excalibur 0.28.3 → 0.28.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (482) hide show
  1. package/.gitattributes +63 -63
  2. package/CHANGELOG.md +2003 -1955
  3. package/LICENSE.md +25 -25
  4. package/README.md +134 -134
  5. package/STYLEGUIDE.md +136 -136
  6. package/build/dist/Actions/Action/ActionSequence.js +31 -0
  7. package/build/dist/Actions/Action/ActionSequence.js.map +1 -0
  8. package/build/dist/Actions/Action/Blink.js +54 -0
  9. package/build/dist/Actions/Action/Blink.js.map +1 -0
  10. package/build/dist/Actions/Action/CallMethod.js +21 -0
  11. package/build/dist/Actions/Action/CallMethod.js.map +1 -0
  12. package/build/dist/Actions/Action/Delay.js +26 -0
  13. package/build/dist/Actions/Action/Delay.js.map +1 -0
  14. package/build/dist/Actions/Action/Die.js +22 -0
  15. package/build/dist/Actions/Action/Die.js.map +1 -0
  16. package/build/dist/Actions/Action/EaseBy.js +70 -0
  17. package/build/dist/Actions/Action/EaseBy.js.map +1 -0
  18. package/build/dist/Actions/Action/EaseTo.js +69 -0
  19. package/build/dist/Actions/Action/EaseTo.js.map +1 -0
  20. package/build/dist/Actions/Action/Fade.js +48 -0
  21. package/build/dist/Actions/Action/Fade.js.map +1 -0
  22. package/build/dist/Actions/Action/Follow.js +56 -0
  23. package/build/dist/Actions/Action/Follow.js.map +1 -0
  24. package/build/dist/Actions/Action/Meet.js +54 -0
  25. package/build/dist/Actions/Action/Meet.js.map +1 -0
  26. package/build/dist/Actions/Action/MoveBy.js +48 -0
  27. package/build/dist/Actions/Action/MoveBy.js.map +1 -0
  28. package/build/dist/Actions/Action/MoveTo.js +41 -0
  29. package/build/dist/Actions/Action/MoveTo.js.map +1 -0
  30. package/build/dist/Actions/Action/ParallelActions.js +23 -0
  31. package/build/dist/Actions/Action/ParallelActions.js.map +1 -0
  32. package/build/dist/Actions/Action/Repeat.js +31 -0
  33. package/build/dist/Actions/Action/Repeat.js.map +1 -0
  34. package/build/dist/Actions/Action/RepeatForever.js +37 -0
  35. package/build/dist/Actions/Action/RepeatForever.js.map +1 -0
  36. package/build/dist/Actions/Action/RotateBy.js +95 -0
  37. package/build/dist/Actions/Action/RotateBy.js.map +1 -0
  38. package/build/dist/Actions/Action/RotateTo.js +91 -0
  39. package/build/dist/Actions/Action/RotateTo.js.map +1 -0
  40. package/build/dist/Actions/Action/ScaleBy.js +46 -0
  41. package/build/dist/Actions/Action/ScaleBy.js.map +1 -0
  42. package/build/dist/Actions/Action/ScaleTo.js +58 -0
  43. package/build/dist/Actions/Action/ScaleTo.js.map +1 -0
  44. package/build/dist/Actions/Action.js +2 -0
  45. package/build/dist/Actions/Action.js.map +1 -0
  46. package/build/dist/Actions/ActionContext.js +322 -0
  47. package/build/dist/Actions/ActionContext.js.map +1 -0
  48. package/build/dist/Actions/ActionQueue.js +87 -0
  49. package/build/dist/Actions/ActionQueue.js.map +1 -0
  50. package/build/dist/Actions/Actionable.js +2 -0
  51. package/build/dist/Actions/Actionable.js.map +1 -0
  52. package/build/dist/Actions/ActionsComponent.js +195 -0
  53. package/build/dist/Actions/ActionsComponent.js.map +1 -0
  54. package/build/dist/Actions/ActionsSystem.js +30 -0
  55. package/build/dist/Actions/ActionsSystem.js.map +1 -0
  56. package/build/dist/Actions/Index.js +26 -0
  57. package/build/dist/Actions/Index.js.map +1 -0
  58. package/build/dist/Actions/RotationType.js +27 -0
  59. package/build/dist/Actions/RotationType.js.map +1 -0
  60. package/build/dist/Actor.js +629 -0
  61. package/build/dist/Actor.js.map +1 -0
  62. package/build/dist/Camera.js +660 -0
  63. package/build/dist/Camera.js.map +1 -0
  64. package/build/dist/Collision/BoundingBox.js +415 -0
  65. package/build/dist/Collision/BoundingBox.js.map +1 -0
  66. package/build/dist/Collision/ColliderComponent.js +202 -0
  67. package/build/dist/Collision/ColliderComponent.js.map +1 -0
  68. package/build/dist/Collision/Colliders/CircleCollider.js +226 -0
  69. package/build/dist/Collision/Colliders/CircleCollider.js.map +1 -0
  70. package/build/dist/Collision/Colliders/ClosestLineJumpTable.js +211 -0
  71. package/build/dist/Collision/Colliders/ClosestLineJumpTable.js.map +1 -0
  72. package/build/dist/Collision/Colliders/Collider.js +32 -0
  73. package/build/dist/Collision/Colliders/Collider.js.map +1 -0
  74. package/build/dist/Collision/Colliders/CollisionJumpTable.js +300 -0
  75. package/build/dist/Collision/Colliders/CollisionJumpTable.js.map +1 -0
  76. package/build/dist/Collision/Colliders/EdgeCollider.js +229 -0
  77. package/build/dist/Collision/Colliders/EdgeCollider.js.map +1 -0
  78. package/build/dist/Collision/Colliders/PolygonCollider.js +556 -0
  79. package/build/dist/Collision/Colliders/PolygonCollider.js.map +1 -0
  80. package/build/dist/Collision/Colliders/SeparatingAxis.js +67 -0
  81. package/build/dist/Collision/Colliders/SeparatingAxis.js.map +1 -0
  82. package/build/dist/Collision/Colliders/Shape.js +99 -0
  83. package/build/dist/Collision/Colliders/Shape.js.map +1 -0
  84. package/build/dist/Collision/CollisionType.js +33 -0
  85. package/build/dist/Collision/CollisionType.js.map +1 -0
  86. package/build/dist/Collision/Detection/CollisionContact.js +51 -0
  87. package/build/dist/Collision/Detection/CollisionContact.js.map +1 -0
  88. package/build/dist/Collision/Detection/CollisionProcessor.js +2 -0
  89. package/build/dist/Collision/Detection/CollisionProcessor.js.map +1 -0
  90. package/build/dist/Collision/Detection/DynamicTree.js +442 -0
  91. package/build/dist/Collision/Detection/DynamicTree.js.map +1 -0
  92. package/build/dist/Collision/Detection/Pair.js +92 -0
  93. package/build/dist/Collision/Detection/Pair.js.map +1 -0
  94. package/build/dist/Collision/Detection/QuadTree.js +193 -0
  95. package/build/dist/Collision/Detection/QuadTree.js.map +1 -0
  96. package/build/dist/Collision/Group/CollisionGroup.js +3 -3
  97. package/build/dist/Collision/Integrator.js +25 -0
  98. package/build/dist/Collision/Integrator.js.map +1 -0
  99. package/build/dist/Collision/MotionSystem.js +35 -0
  100. package/build/dist/Collision/MotionSystem.js.map +1 -0
