mirror of
https://github.com/logsol/chuck.js.git
synced 2026-05-11 10:37:34 +00:00
Restore RubeDoll functionality with Planck.js migration. Update RubeLoader to use Planck.js, fix import aliases, and enable RubeDoll spawning on player death.
This commit is contained in:
parent
da6e9a244b
commit
162a4ab82d
3 changed files with 135 additions and 232 deletions
271
app/Lib/Vendor/RubeLoader.js
vendored
271
app/Lib/Vendor/RubeLoader.js
vendored
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@ -5,114 +5,27 @@ define([
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/*
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List of what has been done here
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- enclose in require.js style class
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- added box2d var names
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- added planck var names
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- inversed y coordinates with body positions, polygon coordinates and in getVectorValue for joints
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- migrated from Box2D to Planck.js
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*/
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function (Box2D) {
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function (planck) {
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var b2Color = Box2D.Common.b2Color,
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b2internal = Box2D.Common.b2internal,
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b2Settings = Box2D.Common.b2Settings,
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b2CircleShape = Box2D.Collision.Shapes.b2CircleShape,
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b2EdgeChainDef = Box2D.Collision.Shapes.b2EdgeChainDef,
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b2EdgeShape = Box2D.Collision.Shapes.b2EdgeShape,
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b2MassData = Box2D.Collision.Shapes.b2MassData,
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b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape,
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b2Shape = Box2D.Collision.Shapes.b2Shape,
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b2Mat22 = Box2D.Common.Math.b2Mat22,
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b2Mat33 = Box2D.Common.Math.b2Mat33,
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b2Math = Box2D.Common.Math.b2Math,
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b2Sweep = Box2D.Common.Math.b2Sweep,
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b2Transform = Box2D.Common.Math.b2Transform,
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b2Vec2 = Box2D.Common.Math.b2Vec2,
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b2Vec3 = Box2D.Common.Math.b2Vec3,
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b2Body = Box2D.Dynamics.b2Body,
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b2BodyDef = Box2D.Dynamics.b2BodyDef,
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b2ContactFilter = Box2D.Dynamics.b2ContactFilter,
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b2ContactImpulse = Box2D.Dynamics.b2ContactImpulse,
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b2ContactListener = Box2D.Dynamics.b2ContactListener,
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b2ContactManager = Box2D.Dynamics.b2ContactManager,
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b2DebugDraw = Box2D.Dynamics.b2DebugDraw,
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b2DestructionListener = Box2D.Dynamics.b2DestructionListener,
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b2FilterData = Box2D.Dynamics.b2FilterData,
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b2Fixture = Box2D.Dynamics.b2Fixture,
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b2FixtureDef = Box2D.Dynamics.b2FixtureDef,
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b2Island = Box2D.Dynamics.b2Island,
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b2TimeStep = Box2D.Dynamics.b2TimeStep,
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b2World = Box2D.Dynamics.b2World,
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b2AABB = Box2D.Collision.b2AABB,
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b2Bound = Box2D.Collision.b2Bound,
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b2BoundValues = Box2D.Collision.b2BoundValues,
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b2Collision = Box2D.Collision.b2Collision,
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b2ContactID = Box2D.Collision.b2ContactID,
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b2ContactPoint = Box2D.Collision.b2ContactPoint,
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b2Distance = Box2D.Collision.b2Distance,
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b2DistanceInput = Box2D.Collision.b2DistanceInput,
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b2DistanceOutput = Box2D.Collision.b2DistanceOutput,
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b2DistanceProxy = Box2D.Collision.b2DistanceProxy,
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b2DynamicTree = Box2D.Collision.b2DynamicTree,
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b2DynamicTreeBroadPhase = Box2D.Collision.b2DynamicTreeBroadPhase,
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b2DynamicTreeNode = Box2D.Collision.b2DynamicTreeNode,
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b2DynamicTreePair = Box2D.Collision.b2DynamicTreePair,
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b2Manifold = Box2D.Collision.b2Manifold,
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b2ManifoldPoint = Box2D.Collision.b2ManifoldPoint,
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b2Point = Box2D.Collision.b2Point,
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b2RayCastInput = Box2D.Collision.b2RayCastInput,
