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| 1 | +## Data Driver |
| 2 | + |
| 3 | +When developing a game or an application you often need a data-model to represent your game state and objects. A physics engine is useful for simulating the physical movements and interactions between objects, however it is not always the best tool for representing your game data-model. In addition, a physics engine has very complex internal state, which would add unnecessarily complexity to your game if physics engine internal state is directly combined with the game data-model. |
| 4 | + |
| 5 | +This is where the DataDriver comes in. A DataDriver translates your game data-model to physics engine objects, while keeping the two separate. This allows you to create a simple and clean game data-model, while still benefiting from the physics engine. |
| 6 | + |
| 7 | +Planck's DataDriver class is inspired by D3, and reactive-programming in general. Given two arrays of objects, and a key-function, it find the elements that are added or removed from the array, and calls the corresponding callback functions to map them to physics simulation. |
| 8 | + |
| 9 | +Another benefit of using a DataDriver is that you can simply use your game data-model to persist or transfer game state and objects, without serializing the physics engine state. |
| 10 | + |
| 11 | +Here is a simple example of how to use the DataDriver: |
| 12 | + |
| 13 | +```javascript |
| 14 | +const world = new World(); |
| 15 | + |
| 16 | +// create a driver, with key and callback functions |
| 17 | +const driver = new DataDriver({ |
| 18 | + key: function(d) { |
| 19 | + return d.id; |
| 20 | + }, |
| 21 | + create: function(d) { |
| 22 | + const body = world.createBody({ |
| 23 | + type: "dynamic", |
| 24 | + angle: d.angle, |
| 25 | + userData: d |
| 26 | + }); |
| 27 | + body.createFixture({ |
| 28 | + shape: new Circle(), |
| 29 | + density: 1.0 |
| 30 | + }); |
| 31 | + return body; |
| 32 | + }, |
| 33 | + update: function(d, body) { |
| 34 | + body.setAngle(d.angle); |
| 35 | + }, |
| 36 | + destroy: function(d) { |
| 37 | + world.destroyBody(d); |
| 38 | + } |
| 39 | +}); |
| 40 | + |
| 41 | +// this will create blue and red bodies |
| 42 | +driver.data([ |
| 43 | + { id: "player-blue", type: "player", angle: 0.12 * Math.PI }, |
| 44 | + { id: "player-red", type: "player", angle: 0.53 * Math.PI } |
| 45 | +]); |
| 46 | + |
| 47 | +// this will remove red, update blue, and create yellow |
| 48 | +driver.data([ |
| 49 | + { id: "player-red", type: "player", angle: 0.58 * Math.PI }, |
| 50 | + { id: "player-yellow", type: "player", angle: 0.72 * Math.PI }, |
| 51 | +]); |
| 52 | +``` |
| 53 | + |
| 54 | +DataDriver is used in multiple demo games in the Planck.js repository, please see the /example directory for more information. |
| 55 | + |
| 56 | +DataDriver was introduced in Planck v1.3. |
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