  101. package/build/dist/Collision/Physics.js +163 -0
  102. package/build/dist/Collision/Physics.js.map +1 -0
  103. package/build/dist/Collision/PhysicsWorld.js +10 -0
  104. package/build/dist/Collision/PhysicsWorld.js.map +1 -0
  105. package/build/dist/Collision/Side.js +51 -0
  106. package/build/dist/Collision/Side.js.map +1 -0
  107. package/build/dist/Collision/Solver/ArcadeSolver.js +154 -0
  108. package/build/dist/Collision/Solver/ArcadeSolver.js.map +1 -0
  109. package/build/dist/Collision/Solver/ContactConstraintPoint.js +87 -0
  110. package/build/dist/Collision/Solver/ContactConstraintPoint.js.map +1 -0
  111. package/build/dist/Collision/Solver/RealisticSolver.js +293 -0
  112. package/build/dist/Collision/Solver/RealisticSolver.js.map +1 -0
  113. package/build/dist/Collision/Solver/Solver.js +2 -0
  114. package/build/dist/Collision/Solver/Solver.js.map +1 -0
  115. package/build/dist/Color.js +417 -0
  116. package/build/dist/Color.js.map +1 -0
  117. package/build/dist/Configurable.js +32 -0
  118. package/build/dist/Configurable.js.map +1 -0
  119. package/build/dist/Debug/Debug.d.ts +11 -0
  120. package/build/dist/Debug/Debug.js +385 -0
  121. package/build/dist/Debug/Debug.js.map +1 -0
  122. package/build/dist/Debug/DebugFlags.js +40 -0
  123. package/build/dist/Debug/DebugFlags.js.map +1 -0
  124. package/build/dist/Debug/DebugSystem.js +263 -0
  125. package/build/dist/Debug/DebugSystem.js.map +1 -0
  126. package/build/dist/Debug/index.js +4 -0
  127. package/build/dist/Debug/index.js.map +1 -0
  128. package/build/dist/Deprecated.js +2 -0
  129. package/build/dist/Deprecated.js.map +1 -0
  130. package/build/dist/Engine.js +986 -0
  131. package/build/dist/Engine.js.map +1 -0
  132. package/build/dist/EntityComponentSystem/Component.js +65 -0
  133. package/build/dist/EntityComponentSystem/Component.js.map +1 -0
  134. package/build/dist/EntityComponentSystem/Components/MotionComponent.js +33 -0
  135. package/build/dist/EntityComponentSystem/Components/MotionComponent.js.map +1 -0
  136. package/build/dist/EntityComponentSystem/Components/TransformComponent.js +107 -0
  137. package/build/dist/EntityComponentSystem/Components/TransformComponent.js.map +1 -0
  138. package/build/dist/EntityComponentSystem/Entity.js +487 -0
  139. package/build/dist/EntityComponentSystem/Entity.js.map +1 -0
  140. package/build/dist/EntityComponentSystem/EntityManager.js +137 -0
  141. package/build/dist/EntityComponentSystem/EntityManager.js.map +1 -0
  142. package/build/dist/EntityComponentSystem/Query.js +90 -0
  143. package/build/dist/EntityComponentSystem/Query.js.map +1 -0
  144. package/build/dist/EntityComponentSystem/QueryManager.js +90 -0
  145. package/build/dist/EntityComponentSystem/QueryManager.js.map +1 -0
  146. package/build/dist/EntityComponentSystem/System.js +76 -0
  147. package/build/dist/EntityComponentSystem/System.js.map +1 -0
  148. package/build/dist/EntityComponentSystem/SystemManager.js +104 -0
  149. package/build/dist/EntityComponentSystem/SystemManager.js.map +1 -0
  150. package/build/dist/EntityComponentSystem/Util.js +5 -0
  151. package/build/dist/EntityComponentSystem/Util.js.map +1 -0
  152. package/build/dist/EntityComponentSystem/World.js +55 -0
  153. package/build/dist/EntityComponentSystem/World.js.map +1 -0
  154. package/build/dist/EntityComponentSystem/index.js +11 -0
  155. package/build/dist/EntityComponentSystem/index.js.map +1 -0
  156. package/build/dist/EventDispatcher.js +122 -0
  157. package/build/dist/EventDispatcher.js.map +1 -0
  158. package/build/dist/EventEmitter.js +86 -0
  159. package/build/dist/EventEmitter.js.map +1 -0
  160. package/build/dist/Events/ExEvent.js +12 -0
  161. package/build/dist/Events/ExEvent.js.map +1 -0
  162. package/build/dist/Events/MediaEvents.js +75 -0
  163. package/build/dist/Events/MediaEvents.js.map +1 -0
  164. package/build/dist/Events/PointerEvents.js +52 -0
  165. package/build/dist/Events/PointerEvents.js.map +1 -0
  166. package/build/dist/Events.js +473 -0
  167. package/build/dist/Events.js.map +1 -0
  168. package/build/dist/Flags.js +67 -0
  169. package/build/dist/Flags.js.map +1 -0
  170. package/build/dist/Graphics/Animation.js +344 -0
  171. package/build/dist/Graphics/Animation.js.map +1 -0
  172. package/build/dist/Graphics/Canvas.js +38 -0
  173. package/build/dist/Graphics/Canvas.js.map +1 -0
  174. package/build/dist/Graphics/Circle.js +48 -0
  175. package/build/dist/Graphics/Circle.js.map +1 -0
  176. package/build/dist/Graphics/Context/ExcaliburGraphicsContext.js +2 -0
  177. package/build/dist/Graphics/Context/ExcaliburGraphicsContext.js.map +1 -0
  178. package/build/dist/Graphics/Context/ExcaliburGraphicsContext2DCanvas.js +237 -0
  179. package/build/dist/Graphics/Context/ExcaliburGraphicsContext2DCanvas.js.map +1 -0
  180. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.d.ts +1 -0
  181. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.js +481 -0
  182. package/build/dist/Graphics/Context/ExcaliburGraphicsContextWebGL.js.map +1 -0
  183. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.frag.glsl +52 -52
  184. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.js +174 -0
  185. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.js.map +1 -0
  186. package/build/dist/Graphics/Context/circle-renderer/circle-renderer.vert.glsl +37 -37
  187. package/build/dist/Graphics/Context/debug-text.js +47 -0
  188. package/build/dist/Graphics/Context/debug-text.js.map +1 -0
  189. package/build/dist/Graphics/Context/draw-call.js +16 -0
  190. package/build/dist/Graphics/Context/draw-call.js.map +1 -0
  191. package/build/dist/Graphics/Context/image-renderer/image-renderer.frag.glsl +32 -32
  192. package/build/dist/Graphics/Context/image-renderer/image-renderer.js +246 -0
  193. package/build/dist/Graphics/Context/image-renderer/image-renderer.js.map +1 -0
  194. package/build/dist/Graphics/Context/image-renderer/image-renderer.vert.glsl +32 -32
  195. package/build/dist/Graphics/Context/line-renderer/line-fragment.glsl +10 -10