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b2RayCastOutput = Box2D.Collision.b2RayCastOutput,
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b2Segment = Box2D.Collision.b2Segment,
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b2SeparationFunction = Box2D.Collision.b2SeparationFunction,
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b2Simplex = Box2D.Collision.b2Simplex,
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b2SimplexCache = Box2D.Collision.b2SimplexCache,
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b2SimplexVertex = Box2D.Collision.b2SimplexVertex,
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b2TimeOfImpact = Box2D.Collision.b2TimeOfImpact,
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b2TOIInput = Box2D.Collision.b2TOIInput,
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b2WorldManifold = Box2D.Collision.b2WorldManifold,
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ClipVertex = Box2D.Collision.ClipVertex,
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Features = Box2D.Collision.Features,
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IBroadPhase = Box2D.Collision.IBroadPhase;
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b2_dynamicBody = 'dynamic';
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b2ControllerEdge = Box2D.Dynamics.Controllers.b2ControllerEdge,
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IBroadPhase = Box2D.Collision.IBroadPhase,
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b2CircleContact = Box2D.Dynamics.Contacts.b2CircleContact,
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b2Contact = Box2D.Dynamics.Contacts.b2Contact,
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b2ContactConstraint = Box2D.Dynamics.Contacts.b2ContactConstraint,
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b2ContactConstraintPoint = Box2D.Dynamics.Contacts.b2ContactConstraintPoint,
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b2ContactEdge = Box2D.Dynamics.Contacts.b2ContactEdge,
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b2ContactFactory = Box2D.Dynamics.Contacts.b2ContactFactory,
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b2ContactRegister = Box2D.Dynamics.Contacts.b2ContactRegister,
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b2ContactResult = Box2D.Dynamics.Contacts.b2ContactResult,
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b2ContactSolver = Box2D.Dynamics.Contacts.b2ContactSolver,
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b2EdgeAndCircleContact = Box2D.Dynamics.Contacts.b2EdgeAndCircleContact,
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b2NullContact = Box2D.Dynamics.Contacts.b2NullContact,
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b2PolyAndCircleContact = Box2D.Dynamics.Contacts.b2PolyAndCircleContact,
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b2PolyAndEdgeContact = Box2D.Dynamics.Contacts.b2PolyAndEdgeContact,
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b2PolygonContact = Box2D.Dynamics.Contacts.b2PolygonContact,
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b2PositionSolverManifold = Box2D.Dynamics.Contacts.b2PositionSolverManifold,
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b2Controller = Box2D.Dynamics.Controllers.b2Controller,
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b2DistanceJoint = Box2D.Dynamics.Joints.b2DistanceJoint,
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b2DistanceJointDef = Box2D.Dynamics.Joints.b2DistanceJointDef,
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b2FrictionJoint = Box2D.Dynamics.Joints.b2FrictionJoint,
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b2FrictionJointDef = Box2D.Dynamics.Joints.b2FrictionJointDef,
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b2GearJoint = Box2D.Dynamics.Joints.b2GearJoint,
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b2GearJointDef = Box2D.Dynamics.Joints.b2GearJointDef,
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b2Jacobian = Box2D.Dynamics.Joints.b2Jacobian,
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b2Joint = Box2D.Dynamics.Joints.b2Joint,
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b2JointDef = Box2D.Dynamics.Joints.b2JointDef,
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b2JointEdge = Box2D.Dynamics.Joints.b2JointEdge,
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b2LineJoint = Box2D.Dynamics.Joints.b2LineJoint,
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b2LineJointDef = Box2D.Dynamics.Joints.b2LineJointDef,
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b2MouseJoint = Box2D.Dynamics.Joints.b2MouseJoint,
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b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef,
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b2PrismaticJoint = Box2D.Dynamics.Joints.b2PrismaticJoint,
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b2PrismaticJointDef = Box2D.Dynamics.Joints.b2PrismaticJointDef,
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b2PulleyJoint = Box2D.Dynamics.Joints.b2PulleyJoint,
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b2PulleyJointDef = Box2D.Dynamics.Joints.b2PulleyJointDef,
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b2RevoluteJoint = Box2D.Dynamics.Joints.b2RevoluteJoint,
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b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef,
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b2WeldJoint = Box2D.Dynamics.Joints.b2WeldJoint,
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b2WeldJointDef = Box2D.Dynamics.Joints.b2WeldJointDef;
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// Planck.js equivalents for Box2D classes
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var Vec2 = planck.Vec2,
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Body = planck.Body,
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Fixture = planck.Fixture,
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Circle = planck.Circle,
