blob: a0425bb4b81609125431a15fae0f5927a7eebe27 [file] [log] [blame]
part of flutter_sprites;
typedef void PhysicsJointBreakCallback(PhysicsJoint joint);
abstract class PhysicsJoint {
PhysicsJoint(this._bodyA, this._bodyB, this.breakingForce, this.breakCallback) {
bodyA._joints.add(this);
bodyB._joints.add(this);
}
PhysicsBody _bodyA;
PhysicsBody get bodyA => _bodyA;
PhysicsBody _bodyB;
PhysicsBody get bodyB => _bodyB;
final double breakingForce;
final PhysicsJointBreakCallback breakCallback;
bool _active = true;
box2d.Joint _joint;
PhysicsWorld _physicsNode;
void _completeCreation() {
if (bodyA._attached && bodyB._attached) {
_attach(bodyA._physicsNode);
}
}
void _attach(PhysicsWorld physicsNode) {
if (_joint == null) {
_physicsNode = physicsNode;
_joint = _createB2Joint(physicsNode);
_physicsNode._joints.add(this);
}
}
void _detach() {
if (_joint != null && _active) {
_physicsNode.b2World.destroyJoint(_joint);
_joint = null;
_physicsNode._joints.remove(this);
}
_active = false;
}
box2d.Joint _createB2Joint(PhysicsWorld physicsNode);
void destroy() {
_detach();
}
void _checkBreakingForce(double dt) {
if (breakingForce == null) return;
if (_joint != null && _active) {
Vector2 reactionForce = new Vector2.zero();
_joint.getReactionForce(1.0 / dt, reactionForce);
if (breakingForce * breakingForce < reactionForce.length2) {
// Destroy the joint
destroy();
// Notify any observer
if (breakCallback != null)
breakCallback(this);
}
}
}
}
class PhysicsJointRevolute extends PhysicsJoint {
PhysicsJointRevolute(
PhysicsBody bodyA,
PhysicsBody bodyB,
this._worldAnchor, {
this.lowerAngle: 0.0,
this.upperAngle: 0.0,
this.enableLimit: false,
PhysicsJointBreakCallback breakCallback,
double breakingForce
}) : super(bodyA, bodyB, breakingForce, breakCallback) {
_completeCreation();
}
final Point _worldAnchor;
final double lowerAngle;
final double upperAngle;
final bool enableLimit;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
// Create Joint Definition
Vector2 vecAnchor = new Vector2(
_worldAnchor.x / physicsNode.b2WorldToNodeConversionFactor,
_worldAnchor.y / physicsNode.b2WorldToNodeConversionFactor
);
box2d.RevoluteJointDef b2Def = new box2d.RevoluteJointDef();
b2Def.initialize(bodyA._body, bodyB._body, vecAnchor);
b2Def.enableLimit = enableLimit;
b2Def.lowerAngle = lowerAngle;
b2Def.upperAngle = upperAngle;
// Create joint
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointPrismatic extends PhysicsJoint {
PhysicsJointPrismatic(
PhysicsBody bodyA,
PhysicsBody bodyB,
this.axis, {
double breakingForce,
PhysicsJointBreakCallback breakCallback
}
) : super(bodyA, bodyB, breakingForce, breakCallback) {
_completeCreation();
}
Offset axis;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
box2d.PrismaticJointDef b2Def = new box2d.PrismaticJointDef();
b2Def.initialize(bodyA._body, bodyB._body, bodyA._body.position, new Vector2(axis.dx, axis.dy));
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointWeld extends PhysicsJoint {
PhysicsJointWeld(
PhysicsBody bodyA,
PhysicsBody bodyB, {
double breakingForce,
PhysicsJointBreakCallback breakCallback,
this.dampening: 0.0,
this.frequency: 0.0
}
) : super(bodyA, bodyB, breakingForce, breakCallback) {
_completeCreation();
}
final double dampening;
final double frequency;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
box2d.WeldJointDef b2Def = new box2d.WeldJointDef();
Vector2 middle = new Vector2(
(bodyA._body.position.x + bodyB._body.position.x) / 2.0,
(bodyA._body.position.y + bodyB._body.position.y) / 2.0
);
b2Def.initialize(bodyA._body, bodyB._body, middle);
b2Def.dampingRatio = dampening;
b2Def.frequencyHz = frequency;
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointPulley extends PhysicsJoint {
PhysicsJointPulley(
PhysicsBody bodyA,
PhysicsBody bodyB,
this.groundAnchorA,
this.groundAnchorB,
this.anchorA,
this.anchorB,
this.ratio, {
double breakingForce,
PhysicsJointBreakCallback breakCallback
}
) : super(bodyA, bodyB, breakingForce, breakCallback) {
_completeCreation();
}
final Point groundAnchorA;
final Point groundAnchorB;
final Point anchorA;
final Point anchorB;
final double ratio;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
