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Scene.js
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173 lines (150 loc) · 7.2 KB
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// Please carefully review the rules about academic integrity found in the academicIntegrity.md file found at the root of this project.
/**
* Base class for all scenes
*
* See https://docs.unity3d.com/ScriptReference/SceneManagement.Scene.html
*/
class Scene {
gameObjects = []
lastFrameMouseCollisions = []
lastFrameCollisions = [] // Two polygons overlapping
previousMouseDowns = []
instantiate(gameObject, position) {
this.gameObjects.push(gameObject)
gameObject.components[0].position = position
return gameObject
}
update() {
for (const gameObject of this.gameObjects) {
gameObject.broadcastMessage("fixedUpdate", [])
}
let thisFrameMouseCollisions = []
let collidables = this.gameObjects.filter(go => go.getComponent(Collider))
let rigidBodies = this.gameObjects.filter(go => go.getComponent(RigidBody))
if (Input.mousePosition) {
for (const collidable of collidables) {
if (Collisions.isCollisionPointGameObject(Input.mousePosition, collidable))
thisFrameMouseCollisions.push(collidable)
}
}
for (const collidable of thisFrameMouseCollisions) {
if (this.lastFrameMouseCollisions.includes(collidable))
collidable.broadcastMessage("onMouseOver")
else
collidable.broadcastMessage("onMouseEnter")
}
for (const collidable of this.lastFrameMouseCollisions) {
if (!thisFrameMouseCollisions.includes(collidable)) {
collidable.broadcastMessage("onMouseExit")
this.previousMouseDowns = this.previousMouseDowns.filter(go => go != collidable)
}
}
if (Input.mouseButtonsDownThisFrame.includes(0)) {
for (const collidable of thisFrameMouseCollisions) {
collidable.broadcastMessage("onMouseDown")
if (!this.previousMouseDowns.includes(collidable)) {
this.previousMouseDowns.push(collidable)
}
}
}
if (Input.mouseButtonsUpThisFrame.includes(0)) {
for (const collidable of thisFrameMouseCollisions) {
collidable.broadcastMessage("onMouseUp")
if (this.previousMouseDowns.includes(collidable)) {
collidable.broadcastMessage("onMouseUpAsButton")
}
}
this.previousMouseDowns = []
}
if (Input.mouseButtonsDown.includes(0) && Input.mousePositionDelta?.magnitude != 0) {
const union = [...new Set([...thisFrameMouseCollisions, ...this.lastFrameMouseCollisions])]
for (const collidable of union) {
collidable.broadcastMessage("onMouseDrag")
if (this.lastFrameMouseCollisions.includes(collidable) && !thisFrameMouseCollisions.includes(collidable)) {
thisFrameMouseCollisions.push(collidable)
}
}
}
this.lastFrameMouseCollisions = thisFrameMouseCollisions
//Collision Resolution and events
//Loop over every pair of colliders
//Check for collision
//Check if at least 1 is a rigidbody
const activeCollisions = []
const rigidBodyCollisions = []
for (let i = 0; i < collidables.length; i++) {
for (let j = i + 1; j < collidables.length; j++) {
const one = collidables[i]
const two = collidables[j]
if (!one.getComponent(RigidBody) && !two.getComponent(RigidBody))
continue
const result = Collisions.isCollisionGameObjectGameObject(one, two)
if (!result)
continue
const collision = one.id < two.id ? { one: one, two: two, result: result } : { one: two, two: one, result: result.times(-1) }
activeCollisions.push(collision)
}
}
for (const collision of activeCollisions) {
let type = "onTrigger"
if (!collision.one.getComponent(Collider).isTrigger && !collision.two.getComponent(Collider).isTrigger){
rigidBodyCollisions.push(collision)
type = "onCollision"
}
if (this.lastFrameCollisions.some(pair => pair.one == collision.one && pair.two == collision.two)) {
collision.one.broadcastMessage(type + "Stay", [collision.two, collision.result])
collision.two.broadcastMessage(type + "Stay", [collision.one, collision.result.times(-1)])
}
else {
collision.one.broadcastMessage(type + "Enter", [collision.two, collision.result])
collision.two.broadcastMessage(type + "Enter", [collision.one, collision.result.times(-1)])
}
}
for (const collision of this.lastFrameCollisions) {
let type = "onTrigger"
if (!collision.one.getComponent(Collider).isTrigger && !collision.two.getComponent(Collider).isTrigger)
type = "onCollision"
if (!activeCollisions.some(pair => pair.one == collision.one && pair.two == collision.two)) {
collision.one.broadcastMessage(type + "Exit", [collision.two])
collision.two.broadcastMessage(type + "Exit", [collision.one])
}
}
//Apply physics to prevent overlap
for (const rigidBody of rigidBodies) {
const myCollisions = rigidBodyCollisions.filter(c => c.one == rigidBody || c.two == rigidBody)
myCollisions.sort((a, b) => a.result.magnitude - b.result.magnitude)
for (const collision of myCollisions) {
const result = Collisions.isCollisionGameObjectGameObject(collision.one, collision.two)
if (!result) break
if (collision.one.getComponent(RigidBody) && collision.two.getComponent(RigidBody)) {
collision.one.transform.position = collision.one.transform.position.add(result.times(.5))
collision.two.transform.position = collision.two.transform.position.add(result.times(-.5))
}
else {
if (collision.one.getComponent(RigidBody)) {
collision.one.transform.position = collision.one.transform.position.add(result.times(1))
}
else {
collision.two.transform.position = collision.two.transform.position.add(result.times(-1))
}
}
}
}
this.lastFrameCollisions = activeCollisions
for (const gameObject of this.gameObjects) {
gameObject.update()
}
//Call destroy on game objects marked for destroy
this.gameObjects.filter(go => go.markForDestroy).forEach(go => go.broadcastMessage("onDestroy"))
//Destroy game objects
this.gameObjects = this.gameObjects.filter(go => !go.markForDestroy)
}
draw(ctx) {
for (const gameObject of this.gameObjects) {
gameObject.draw(ctx)
}
}
}
function instantiate(gameObject, position) {
return Engine.currentScene.instantiate(gameObject, position)
}