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Polygon = planck.Polygon,
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Edge = planck.Edge,
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Chain = planck.Chain,
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RevoluteJoint = planck.RevoluteJoint,
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DistanceJoint = planck.DistanceJoint,
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PrismaticJoint = planck.PrismaticJoint,
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FrictionJoint = planck.FrictionJoint,
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WeldJoint = planck.WeldJoint;
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function RubeLoader(json, world) {
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@ -136,28 +49,28 @@ function (Box2D) {
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return null;
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}
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var bd = new b2BodyDef();
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var bodyDef = {};
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if ( bodyJson.type == 2 )
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bd.type = b2_dynamicBody;
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bodyDef.type = 'dynamic';
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else if ( bodyJson.type == 1 )
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bd.type = b2_kinematicBody;
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bodyDef.type = 'kinematic';
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if ( bodyJson.hasOwnProperty('angle') )
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bd.angle = bodyJson.angle;
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bodyDef.angle = bodyJson.angle;
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if ( bodyJson.hasOwnProperty('angularVelocity') )
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bd.angularVelocity = bodyJson.angularVelocity;
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bodyDef.angularVelocity = bodyJson.angularVelocity;
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if ( bodyJson.hasOwnProperty('active') )
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bd.awake = bodyJson.active;
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bodyDef.awake = bodyJson.active;
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if ( bodyJson.hasOwnProperty('fixedRotation') )
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bd.fixedRotation = bodyJson.fixedRotation;
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bodyDef.fixedRotation = bodyJson.fixedRotation;
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if ( bodyJson.hasOwnProperty('linearVelocity') && bodyJson.linearVelocity instanceof Object )
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bd.linearVelocity.SetV( bodyJson.linearVelocity );
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bodyDef.linearVelocity = Vec2(bodyJson.linearVelocity.x, bodyJson.linearVelocity.y);
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if ( bodyJson.hasOwnProperty('position') && bodyJson.position instanceof Object )
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bd.position.SetV( this.getVectorValue(bodyJson.position) );
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bodyDef.position = this.getVectorValue(bodyJson.position);
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if ( bodyJson.hasOwnProperty('awake') )
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bd.awake = bodyJson.awake;
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bodyDef.awake = bodyJson.awake;
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else
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bd.awake = false;
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var body = world.CreateBody(bd);
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bodyDef.awake = false;
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var body = world.createBody(bodyDef);
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if ( bodyJson.hasOwnProperty('fixture') ) {
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for (k = 0; k < bodyJson['fixture'].length; k++) {
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var fixtureJson = bodyJson['fixture'][k];
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@ -174,55 +87,49 @@ function (Box2D) {
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RubeLoader.prototype.loadFixtureFromRUBE = function (body, fixtureJson) {
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//console.log(fixtureJson);
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var fd = new b2FixtureDef();
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if (fixtureJson.hasOwnProperty('friction'))
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fd.friction = fixtureJson.friction;
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if (fixtureJson.hasOwnProperty('density'))
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fd.density = fixtureJson.density;
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if (fixtureJson.hasOwnProperty('restitution'))
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fd.restitution = fixtureJson.restitution;
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if (fixtureJson.hasOwnProperty('sensor'))
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fd.isSensor = fixtureJson.sensor;
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var fixtureDef = {};
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if(fixtureJson.hasOwnProperty('friction'))
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fixtureDef.friction = fixtureJson.friction;
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if(fixtureJson.hasOwnProperty('density'))
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fixtureDef.density = fixtureJson.density;
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if(fixtureJson.hasOwnProperty('restitution'))
