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import { System } from '@serpentity/serpentity';
import { Body, Vector } from 'matter-js';
const internals = {
kForce: 0.0001
};
import PhysicalWithExternalForceNode from '../nodes/physical_with_external_force';
/**
* Applies physica from external forces (eg. controls) to the physics body
*
* @extends {external:Serpentity.System}
* @class ApplyForceSystem
* @param {object} config a configuration object to extend.
*/
export default class ApplyForceSystem extends System {
constructor(config = {}) {
super();
/**
* The node collection of entities that have external force
*
* @property {external:Serpentity.NodeCollection} physicalEntities
* @instance
* @memberof ApplyForceSystem
*/
this.physicalEntities = null;
}
/**
* Initializes system when added. Requests physics nodes
*
* @function added
* @memberof ApplyForceSystem
* @instance
* @param {external:Serpentity.Engine} engine the serpentity engine to
* which we are getting added
*/
added(engine) {
this.physicalEntities = engine.getNodes(PhysicalWithExternalForceNode);
}
/**
* Clears system resources when removed.
*
* @function removed
* @instance
* @memberof ApplyForceSystem
*/
removed() {
this.physicalEntities = null;
}
/**
* Runs on every update of the loop. Updates the body based on the force
* component
*
* @function update
* @instance
* @param {Number} currentFrameDuration the duration of the current
* frame
* @memberof ApplyForceSystem
*/
update(currentFrameDuration) {
for (const physicalEntity of this.physicalEntities) {
const body = physicalEntity.body.body;
const force = physicalEntity.force;
const forceVector = Vector.create(force.x * internals.kForce, force.y * internals.kForce);
// Store the last angle and apply force on non-zero forces
if (force.x || force.y) {
force.lastAngle = Math.atan2(force.y, force.x);
Body.applyForce(body,
{
x: body.position.x,
y: body.position.y
},
forceVector
);
}
// Reset the force
force.x = 0;
force.y = 0;
}
}
}
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