  196. package/build/dist/Graphics/Context/line-renderer/line-renderer.js +90 -0
  197. package/build/dist/Graphics/Context/line-renderer/line-renderer.js.map +1 -0
  198. package/build/dist/Graphics/Context/line-renderer/line-vertex.glsl +14 -14
  199. package/build/dist/Graphics/Context/material-renderer/material-renderer.js +23 -2
  200. package/build/dist/Graphics/Context/material-renderer/material-renderer.js.map +1 -1
  201. package/build/dist/Graphics/Context/material.d.ts +2 -0
  202. package/build/dist/Graphics/Context/material.js +72 -0
  203. package/build/dist/Graphics/Context/material.js.map +1 -0
  204. package/build/dist/Graphics/Context/point-renderer/point-fragment.glsl +19 -19
  205. package/build/dist/Graphics/Context/point-renderer/point-renderer.js +91 -0
  206. package/build/dist/Graphics/Context/point-renderer/point-renderer.js.map +1 -0
  207. package/build/dist/Graphics/Context/point-renderer/point-vertex.glsl +11 -11
  208. package/build/dist/Graphics/Context/quad-index-buffer.js +67 -0
  209. package/build/dist/Graphics/Context/quad-index-buffer.js.map +1 -0
  210. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.frag.glsl +85 -85
  211. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.js +305 -0
  212. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.js.map +1 -0
  213. package/build/dist/Graphics/Context/rectangle-renderer/rectangle-renderer.vert.glsl +42 -42
  214. package/build/dist/Graphics/Context/render-source.js +16 -0
  215. package/build/dist/Graphics/Context/render-source.js.map +1 -0
  216. package/build/dist/Graphics/Context/render-target.js +65 -0
  217. package/build/dist/Graphics/Context/render-target.js.map +1 -0
  218. package/build/dist/Graphics/Context/renderer.js +2 -0
  219. package/build/dist/Graphics/Context/renderer.js.map +1 -0
  220. package/build/dist/Graphics/Context/screen-pass-painter/screen-fragment.glsl +13 -13
  221. package/build/dist/Graphics/Context/screen-pass-painter/screen-pass-painter.js +56 -0
  222. package/build/dist/Graphics/Context/screen-pass-painter/screen-pass-painter.js.map +1 -0
  223. package/build/dist/Graphics/Context/screen-pass-painter/screen-vertex.glsl +11 -11
  224. package/build/dist/Graphics/Context/state-stack.js +37 -0
  225. package/build/dist/Graphics/Context/state-stack.js.map +1 -0
  226. package/build/dist/Graphics/Context/texture-loader.js +109 -0
  227. package/build/dist/Graphics/Context/texture-loader.js.map +1 -0
  228. package/build/dist/Graphics/Context/transform-stack.js +30 -0
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  230. package/build/dist/Graphics/Context/vertex-buffer.js +53 -0
  231. package/build/dist/Graphics/Context/vertex-buffer.js.map +1 -0
  232. package/build/dist/Graphics/Context/webgl-util.js +79 -0
  233. package/build/dist/Graphics/Context/webgl-util.js.map +1 -0
  234. package/build/dist/Graphics/DebugGraphicsComponent.d.ts +3 -2
  235. package/build/dist/Graphics/DebugGraphicsComponent.js +16 -0
  236. package/build/dist/Graphics/DebugGraphicsComponent.js.map +1 -0
  237. package/build/dist/Graphics/Filtering.js +17 -0
  238. package/build/dist/Graphics/Filtering.js.map +1 -0
  239. package/build/dist/Graphics/Font.js +148 -0
  240. package/build/dist/Graphics/Font.js.map +1 -0
  241. package/build/dist/Graphics/FontCache.d.ts +1 -0
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  244. package/build/dist/Graphics/FontCommon.js +109 -0
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  246. package/build/dist/Graphics/FontTextInstance.js +230 -0
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  248. package/build/dist/Graphics/Graphic.js +208 -0
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  250. package/build/dist/Graphics/GraphicsComponent.js +336 -0
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  252. package/build/dist/Graphics/GraphicsDiagnostics.js +9 -0
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  256. package/build/dist/Graphics/GraphicsSystem.js +210 -0
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  258. package/build/dist/Graphics/ImageSource.js +124 -0
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  260. package/build/dist/Graphics/Line.js +45 -0
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  262. package/build/dist/Graphics/OffscreenSystem.js +64 -0
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  264. package/build/dist/Graphics/ParallaxComponent.js +11 -0
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  266. package/build/dist/Graphics/Polygon.js +59 -0
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@@ -0,0 +1,92 @@
1
+ import { CollisionType } from '../CollisionType';
2
+ import { BodyComponent } from '../BodyComponent';
3
+ /**
4
+ * Models a potential collision between 2 colliders
5
+ */
6
+ export class Pair {
7
+ constructor(colliderA, colliderB) {
8
+ this.colliderA = colliderA;
9
+ this.colliderB = colliderB;
10
+ this.id = null;
11
+ this.id = Pair.calculatePairHash(colliderA.id, colliderB.id);
12
+ }
13
+ /**
14
+ * Returns whether a it is allowed for 2 colliders in a Pair to collide
15
+ * @param colliderA
16
+ * @param colliderB
17
+ */
18
+ static canCollide(colliderA, colliderB) {
19
+ var _a, _b;
20
+ const bodyA = (_a = colliderA === null || colliderA === void 0 ? void 0 : colliderA.owner) === null || _a === void 0 ? void 0 : _a.get(BodyComponent);
21
+ const bodyB = (_b = colliderB === null || colliderB === void 0 ? void 0 : colliderB.owner) === null || _b === void 0 ? void 0 : _b.get(BodyComponent);
22
+ // Prevent self collision
23
+ if (colliderA.id === colliderB.id) {
24
+ return false;
25
+ }
26
+ // Colliders with the same owner do not collide (composite colliders)
27
+ if (colliderA.owner &&
28
+ colliderB.owner &&
29
+ colliderA.owner.id === colliderB.owner.id) {
30
+ return false;
31
+ }
32
+ // if the pair has a member with zero dimension don't collide
33
+ if (colliderA.localBounds.hasZeroDimensions() || colliderB.localBounds.hasZeroDimensions()) {
34
+ return false;
35
+ }
36
+ // Body's needed for collision in the current state
37
+ // TODO can we collide without a body?
