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+import { System } from '@serpentity/serpentity';
+import { Engine, World } from 'matter-js';
+
+import PhysicalNode from '../nodes/physical';
+
+const internals = {
+ kNoEngine: 'No matter js physics engine found. Make sure you set the `engine` key in the config object when initializing.'
+};
+
+/**
+ * Adds and removes objects to the physics world and calls update
+ *
+ * @extends {external:Serpentity.System}
+ * @class PhysicsWorldControlSystem
+ * @param {object} config a configuration object to extend.
+ */
+export default class PhysicsWorldControlSystem extends System {
+
+ constructor(config = {}) {
+
+ super();
+
+ /**
+ * The node collection of physics entities
+ *
+ * @property {external:Serpentity.NodeCollection} physicalEntities
+ * @instance
+ * @memberof PhysicsWorldControlSystem
+ */
+ this.physicalEntities = null;
+
+ /**
+ * The matter-js engine we will use to process physics
+ *
+ * @property {external:MatterJs.Engine} engine
+ * @instance
+ * @memberof PhysicsWorldControlSystem
+ */
+ this.engine = config.engine;
+
+ if (!this.engine) {
+ throw new Error(internals.kNoEngine);
+ }
+ }
+
+ /**
+ * Initializes system when added. Requests physics nodes and
+ * attaches to event listeners to add / remove them to pixi stage
+ *
+ * @function added
+ * @memberof PhysicsWorldControlSystem
+ * @instance
+ * @param {external:Serpentity.Engine} engine the serpentity engine to
+ * which we are getting added
+ */
+ added(engine) {
+
+ this.physicalEntities = engine.getNodes(PhysicalNode);
+ this.physicalEntities.on('nodeAdded', (event) => {
+
+ World.add(this.engine.world, [event.node.body.body]);
+ });
+ this.physicalEntities.on('nodeRemoved', (event) => {
+
+ World.remove(this.engine.world, [event.node.body.body]);
+ });
+ }
+
+ /**
+ * Clears system resources when removed.
+ *
+ * @function removed
+ * @instance
+ * @memberof PhysicsWorldControlSystem
+ */
+ removed() {
+
+ this.physicalEntities.removeAllListeners('nodeAdded');
+ this.physicalEntities.removeAllListeners('nodeRemoved');
+ this.physicalEntities = null;
+ }
+
+ /**
+ * Runs on every update of the loop. Updates the physics
+ *
+ * @function update
+ * @instance
+ * @param {Number} currentFrameDuration the duration of the current
+ * frame
+ * @memberof PhysicsWorldControlSystem
+ */
+ update(currentFrameDuration) {
+
+ Engine.run(this.engine);
+ }
+};
+
+