2016-11-20 19:41:57 -05:00
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var Example = Example || {};
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2015-08-25 14:12:52 -04:00
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2016-11-20 19:41:57 -05:00
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Example.bridge = function() {
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var Engine = Matter.Engine,
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Render = Matter.Render,
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Runner = Matter.Runner,
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2015-08-25 14:12:52 -04:00
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Body = Matter.Body,
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2016-11-20 19:41:57 -05:00
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Composite = Matter.Composite,
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2015-08-25 14:12:52 -04:00
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Composites = Matter.Composites,
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Common = Matter.Common,
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2016-11-20 19:41:57 -05:00
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Constraint = Matter.Constraint,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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width: Math.min(document.body.clientWidth, 1024),
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height: Math.min(document.body.clientHeight, 1024),
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showAngleIndicator: true
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}
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});
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Render.run(render);
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// create runner
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var runner = Runner.create();
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Runner.run(runner, engine);
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// add bodies
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var group = Body.nextGroup(true);
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var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y) {
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return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
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});
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Composites.chain(bridge, 0.5, 0, -0.5, 0, { stiffness: 0.9 });
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var stack = Composites.stack(200, 40, 6, 3, 0, 0, function(x, y) {
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return Bodies.polygon(x, y, Math.round(Common.random(1, 8)), Common.random(20, 40));
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});
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World.add(world, [
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bridge,
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Bodies.rectangle(80, 440, 120, 280, { isStatic: true }),
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Bodies.rectangle(720, 440, 120, 280, { isStatic: true }),
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Constraint.create({ pointA: { x: 140, y: 300 }, bodyB: bridge.bodies[0], pointB: { x: -25, y: 0 } }),
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Constraint.create({ pointA: { x: 660, y: 300 }, bodyB: bridge.bodies[8], pointB: { x: 25, y: 0 } }),
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stack
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]);
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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mouseConstraint = MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 0.2,
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render: {
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visible: false
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}
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}
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2015-08-25 14:12:52 -04:00
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});
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2016-11-20 19:41:57 -05:00
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World.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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// fit the render viewport to the scene
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Render.lookAt(render, Composite.allBodies(world));
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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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2015-08-25 14:12:52 -04:00
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};
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2016-11-20 19:41:57 -05:00
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};
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