38
+ if (!bodyA || !bodyB) {
39
+ return false;
40
+ }
41
+ // If both are in the same collision group short circuit
42
+ if (!bodyA.group.canCollide(bodyB.group)) {
43
+ return false;
44
+ }
45
+ // if both are fixed short circuit
46
+ if (bodyA.collisionType === CollisionType.Fixed && bodyB.collisionType === CollisionType.Fixed) {
47
+ return false;
48
+ }
49
+ // if the either is prevent collision short circuit
50
+ if (bodyB.collisionType === CollisionType.PreventCollision || bodyA.collisionType === CollisionType.PreventCollision) {
51
+ return false;
52
+ }
53
+ // if either is dead short circuit
54
+ if (!bodyA.active || !bodyB.active) {
55
+ return false;
56
+ }
57
+ return true;
58
+ }
59
+ /**
60
+ * Returns whether or not it is possible for the pairs to collide
61
+ */
62
+ get canCollide() {
63
+ const colliderA = this.colliderA;
64
+ const colliderB = this.colliderB;
65
+ return Pair.canCollide(colliderA, colliderB);
66
+ }
67
+ /**
68
+ * Runs the collision intersection logic on the members of this pair
69
+ */
70
+ collide() {
71
+ return this.colliderA.collide(this.colliderB);
72
+ }
73
+ /**
74
+ * Check if the collider is part of the pair
75
+ * @param collider
76
+ */
77
+ hasCollider(collider) {
78
+ return collider === this.colliderA || collider === this.colliderB;
79
+ }
80
+ /**
81
+ * Calculates the unique pair hash id for this collision pair (owning id)
82
+ */
83
+ static calculatePairHash(idA, idB) {
84
+ if (idA.value < idB.value) {
85
+ return `#${idA.value}+${idB.value}`;
86
+ }
87
+ else {
88
+ return `#${idB.value}+${idA.value}`;
89
+ }
90
+ }
91
+ }
92
+ //# sourceMappingURL=Pair.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Pair.js","sourceRoot":"","sources":["../../../../src/engine/Collision/Detection/Pair.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AACjD,OAAO,EAAE,aAAa,EAAE,MAAM,kBAAkB,CAAC;AAIjD;;GAEG;AACH,MAAM,OAAO,IAAI;IAEf,YAAmB,SAAmB,EAAS,SAAmB;QAA/C,cAAS,GAAT,SAAS,CAAU;QAAS,cAAS,GAAT,SAAS,CAAU;QAD3D,OAAE,GAAW,IAAI,CAAC;QAEvB,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,iBAAiB,CAAC,SAAS,CAAC,EAAE,EAAE,SAAS,CAAC,EAAE,CAAC,CAAC;IAC/D,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,UAAU,CAAC,SAAmB,EAAE,SAAmB;;QAC/D,MAAM,KAAK,GAAG,MAAA,SAAS,aAAT,SAAS,uBAAT,SAAS,CAAE,KAAK,0CAAE,GAAG,CAAC,aAAa,CAAC,CAAC;QACnD,MAAM,KAAK,GAAG,MAAA,SAAS,aAAT,SAAS,uBAAT,SAAS,CAAE,KAAK,0CAAE,GAAG,CAAC,aAAa,CAAC,CAAC;QAEnD,yBAAyB;QACzB,IAAI,SAAS,CAAC,EAAE,KAAK,SAAS,CAAC,EAAE,EAAE,CAAC;YAClC,OAAO,KAAK,CAAC;QACf,CAAC;QAED,qEAAqE;QACrE,IAAI,SAAS,CAAC,KAAK;YACf,SAAS,CAAC,KAAK;YACf,SAAS,CAAC,KAAK,CAAC,EAAE,KAAK,SAAS,CAAC,KAAK,CAAC,EAAE,EAAE,CAAC;YAC9C,OAAO,KAAK,CAAC;QACf,CAAC;QAED,6DAA6D;QAC7D,IAAI,SAAS,CAAC,WAAW,CAAC,iBAAiB,EAAE,IAAI,SAAS,CAAC,WAAW,CAAC,iBAAiB,EAAE,EAAE,CAAC;YAC3F,OAAO,KAAK,CAAC;QACf,CAAC;QAED,mDAAmD;QACnD,sCAAsC;QACtC,IAAI,CAAC,KAAK,IAAI,CAAC,KAAK,EAAE,CAAC;YACrB,OAAO,KAAK,CAAC;QACf,CAAC;QAED,wDAAwD;QACxD,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,UAAU,CAAC,KAAK,CAAC,KAAK,CAAC,EAAE,CAAC;YACzC,OAAO,KAAK,CAAC;QACf,CAAC;QAED,kCAAkC;QAClC,IAAI,KAAK,CAAC,aAAa,KAAK,aAAa,CAAC,KAAK,IAAI,KAAK,CAAC,aAAa,KAAK,aAAa,CAAC,KAAK,EAAE,CAAC;YAC/F,OAAO,KAAK,CAAC;QACf,CAAC;QAED,mDAAmD;QACnD,IAAI,KAAK,CAAC,aAAa,KAAK,aAAa,CAAC,gBAAgB,IAAI,KAAK,CAAC,aAAa,KAAK,aAAa,CAAC,gBAAgB,EAAE,CAAC;YACrH,OAAO,KAAK,CAAC;QACf,CAAC;QAED,kCAAkC;QAClC,IAAI,CAAC,KAAK,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,MAAM,EAAE,CAAC;YACnC,OAAO,KAAK,CAAC;QACf,CAAC;QAED,OAAO,IAAI,CAAC;IACd,CAAC;IAED;;OAEG;IACH,IAAW,UAAU;QACnB,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACjC,MAAM,SAAS,GAAG,IAAI,CAAC,SAAS,CAAC;QACjC,OAAO,IAAI,CAAC,UAAU,CAAC,SAAS,EAAE,SAAS,CAAC,CAAC;IAC/C,CAAC;IAED;;OAEG;IACI,OAAO;QACZ,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;IAChD,CAAC;IAED;;;OAGG;IACI,WAAW,CAAC,QAAkB;QACnC,OAAO,QAAQ,KAAK,IAAI,CAAC,SAAS,IAAI,QAAQ,KAAK,IAAI,CAAC,SAAS,CAAC;IACpE,CAAC;IAED;;OAEG;IACI,MAAM,CAAC,iBAAiB,CAAC,GAAmB,EAAE,GAAmB;QACtE,IAAI,GAAG,CAAC,KAAK,GAAG,GAAG,CAAC,KAAK,EAAE,CAAC;YAC1B,OAAO,IAAI,GAAG,CAAC,KAAK,IAAI,GAAG,CAAC,KAAK,EAAE,CAAC;QACtC,CAAC;aAAM,CAAC;YACN,OAAO,IAAI,GAAG,CAAC,KAAK,IAAI,GAAG,CAAC,KAAK,EAAE,CAAC;QACtC,CAAC;IACH,CAAC;CACF"}
@@ -0,0 +1,193 @@
1
+ import { Color } from '../../Color';
2
+ import { BoundingBox } from '../BoundingBox';
3
+ /**
4
+ * QuadTree spatial data structure. Useful for quickly retrieving all objects that might
5
+ * be in a specific location.
6