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fixtureDef.restitution = fixtureJson.restitution;
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if(fixtureJson.hasOwnProperty('sensor'))
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fixtureDef.isSensor = fixtureJson.sensor;
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if ( fixtureJson.hasOwnProperty('filter-categoryBits') )
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fd.filter.categoryBits = fixtureJson['filter-categoryBits'];
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fixtureDef.filterCategoryBits = fixtureJson['filter-categoryBits'];
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if ( fixtureJson.hasOwnProperty('filter-maskBits') )
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fd.filter.maskBits = fixtureJson['filter-maskBits'];
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fixtureDef.filterMaskBits = fixtureJson['filter-maskBits'];
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if ( fixtureJson.hasOwnProperty('filter-groupIndex') )
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fd.filter.groupIndex = fixtureJson['filter-groupIndex'];
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if (fixtureJson.hasOwnProperty('circle')) {
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fd.shape = new b2CircleShape();
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fd.shape.m_radius = fixtureJson.circle.radius;
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fixtureDef.filterGroupIndex = fixtureJson['filter-groupIndex'];
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if(fixtureJson.hasOwnProperty('circle')) {
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fixtureDef.shape = Circle(fixtureJson.circle.radius);
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if ( fixtureJson.circle.center )
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fd.shape.m_p.SetV(fixtureJson.circle.center);
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var fixture = body.createFixture(fd);
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if ( fixtureJson.name )
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fixtureDef.shape.m_center = Vec2(fixtureJson.circle.center.x, fixtureJson.circle.center.y);
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var fixture = body.createFixture(fixtureDef);
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if ( fixture && fixtureJson.name )
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fixture.name = fixtureJson.name;
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}
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else if (fixtureJson.hasOwnProperty('polygon')) {
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fd.shape = new b2PolygonShape();
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var verts = [];
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for (v = fixtureJson.polygon.vertices.x.length - 1; v >= 0 ; v--)
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verts.push( new b2Vec2( fixtureJson.polygon.vertices.x[v], -fixtureJson.polygon.vertices.y[v] ) );
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fd.shape.SetAsArray(verts, verts.length);
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var fixture = body.createFixture(fd);
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verts.push( Vec2( fixtureJson.polygon.vertices.x[v], -fixtureJson.polygon.vertices.y[v] ) );
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fixtureDef.shape = Polygon(verts);
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var fixture = body.createFixture(fixtureDef);
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if ( fixture && fixtureJson.name )
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fixture.name = fixtureJson.name;
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}
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else if (fixtureJson.hasOwnProperty('chain')) {
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fd.shape = new b2PolygonShape();
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var lastVertex = new b2Vec2();
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var verts = [];
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for (v = fixtureJson.chain.vertices.x.length - 1; v >= 0; v--) {
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var thisVertex = new b2Vec2( fixtureJson.chain.vertices.x[v], -fixtureJson.chain.vertices.y[v] );
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if ( v < fixtureJson.chain.vertices.x.length - 1 ) {
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fd.shape.SetAsEdge( lastVertex, thisVertex );
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var fixture = body.createFixture(fd);
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if ( fixtureJson.name )
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fixture.name = fixtureJson.name;
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}
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lastVertex = thisVertex;
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var thisVertex = Vec2( fixtureJson.chain.vertices.x[v], -fixtureJson.chain.vertices.y[v] );
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verts.push(thisVertex);
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}
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fixtureDef.shape = Chain(verts);
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var fixture = body.createFixture(fixtureDef);
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if ( fixtureJson.name )
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fixture.name = fixtureJson.name;
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}
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else {
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console.log("Could not find shape type for fixture");
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@ -231,17 +138,17 @@ function (Box2D) {
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RubeLoader.prototype.getVectorValue = function (val) {