box2d.PulleyJointDef b2Def = new box2d.PulleyJointDef();
b2Def.initialize(
bodyA._body,
bodyB._body,
_convertPosToVec(groundAnchorA, physicsNode),
_convertPosToVec(groundAnchorB, physicsNode),
_convertPosToVec(anchorA, physicsNode),
_convertPosToVec(anchorB, physicsNode),
ratio
);
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointGear extends PhysicsJoint {
PhysicsJointGear(
PhysicsBody bodyA,
PhysicsBody bodyB, {
double breakingForce,
PhysicsJointBreakCallback breakCallback,
this.ratio: 0.0
}
) : super(bodyA, bodyB, breakingForce, breakCallback) {
_completeCreation();
}
final double ratio;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
box2d.GearJointDef b2Def = new box2d.GearJointDef();
b2Def.bodyA = bodyA._body;
b2Def.bodyB = bodyB._body;
b2Def.ratio = ratio;
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointDistance extends PhysicsJoint {
PhysicsJointDistance(
PhysicsBody bodyA,
PhysicsBody bodyB,
this.anchorA,
this.anchorB, {
double breakingForce,
PhysicsJointBreakCallback breakCallback,
this.length,
this.dampening: 0.0,
this.frequency: 0.0
}
) : super(bodyA, bodyB, breakingForce, breakCallback) {
_completeCreation();
}
final Point anchorA;
final Point anchorB;
final double length;
final double dampening;
final double frequency;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
box2d.DistanceJointDef b2Def = new box2d.DistanceJointDef();
b2Def.initialize(
bodyA._body,
bodyB._body,
_convertPosToVec(anchorA, physicsNode),
_convertPosToVec(anchorB, physicsNode)
);
b2Def.dampingRatio = dampening;
b2Def.frequencyHz = frequency;
if (length != null)
b2Def.length = length / physicsNode.b2WorldToNodeConversionFactor;
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointWheel extends PhysicsJoint {
PhysicsJointWheel(
PhysicsBody bodyA,
PhysicsBody bodyB,
this.anchor,
this.axis, {
double breakingForce,
PhysicsJointBreakCallback breakCallback,
this.dampening: 0.0,
this.frequency: 0.0
}
) : super(bodyA, bodyB, breakingForce, breakCallback) {
_completeCreation();
}
final Point anchor;
final Offset axis;
final double dampening;
final double frequency;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
box2d.WheelJointDef b2Def = new box2d.WheelJointDef();
b2Def.initialize(
bodyA._body,
bodyB._body,
_convertPosToVec(anchor, physicsNode),
new Vector2(axis.dx, axis.dy)
);
b2Def.dampingRatio = dampening;
b2Def.frequencyHz = frequency;
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointFriction extends PhysicsJoint {
PhysicsJointFriction(
PhysicsBody bodyA,
PhysicsBody bodyB,
this.anchor, {
double breakingForce,
PhysicsJointBreakCallback breakCallback,
this.maxForce: 0.0,
this.maxTorque: 0.0
}
) : super(bodyA, bodyB, breakingForce, breakCallback) {
_completeCreation();
}
final Point anchor;
final double maxForce;
final double maxTorque;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
box2d.FrictionJointDef b2Def = new box2d.FrictionJointDef();
b2Def.initialize(
bodyA._body,
bodyB._body,
_convertPosToVec(anchor, physicsNode)
);
b2Def.maxForce = maxForce / physicsNode.b2WorldToNodeConversionFactor;
b2Def.maxTorque = maxTorque / physicsNode.b2WorldToNodeConversionFactor;
return physicsNode.b2World.createJoint(b2Def);
}
}
class PhysicsJointConstantVolume extends PhysicsJoint {
PhysicsJointConstantVolume(
this.bodies, {
double breakingForce,
PhysicsJointBreakCallback breakCallback,
this.dampening,
this.frequency
}
) : super(null, null, breakingForce, breakCallback) {
assert(bodies.length > 2);
_bodyA = bodies[0];
_bodyB = bodies[1];
_completeCreation();
}
final List<PhysicsBody> bodies;
final double dampening;
final double frequency;
box2d.Joint _createB2Joint(PhysicsWorld physicsNode) {
box2d.ConstantVolumeJointDef b2Def = new box2d.ConstantVolumeJointDef();
for (PhysicsBody body in bodies) {
b2Def.addBody(body._body);
}
b2Def.dampingRatio = dampening;
b2Def.frequencyHz = frequency;
return physicsNode.b2World.createJoint(b2Def);
}
}
Vector2 _convertPosToVec(Point pt, PhysicsWorld physicsNode) {
return new Vector2(
pt.x / physicsNode.b2WorldToNodeConversionFactor,
pt.y / physicsNode.b2WorldToNodeConversionFactor
);
}