+ */
7
+ export class QuadTree {
8
+ constructor(bounds, options) {
9
+ this.bounds = bounds;
10
+ this.options = options;
11
+ this._defaultOptions = {
12
+ maxDepth: 10,
13
+ capacity: 10,
14
+ level: 0
15
+ };
16
+ this.items = [];
17
+ this._isDivided = false;
18
+ this.topLeft = null;
19
+ this.topRight = null;
20
+ this.bottomLeft = null;
21
+ this.bottomRight = null;
22
+ this.options = { ...this._defaultOptions, ...options };
23
+ this.halfWidth = bounds.width / 2;
24
+ this.halfHeight = bounds.height / 2;
25
+ }
26
+ /**
27
+ * Splits the quad tree one level deeper
28
+ */
29
+ _split() {
30
+ this._isDivided = true;
31
+ const newLevelOptions = {
32
+ maxDepth: this.options.maxDepth,
33
+ capacity: this.options.capacity,
34
+ level: this.options.level + 1
35
+ };
36
+ this.topLeft = new QuadTree(new BoundingBox({
37
+ left: this.bounds.left,
38
+ top: this.bounds.top,
39
+ right: this.bounds.left + this.halfWidth,
40
+ bottom: this.bounds.top + this.halfHeight
41
+ }), newLevelOptions);
42
+ this.topRight = new QuadTree(new BoundingBox({
43
+ left: this.bounds.left + this.halfWidth,
44
+ top: this.bounds.top,
45
+ right: this.bounds.right,
46
+ bottom: this.bounds.top + this.halfHeight
47
+ }), newLevelOptions);
48
+ this.bottomLeft = new QuadTree(new BoundingBox({
49
+ left: this.bounds.left,
50
+ top: this.bounds.top + this.halfHeight,
51
+ right: this.bounds.left + this.halfWidth,
52
+ bottom: this.bounds.bottom
53
+ }), newLevelOptions);
54
+ this.bottomRight = new QuadTree(new BoundingBox({
55
+ left: this.bounds.left + this.halfWidth,
56
+ top: this.bounds.top + this.halfHeight,
57
+ right: this.bounds.right,
58
+ bottom: this.bounds.bottom
59
+ }), newLevelOptions);
60
+ }
61
+ _insertIntoSubNodes(item) {
62
+ var _a, _b, _c, _d;
63
+ if ((_a = this.topLeft) === null || _a === void 0 ? void 0 : _a.bounds.overlaps(item.bounds)) {
64
+ this.topLeft.insert(item);
65
+ }
66
+ if ((_b = this.topRight) === null || _b === void 0 ? void 0 : _b.bounds.overlaps(item.bounds)) {
67
+ this.topRight.insert(item);
68
+ }
69
+ if ((_c = this.bottomLeft) === null || _c === void 0 ? void 0 : _c.bounds.overlaps(item.bounds)) {
70
+ this.bottomLeft.insert(item);
71
+ }
72
+ if ((_d = this.bottomRight) === null || _d === void 0 ? void 0 : _d.bounds.overlaps(item.bounds)) {
73
+ this.bottomRight.insert(item);
74
+ }
75
+ }
76
+ /**
77
+ * Insert an item to be tracked in the QuadTree
78
+ * @param item
79
+ */
80
+ insert(item) {
81
+ // add to subnodes if it matches
82
+ if (this._isDivided) {
83
+ this._insertIntoSubNodes(item);
84
+ return;
85
+ }
86
+ // leaf case
87
+ this.items.push(item);
88
+ // capacity
89
+ if (this.items.length > this.options.capacity && this.options.level < this.options.maxDepth) {
90
+ if (!this._isDivided) {
91
+ this._split();
92
+ }
93
+ // divide this level's items into it's subnodes
94
+ for (const item of this.items) {
95
+ this._insertIntoSubNodes(item);
96
+ }
97
+ // clear this level
98
+ this.items.length = 0;
99
+ }
100
+ }
101
+ /**
102
+ * Remove a tracked item in the QuadTree
103
+ * @param item
104
+ */
105
+ remove(item) {
106
+ var _a, _b, _c, _d;
107
+ if (!this.bounds.overlaps(item.bounds)) {
108
+ return;
109
+ }
110
+ if (!this._isDivided) {
111
+ const index = this.items.indexOf(item);
112
+ if (index > -1) {
113
+ this.items.splice(index, 1);
114
+ }
115
+ return;
116
+ }
117
+ if ((_a = this.topLeft) === null || _a === void 0 ? void 0 : _a.bounds.overlaps(item.bounds)) {
118
+ this.topLeft.remove(item);
119
+ }
120
+ if ((_b = this.topRight) === null || _b === void 0 ? void 0 : _b.bounds.overlaps(item.bounds)) {
121
+ this.topRight.remove(item);
122
+ }
123
+ if ((_c = this.bottomLeft) === null || _c === void 0 ? void 0 : _c.bounds.overlaps(item.bounds)) {
124
+ this.bottomLeft.remove(item);
125
+ }
126
+ if ((_d = this.bottomRight) === null || _d === void 0 ? void 0 : _d.bounds.overlaps(item.bounds)) {
127
+ this.bottomRight.remove(item);
128
+ }
129
+ }
130
+ /**
131
+ * Query the structure for all objects that intersect the bounding box
132
+ * @param boundingBox
133
+ * @returns items
134
+ */
135
+ query(boundingBox) {
136
+ let results = this.items;
137
+ if (this._isDivided) {
138
+ if (this.topLeft.bounds.overlaps(boundingBox)) {
139
+ results = results.concat(this.topLeft.query(boundingBox));
140
+ }
141
+ if (this.topRight.bounds.overlaps(boundingBox)) {
142