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if ( val instanceof Object ) {
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return { x: val.x, y: val.y * -1 };
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return Vec2(val.x, val.y * -1);
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} else {
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return { x:0, y:0 };
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return Vec2(0, 0);
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}
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}
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RubeLoader.prototype.loadJointCommonProperties = function (jd, jointJson, loadedBodies) {
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jd.bodyA = loadedBodies[jointJson.bodyA];
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jd.bodyB = loadedBodies[jointJson.bodyB];
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jd.localAnchorA.SetV( this.getVectorValue(jointJson.anchorA) );
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jd.localAnchorB.SetV( this.getVectorValue(jointJson.anchorB) );
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jd.localAnchorA = this.getVectorValue(jointJson.anchorA);
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jd.localAnchorB = this.getVectorValue(jointJson.anchorB);
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if ( jointJson.collideConnected )
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jd.collideConnected = jointJson.collideConnected;
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}
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@ -263,7 +170,7 @@ function (Box2D) {
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var joint = null;
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if ( jointJson.type == "revolute" ) {
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var jd = new b2RevoluteJointDef();
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var jd = {};
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this.loadJointCommonProperties(jd, jointJson, loadedBodies);
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if ( jointJson.hasOwnProperty('refAngle') )
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jd.referenceAngle = jointJson.refAngle;
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@ -279,12 +186,12 @@ function (Box2D) {
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jd.enableLimit = jointJson.enableLimit;
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if ( jointJson.hasOwnProperty('enableMotor') )
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jd.enableMotor = jointJson.enableMotor;
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joint = world.CreateJoint(jd);
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joint = world.createJoint(RevoluteJoint(jd));
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}
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else if ( jointJson.type == "distance" || jointJson.type == "rope" ) {
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if ( jointJson.type == "rope" )
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console.log("Replacing unsupported rope joint with distance joint!");
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var jd = new b2DistanceJointDef();
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var jd = {};
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this.loadJointCommonProperties(jd, jointJson, loadedBodies);
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if ( jointJson.hasOwnProperty('length') )
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jd.length = jointJson.length;
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@ -292,13 +199,13 @@ function (Box2D) {
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jd.dampingRatio = jointJson.dampingRatio;
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if ( jointJson.hasOwnProperty('frequency') )
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jd.frequencyHz = jointJson.frequency;
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joint = world.CreateJoint(jd);
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joint = world.createJoint(DistanceJoint(jd));
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}
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else if ( jointJson.type == "prismatic" ) {
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var jd = new b2PrismaticJointDef();
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var jd = {};
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this.loadJointCommonProperties(jd, jointJson, loadedBodies);
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if ( jointJson.hasOwnProperty('localAxisA') )
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jd.localAxisA.SetV( this.getVectorValue(jointJson.localAxisA) );
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jd.localAxisA = this.getVectorValue(jointJson.localAxisA);
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if ( jointJson.hasOwnProperty('refAngle') )
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jd.referenceAngle = jointJson.refAngle;
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if ( jointJson.hasOwnProperty('enableLimit') )
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@ -313,44 +220,44 @@ function (Box2D) {
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jd.maxMotorForce = jointJson.maxMotorForce;
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if ( jointJson.hasOwnProperty('motorSpeed') )
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jd.motorSpeed = jointJson.motorSpeed;
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joint = world.CreateJoint(jd);
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joint = world.createJoint(PrismaticJoint(jd));
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}
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else if ( jointJson.type == "wheel" ) {
