Major progress on Planck.js migration - server starts without crashing

This commit is contained in:
Karl Pannek 2025-07-16 13:28:21 +02:00
parent 74957807e2
commit 875abd60d9
7 changed files with 64 additions and 54 deletions

View file

@ -1,20 +1,18 @@
define([
"Game/Config/Settings",
"Lib/Vendor/Box2D",
"Lib/Vendor/Planck",
"Game/" + GLOBALS.context + "/Collision/Detector",
"Lib/Utilities/NotificationCenter"
],
function (Settings, Box2D, CollisionDetector, nc) {
function (Settings, planck, CollisionDetector, nc) {
"use strict";
function Engine () {
this.world = new Box2D.Dynamics.b2World(
new Box2D.Common.Math.b2Vec2(0, Settings.BOX2D_GRAVITY),
Settings.BOX2D_ALLOW_SLEEP
);
this.world.SetWarmStarting(true);
this.world = planck.World({
gravity: planck.Vec2(0, Settings.BOX2D_GRAVITY)
});
this.lastStep = Date.now();
this.worldQueue = [];
@ -26,7 +24,7 @@ function (Settings, Box2D, CollisionDetector, nc) {
Engine.prototype.setCollisionDetector = function () {
var detector = new CollisionDetector();
this.world.SetContactListener(detector.getListener());
this.world.on('begin-contact', detector.getListener());
}
Engine.prototype.getWorldForRubeLoader = function() {
@ -34,11 +32,11 @@ function (Settings, Box2D, CollisionDetector, nc) {
};
Engine.prototype.createBody = function (bodyDef) {
return this.world.CreateBody(bodyDef);
return this.world.createBody(bodyDef);
}
Engine.prototype.destroyBody = function (body) {
return this.world.DestroyBody(body);
return this.world.destroyBody(body);
}
Engine.prototype.addToWorldQueue = function(callback) {
@ -55,9 +53,9 @@ function (Settings, Box2D, CollisionDetector, nc) {
Engine.prototype.update = function () {
var stepLength = (Date.now() - this.lastStep) / 1000;
this.world.Step(stepLength, Settings.BOX2D_VELOCITY_ITERATIONS, Settings.BOX2D_POSITION_ITERATIONS);
this.world.step(stepLength, Settings.BOX2D_VELOCITY_ITERATIONS, Settings.BOX2D_POSITION_ITERATIONS);
this.lastStep = Date.now();
this.world.ClearForces();
this.world.clearForces();
this.processWorldQueue();
}