+ results = results.concat(this.topRight.query(boundingBox));
143
+ }
144
+ if (this.bottomLeft.bounds.overlaps(boundingBox)) {
145
+ results = results.concat(this.bottomLeft.query(boundingBox));
146
+ }
147
+ if (this.bottomRight.bounds.overlaps(boundingBox)) {
148
+ results = results.concat(this.bottomRight.query(boundingBox));
149
+ }
150
+ }
151
+ results = results.filter((item, index) => {
152
+ return results.indexOf(item) >= index;
153
+ });
154
+ return results;
155
+ }
156
+ clear() {
157
+ this.items = [];
158
+ this._isDivided = false;
159
+ this.topLeft = null;
160
+ this.topRight = null;
161
+ this.bottomLeft = null;
162
+ this.bottomRight = null;
163
+ }
164
+ getAllItems() {
165
+ let results = this.items;
166
+ if (this._isDivided) {
167
+ results = results.concat(this.topLeft.getAllItems());
168
+ results = results.concat(this.topRight.getAllItems());
169
+ results = results.concat(this.bottomLeft.getAllItems());
170
+ results = results.concat(this.bottomRight.getAllItems());
171
+ }
172
+ results = results.filter((item, index) => {
173
+ return results.indexOf(item) >= index;
174
+ });
175
+ return results;
176
+ }
177
+ getTreeDepth() {
178
+ if (!this._isDivided) {
179
+ return 0;
180
+ }
181
+ return 1 + Math.max(this.topLeft.getTreeDepth(), this.topRight.getTreeDepth(), this.bottomLeft.getTreeDepth(), this.bottomRight.getTreeDepth());
182
+ }
183
+ debug(ctx) {
184
+ this.bounds.draw(ctx, Color.Yellow);
185
+ if (this._isDivided) {
186
+ this.topLeft.bounds.draw(ctx, Color.Yellow);
187
+ this.topRight.bounds.draw(ctx, Color.Yellow);
188
+ this.bottomLeft.bounds.draw(ctx, Color.Yellow);
189
+ this.bottomRight.bounds.draw(ctx, Color.Yellow);
190
+ }
191
+ }
192
+ }
193
+ //# sourceMappingURL=QuadTree.js.map
@@ -0,0 +1 @@
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+ 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@@ -114,9 +114,9 @@ export class CollisionGroup {
114
114
  return CollisionGroupManager.create(combinedName, combinedMask);
115
115
  }
116
116
  toString() {
117
- return `
118
- category: ${this.category.toString(2).padStart(32, '0')}
119
- mask: ${(this.mask >>> 0).toString(2).padStart(32, '0')}
117
+ return `
118
+ category: ${this.category.toString(2).padStart(32, '0')}
119
+ mask: ${(this.mask >>> 0).toString(2).padStart(32, '0')}
120
120
  `;
121
121
  }
122
122
  }
@@ -0,0 +1,25 @@
1
+ import { Vector } from '../Math/vector';
2
+ export class EulerIntegrator {
3
+ static integrate(transform, motion, totalAcc, elapsedMs) {
4
+ const seconds = elapsedMs / 1000;
5
+ // This code looks a little wild, but it's to avoid creating any new Vector instances
6
+ // integration is done in a tight loop so this is key to avoid GC'ing
7
+ motion.vel.addEqual(totalAcc.scale(seconds, EulerIntegrator._ACC));
8
+ transform.pos
9
+ .add(motion.vel.scale(seconds, EulerIntegrator._VEL), EulerIntegrator._POS)
10
+ .addEqual(totalAcc.scale(0.5 * seconds * seconds, EulerIntegrator._VEL_ACC));
11
+ motion.angularVelocity += motion.torque * (1.0 / motion.inertia) * seconds;
12
+ const rotation = transform.rotation + motion.angularVelocity * seconds;
13
+ transform.scale.add(motion.scaleFactor.scale(seconds, this._SCALE_FACTOR), EulerIntegrator._SCALE);
14
+ const tx = transform.get();
15
+ tx.setTransform(EulerIntegrator._POS, rotation, EulerIntegrator._SCALE);
16
+ }
17
+ }
18
+ // Scratch vectors to avoid allocation
19
+ EulerIntegrator._POS = new Vector(0, 0);
20
+ EulerIntegrator._SCALE = new Vector(1, 1);
21
+ EulerIntegrator._ACC = new Vector(0, 0);
22
+ EulerIntegrator._VEL = new Vector(0, 0);
23
+ EulerIntegrator._VEL_ACC = new Vector(0, 0);
24
+ EulerIntegrator._SCALE_FACTOR = new Vector(0, 0);
25
+ //# sourceMappingURL=Integrator.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,35 @@
1
+ import { MotionComponent } from '../EntityComponentSystem/Components/MotionComponent';
2
+ import { TransformComponent } from '../EntityComponentSystem/Components/TransformComponent';
3
+ import { System, SystemType } from '../EntityComponentSystem/System';
4
+ import { Physics } from './Physics';
5
+ import { BodyComponent } from './BodyComponent';
6
+ import { CollisionType } from './CollisionType';
7
+ import { EulerIntegrator } from './Integrator';
8
+ export class MotionSystem extends System {
9
+ constructor() {
10
+ super(...arguments);
11
+ this.types = ['ex.transform', 'ex.motion'];
12