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//Make a fake wheel joint using a line joint and a distance joint.
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//Return the line joint because it has the linear motor controls.
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//Make a fake wheel joint using a distance joint and a prismatic joint.
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//Return the prismatic joint because it has the linear motor controls.
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//Use ApplyTorque on the bodies to spin the wheel...
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var jd = new b2DistanceJointDef();
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var jd = {};
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this.loadJointCommonProperties(jd, jointJson, loadedBodies);
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jd.length = 0.0;
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if ( jointJson.hasOwnProperty('springDampingRatio') )
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jd.dampingRatio = jointJson.springDampingRatio;
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if ( jointJson.hasOwnProperty('springFrequency') )
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jd.frequencyHz = jointJson.springFrequency;
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world.CreateJoint(jd);
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world.createJoint(DistanceJoint(jd));
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jd = new b2LineJointDef();
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jd = {};
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this.loadJointCommonProperties(jd, jointJson, loadedBodies);
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if ( jointJson.hasOwnProperty('localAxisA') )
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jd.localAxisA.SetV( this.getVectorValue(jointJson.localAxisA) );
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jd.localAxisA = this.getVectorValue(jointJson.localAxisA);
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joint = world.CreateJoint(jd);
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joint = world.createJoint(PrismaticJoint(jd));
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}
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else if ( jointJson.type == "friction" ) {
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var jd = new b2FrictionJointDef();
|
||||
var jd = {};
|
||||
this.loadJointCommonProperties(jd, jointJson, loadedBodies);
|
||||
if ( jointJson.hasOwnProperty('maxForce') )
|
||||
jd.maxForce = jointJson.maxForce;
|
||||
if ( jointJson.hasOwnProperty('maxTorque') )
|
||||
jd.maxTorque = jointJson.maxTorque;
|
||||
joint = world.CreateJoint(jd);
|
||||
joint = world.createJoint(FrictionJoint(jd));
|
||||
}
|
||||
else if ( jointJson.type == "weld" ) {
|
||||
var jd = new b2WeldJointDef();
|
||||
var jd = {};
|
||||
this.loadJointCommonProperties(jd, jointJson, loadedBodies);
|
||||
if ( jointJson.hasOwnProperty('referenceAngle') )
|
||||
jd.referenceAngle = jointJson.referenceAngle;
|
||||
joint = world.CreateJoint(jd);
|
||||
joint = world.createJoint(WeldJoint(jd));
|
||||
}
|
||||
else {
|
||||
console.log("Unsupported joint type: " + jointJson.type);
|
||||
|
|
@ -381,8 +288,7 @@ function (Box2D) {
|
|||
else
|
||||
image.body = null;
|
||||
|
||||
image.center = new b2Vec2();
|
||||
image.center.SetV( this.getVectorValue(imageJson.center) );
|
||||
image.center = this.getVectorValue(imageJson.center);
|
||||
|
||||
return image;
|
||||
}
|
||||
|
|
@ -434,10 +340,10 @@ function (Box2D) {
|
|||
|
||||
//create a world variable and return it if loading succeeds
|
||||
RubeLoader.prototype.loadWorldFromRUBE = function (worldJson) {
|
||||
var gravity = new b2Vec2(0,0);
|
||||
var gravity = Vec2(0,0);
|
||||
if ( worldJson.hasOwnProperty('gravity') && worldJson.gravity instanceof Object )
|
||||
gravity.SetV( worldJson.gravity );
|
||||
var world = new b2World( gravity );
|
||||
gravity = Vec2(worldJson.gravity.x, worldJson.gravity.y);
|
||||
var world = planck.World({ gravity: gravity });
|
||||
if ( ! this.loadSceneIntoWorld(worldJson, world) )
|
||||
return false;
|
||||
return world;
|
||||
|
|
@ -445,7 +351,8 @@ function (Box2D) {
|
|||
|
||||
RubeLoader.prototype.getNamedBodies = function (world, name) {
|
||||
var bodies = [];
|
||||
for (b = world.m_bodyList; b; b = b.m_next) {
|
||||
var bodyList = world.getBodyList();
|
||||
for (var b = bodyList; b; b = b.getNext()) {
|
||||
if ( b.name == name )
|
||||
bodies.push(b);
|
||||
}
|
||||
|
|
@ -454,8 +361,10 @@ function (Box2D) {
|
|||
|
||||
RubeLoader.prototype.getNamedFixtures = function (world, name) {
|
||||
var fixtures = [];
|
||||
for (b = world.m_bodyList; b; b = b.m_next) {
|
||||
for (f = b.m_fixtureList; f; f = f.m_next) {
|
||||
var bodyList = world.getBodyList();
|
||||
for (var b = bodyList; b; b = b.getNext()) {
|
||||
var fixtureList = b.getFixtureList();
|
||||
for (var f = fixtureList; f; f = f.getNext()) {
|
||||
if ( f.name == name )
|
||||
fixtures.push(f);
|
||||
}
|
||||
|
|
@ -465,7 +374,8 @@ function (Box2D) {
|
|||
|
||||
RubeLoader.prototype.getNamedJoints = function (world, name) {
|
||||
var joints = [];
|
||||
for (j = world.m_jointList; j; j = j.m_next) {
|
||||
var jointList = world.getJointList();
|
||||
for (var j = jointList; j; j = j.getNext()) {
|
||||
if ( j.name == name )
|
||||
joints.push(j);
|
||||
}
|
||||
|
|
@ -484,7 +394,8 @@ function (Box2D) {
|
|||
//custom properties
|
||||
RubeLoader.prototype.getBodiesByCustomProperty = function (world, propertyType, propertyName, valueToMatch) {
|
||||
var bodies = [];
|
||||
for (b = world.m_bodyList; b; b = b.m_next) {
|
||||
var bodyList = world.getBodyList();
|
||||
for (var b = bodyList; b; b = b.getNext()) {
|
||||
if ( ! b.hasOwnProperty('customProperties') )
|
||||
continue;
|
||||
for (var i = 0; i < b.customProperties.length; i++) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue