowLeft") movementDirection.x = 0.0;
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if (event.key == "ArrowRight") movementDirection.x = 0.0;
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if (event.key == " ") movementDirection.y = 0.0;
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};
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testbed.lookAt({
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target: {x: 0.0, y: -1.0},
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zoom: 50.0,
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});
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}
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