+ this.systemType = SystemType.Update;
13
+ this.priority = -1;
14
+ }
15
+ update(entities, elapsedMs) {
16
+ let transform;
17
+ let motion;
18
+ for (let i = 0; i < entities.length; i++) {
19
+ transform = entities[i].get(TransformComponent);
20
+ motion = entities[i].get(MotionComponent);
21
+ const optionalBody = entities[i].get(BodyComponent);
22
+ if (optionalBody === null || optionalBody === void 0 ? void 0 : optionalBody.sleeping) {
23
+ continue;
24
+ }
25
+ const totalAcc = motion.acc.clone();
26
+ if ((optionalBody === null || optionalBody === void 0 ? void 0 : optionalBody.collisionType) === CollisionType.Active && (optionalBody === null || optionalBody === void 0 ? void 0 : optionalBody.useGravity)) {
27
+ totalAcc.addEqual(Physics.gravity);
28
+ }
29
+ optionalBody === null || optionalBody === void 0 ? void 0 : optionalBody.captureOldTransform();
30
+ // Update transform and motion based on Euler linear algebra
31
+ EulerIntegrator.integrate(transform, motion, totalAcc, elapsedMs);
32
+ }
33
+ }
34
+ }
35
+ //# sourceMappingURL=MotionSystem.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MotionSystem.js","sourceRoot":"","sources":["../../../src/engine/Collision/MotionSystem.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,eAAe,EAAE,MAAM,qDAAqD,CAAC;AACtF,OAAO,EAAE,kBAAkB,EAAE,MAAM,wDAAwD,CAAC;AAC5F,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,iCAAiC,CAAC;AACrE,OAAO,EAAE,OAAO,EAAE,MAAM,WAAW,CAAC;AACpC,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,eAAe,EAAE,MAAM,cAAc,CAAC;AAE/C,MAAM,OAAO,YAAa,SAAQ,MAA4C;IAA9E;;QACkB,UAAK,GAAG,CAAC,cAAc,EAAE,WAAW,CAAU,CAAC;QACxD,eAAU,GAAG,UAAU,CAAC,MAAM,CAAC;QAC/B,aAAQ,GAAG,CAAC,CAAC,CAAC;IAwBvB,CAAC;IAtBC,MAAM,CAAC,QAAkB,EAAE,SAAiB;QAC1C,IAAI,SAA6B,CAAC;QAClC,IAAI,MAAuB,CAAC;QAC5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE,CAAC;YACzC,SAAS,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,kBAAkB,CAAC,CAAC;YAChD,MAAM,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,eAAe,CAAC,CAAC;YAE1C,MAAM,YAAY,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,aAAa,CAAC,CAAC;YACpD,IAAI,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAE,QAAQ,EAAE,CAAC;gBAC3B,SAAS;YACX,CAAC;YAED,MAAM,QAAQ,GAAG,MAAM,CAAC,GAAG,CAAC,KAAK,EAAE,CAAC;YACpC,IAAI,CAAA,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAE,aAAa,MAAK,aAAa,CAAC,MAAM,KAAI,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAE,UAAU,CAAA,EAAE,CAAC;gBACrF,QAAQ,CAAC,QAAQ,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC;YACrC,CAAC;YACD,YAAY,aAAZ,YAAY,uBAAZ,YAAY,CAAE,mBAAmB,EAAE,CAAC;YAEpC,4DAA4D;YAC5D,eAAe,CAAC,SAAS,CAAC,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,SAAS,CAAC,CAAC;QACpE,CAAC;IACH,CAAC;CACF"}
@@ -0,0 +1,163 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Vector } from '../Math/vector';
8
+ import { obsolete } from '../Util/Decorators';
9
+ /**
10
+ * Possible collision resolution strategies
11
+ *
12
+ * The default is [[CollisionResolutionStrategy.Arcade]] which performs simple axis aligned arcade style physics. This is useful for things
13
+ * like platformers or top down games.
14
+ *
15
+ * More advanced rigid body physics are enabled by setting [[CollisionResolutionStrategy.Realistic]] which allows for complicated
16
+ * simulated physical interactions.
17
+ */
18
+ export var CollisionResolutionStrategy;
19
+ (function (CollisionResolutionStrategy) {
20
+ CollisionResolutionStrategy["Arcade"] = "arcade";
21
+ CollisionResolutionStrategy["Realistic"] = "realistic";
22
+ })(CollisionResolutionStrategy || (CollisionResolutionStrategy = {}));
23
+ /**
24
+ * Possible broadphase collision pair identification strategies
25
+ *
26
+ * The default strategy is [[BroadphaseStrategy.DynamicAABBTree]] which uses a binary tree of axis-aligned bounding boxes to identify
27
+ * potential collision pairs which is O(nlog(n)) faster.
28
+ */
29
+ export var BroadphaseStrategy;
30
+ (function (BroadphaseStrategy) {
31
+ BroadphaseStrategy[BroadphaseStrategy["DynamicAABBTree"] = 0] = "DynamicAABBTree";
32
+ })(BroadphaseStrategy || (BroadphaseStrategy = {}));
33
+ /**
34
+ * Possible numerical integrators for position and velocity
35
+ */
36
+ export var Integrator;
37
+ (function (Integrator) {
38
+ Integrator[Integrator["Euler"] = 0] = "Euler";
39
+ })(Integrator || (Integrator = {}));
40
+ /**
41
+ * The [[Physics]] object is the global configuration object for all Excalibur physics.
42
+ */
43
+ /* istanbul ignore next */
44
+ export class Physics {
45
+ static get gravity() {
46
+ return Physics.acc;
47
+ }
48
+ static set gravity(v) {
49
+ Physics.acc = v;
50
+ }
51
+ /**
52
+ * Configures Excalibur to use "arcade" physics. Arcade physics which performs simple axis aligned arcade style physics.
53
+ */
54
+ static useArcadePhysics() {
55
+ Physics.collisionResolutionStrategy = CollisionResolutionStrategy.Arcade;
56
+ }
57
+ /**
58
+ * Configures Excalibur to use rigid body physics. Rigid body physics allows for complicated
59
+ * simulated physical interactions.
60
+ */
61
+ static useRealisticPhysics() {
62
+ Physics.collisionResolutionStrategy = CollisionResolutionStrategy.Realistic;
63
+ }
64
+ static get dynamicTreeVelocityMultiplyer() {
65
+ return Physics.dynamicTreeVelocityMultiplier;
66
+ }
67
+ static set dynamicTreeVelocityMultiplyer(value) {
68
+ Physics.dynamicTreeVelocityMultiplier = value;
69
+ }
70
+ }
71
+ /**
72
+ * Global acceleration that is applied to all vanilla actors that have a [[CollisionType.Active|active]] collision type.
73
+ * Global acceleration won't effect [[Label|labels]], [[ScreenElement|ui actors]], or [[Trigger|triggers]] in Excalibur.
74
+ *
75
+ * This is a great way to globally simulate effects like gravity.
76
+ */
77
+ Physics.acc = new Vector(0, 0);
78
+ /**
79
+ * Globally switches all Excalibur physics behavior on or off.
80
+ */
81
+ Physics.enabled = true;
82
+ /**
83
+ * Gets or sets the broadphase pair identification strategy.
84
+ *
85
+ * The default strategy is [[BroadphaseStrategy.DynamicAABBTree]] which uses a binary tree of axis-aligned bounding boxes to identify
86
+ * potential collision pairs which is O(nlog(n)) faster.
87
+ */
88
+ Physics.broadphaseStrategy = BroadphaseStrategy.DynamicAABBTree;
89
+ /**
90
+ * Gets or sets the global collision resolution strategy (narrowphase).
91
+ *
92
+ * The default is [[CollisionResolutionStrategy.Arcade]] which performs simple axis aligned arcade style physics.
93
+ *
94
+ * More advanced rigid body physics are enabled by setting [[CollisionResolutionStrategy.Realistic]] which allows for complicated
95
+ * simulated physical interactions.
96
+ */
97
+ Physics.collisionResolutionStrategy = CollisionResolutionStrategy.Arcade;
98
+ /**
99
+ * The default mass to use if none is specified
100
+ */
101
+ Physics.defaultMass = 10;
102
+ /**
103
+ * Gets or sets the position and velocity positional integrator, currently only Euler is supported.
104
+ */
105
+ Physics.integrator = Integrator.Euler;
106
+ /**
107
+ * Factor to add to the RigidBody BoundingBox, bounding box (dimensions += vel * dynamicTreeVelocityMultiplier);
108
+ */
109
+ Physics.dynamicTreeVelocityMultiplier = 2;
110
+ /**
111
+ * Pad RigidBody BoundingBox by a constant amount
112
+ */
113
+ Physics.boundsPadding = 5;
114
+ /**
115
+ * Number of position iterations (overlap) to run in the solver
116
+ */
117
+ Physics.positionIterations = 3;
118
+ /**
119
+ * Number of velocity iteration (response) to run in the solver
120
+ */
121
+ Physics.velocityIterations = 8;
122
+ /**
123
+ * Amount of overlap to tolerate in pixels
124
+ */
125
+ Physics.slop = 1;
126
+ /**
127
+ * Amount of positional overlap correction to apply each position iteration of the solver
128
+ * O - meaning no correction, 1 - meaning correct all overlap
129
+ */
130
+ Physics.steeringFactor = 0.2;
131
+ /**
132
+ * Warm start set to true re-uses impulses from previous frames back in the solver
133
+ */
134
+ Physics.warmStart = true;
135
+ /**
136
+ * By default bodies do not sleep
137
+ */
138
+ Physics.bodiesCanSleepByDefault = false;
139
+ /**
140
+ * Surface epsilon is used to help deal with surface penetration
141
+ */
142
+ Physics.surfaceEpsilon = 0.1;
143
+ Physics.sleepEpsilon = 0.07;
144
+ Physics.wakeThreshold = Physics.sleepEpsilon * 3;
145
+ Physics.sleepBias = 0.9;
146
+ /**
147
+ * Enable fast moving body checking, this enables checking for collision pairs via raycast for fast moving objects to prevent
148
+ * bodies from tunneling through one another.
149
+ */
150
+ Physics.checkForFastBodies = true;
151
+ /**
152
+ * Disable minimum fast moving body raycast, by default if ex.Physics.checkForFastBodies = true Excalibur will only check if the
153
+ * body is moving at least half of its minimum dimension in an update. If ex.Physics.disableMinimumSpeedForFastBody is set to true,
154
+ * Excalibur will always perform the fast body raycast regardless of speed.
155
+ */
156
+ Physics.disableMinimumSpeedForFastBody = false;
157
+ __decorate([
158
+ obsolete({
159
+ message: 'Alias for incorrect spelling used in older versions, will be removed in v0.25.0',
160
+ alternateMethod: 'dynamicTreeVelocityMultiplier'
161
+ })
162
+ ], Physics, "dynamicTreeVelocityMultiplyer", null);
163
+ //# sourceMappingURL=Physics.js.map
@@ -0,0 +1 @@
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@@ -0,0 +1,10 @@
1
+ import { DynamicTreeCollisionProcessor } from './Index';
2
+ export class PhysicsWorld {
3
+ constructor() {
4
+ this.collisionProcessor = new DynamicTreeCollisionProcessor();
5
+ }
6
+ rayCast(ray, options) {
7
+ return this.collisionProcessor.rayCast(ray, options);
8
+ }
9
+ }
10
+ //# sourceMappingURL=PhysicsWorld.js.map
@@ -0,0 +1 @@
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