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/ * *
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* matter - js master by @ liabru 2015 - 12 - 23
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* http : //brm.io/matter-js/
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* License MIT
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* /
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! function ( e ) { if ( "object" == typeof exports && "undefined" != typeof module ) module . exports = e ( ) ; else if ( "function" == typeof define && define . amd ) define ( [ ] , e ) ; else { var t ; t = "undefined" != typeof window ? window : "undefined" != typeof global ? global : "undefined" != typeof self ? self : this , t . Matter = e ( ) } } ( function ( ) { return function e ( t , o , n ) { function i ( s , a ) { if ( ! o [ s ] ) { if ( ! t [ s ] ) { var l = "function" == typeof require && require ; if ( ! a && l ) return l ( s , ! 0 ) ; if ( r ) return r ( s , ! 0 ) ; var c = new Error ( "Cannot find module '" + s + "'" ) ; throw c . code = "MODULE_NOT_FOUND" , c } var d = o [ s ] = { exports : { } } ; t [ s ] [ 0 ] . call ( d . exports , function ( e ) { var o = t [ s ] [ 1 ] [ e ] ; return i ( o ? o : e ) } , d , d . exports , e , t , o , n ) } return o [ s ] . exports } for ( var r = "function" == typeof require && require , s = 0 ; s < n . length ; s ++ ) i ( n [ s ] ) ; return i } ( { 1 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vertices" ) , r = e ( "../geometry/Vector" ) , s = e ( "../core/Sleeping" ) , a = ( e ( "../render/Render" ) , e ( "../core/Common" ) ) , l = e ( "../geometry/Bounds" ) , c = e ( "../geometry/Axes" ) ; ! function ( ) { n . _inertiaScale = 4 ; var e = 1 , t = - 1 , o = 1 ; n . create = function ( e ) {
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var t = { id : a . nextId ( ) , type : "body" , label : "Body" , parts : [ ] , angle : 0 , vertices : i . fromPath ( "L 0 0 L 40 0 L 40 40 L 0 40" ) , position : { x : 0 , y : 0 } , force : { x : 0 , y : 0 } , torque : 0 , positionImpulse : { x : 0 , y : 0 } , constraintImpulse : { x : 0 , y : 0 , angle : 0 } , totalContacts : 0 , speed : 0 , angularSpeed : 0 , velocity : { x : 0 , y : 0 } , angularVelocity : 0 , isStatic : ! 1 , isSleeping : ! 1 , motion : 0 , sleepThreshold : 60 , density : . 001 , restitution : 0 , friction : . 1 , frictionStatic : . 5 , frictionAir : . 01 , collisionFilter : { category : 1 , mask : 4294967295 , group : 0 } , slop : . 05 , timeScale : 1 , render : { visible : ! 0 , sprite : { xScale : 1 , yScale : 1 , xOffset : 0 , yOffset : 0 } , lineWidth : 1.5 } } , o = a . extend ( t , e ) ; return d ( o , e ) , o } , n . nextGroup = function ( o ) { return o ? t -- : e ++ } , n . nextCategory = function ( ) { return o <<= 1 } ; var d = function ( e , t ) { n . set ( e , { bounds : e . bounds || l . create ( e . vertices ) , positionPrev : e . positionPrev || r . clone ( e . position ) , anglePrev : e . anglePrev || e . angle , vertices : e . vertices , parts : e . parts || [ e ] , isStatic : e . isStatic , isSleeping : e . isSleeping , parent : e . parent || e } ) , i . rotate ( e . vertices , e . angle , e . position ) , c . rotate ( e . axes , e . angle ) ,
l . update ( e . bounds , e . vertices , e . velocity ) , n . set ( e , { axes : t . axes || e . axes , area : t . area || e . area , mass : t . mass || e . mass , inertia : t . inertia || e . inertia } ) ; var o = e . isStatic ? "#eeeeee" : a . choose ( [ "#556270" , "#4ECDC4" , "#C7F464" , "#FF6B6B" , "#C44D58" ] ) , s = a . shadeColor ( o , - 20 ) ; e . render . fillStyle = e . render . fillStyle || o , e . render . strokeStyle = e . render . strokeStyle || s , e . render . sprite . xOffset += - ( e . bounds . min . x - e . position . x ) / ( e . bounds . max . x - e . bounds . min . x ) , e . render . sprite . yOffset += - ( e . bounds . min . y - e . position . y ) / ( e . bounds . max . y - e . bounds . min . y ) } ; n . set = function ( e , t , o ) { var i ; "string" == typeof t && ( i = t , t = { } , t [ i ] = o ) ; for ( i in t ) if ( o = t [ i ] , t . hasOwnProperty ( i ) ) switch ( i ) { case "isStatic" : n . setStatic ( e , o ) ; break ; case "isSleeping" : s . set ( e , o ) ; break ; case "mass" : n . setMass ( e , o ) ; break ; case "density" : n . setDensity ( e , o ) ; break ; case "inertia" : n . setInertia ( e , o ) ; break ; case "vertices" : n . setVertices ( e , o ) ; break ; case "position" : n . setPosition ( e , o ) ; break ; case "angle" : n . setAngle ( e , o ) ; break ; case "velocity" : n . setVelocity ( e , o ) ; break ; case "angularVelocity" : n . setAngularVelocity ( e , o ) ;
break ; case "parts" : n . setParts ( e , o ) ; break ; default : e [ i ] = o } } , n . setStatic = function ( e , t ) { for ( var o = 0 ; o < e . parts . length ; o ++ ) { var n = e . parts [ o ] ; n . isStatic = t , t && ( n . restitution = 0 , n . friction = 1 , n . mass = n . inertia = n . density = 1 / 0 , n . inverseMass = n . inverseInertia = 0 , n . positionPrev . x = n . position . x , n . positionPrev . y = n . position . y , n . anglePrev = n . angle , n . angularVelocity = 0 , n . speed = 0 , n . angularSpeed = 0 , n . motion = 0 ) } } , n . setMass = function ( e , t ) { e . mass = t , e . inverseMass = 1 / e . mass , e . density = e . mass / e . area } , n . setDensity = function ( e , t ) { n . setMass ( e , t * e . area ) , e . density = t } , n . setInertia = function ( e , t ) { e . inertia = t , e . inverseInertia = 1 / e . inertia } , n . setVertices = function ( e , t ) { t [ 0 ] . body === e ? e . vertices = t : e . vertices = i . create ( t , e ) , e . axes = c . fromVertices ( e . vertices ) , e . area = i . area ( e . vertices ) , n . setMass ( e , e . density * e . area ) ; var o = i . centre ( e . vertices ) ; i . translate ( e . vertices , o , - 1 ) , n . setInertia ( e , n . _inertiaScale * i . inertia ( e . vertices , e . mass ) ) , i . translate ( e . vertices , e . position ) , l . update ( e . bounds , e . vertices , e . velocity ) } , n . setParts = function ( e , t , o ) { var r ; for ( t = t . slice ( 0 ) ,
e . parts . length = 0 , e . parts . push ( e ) , e . parent = e , r = 0 ; r < t . length ; r ++ ) { var s = t [ r ] ; s !== e && ( s . parent = e , e . parts . push ( s ) ) } if ( 1 !== e . parts . length ) { if ( o = "undefined" != typeof o ? o : ! 0 ) { var a = [ ] ; for ( r = 0 ; r < t . length ; r ++ ) a = a . concat ( t [ r ] . vertices ) ; i . clockwiseSort ( a ) ; var l = i . hull ( a ) , c = i . centre ( l ) ; n . setVertices ( e , l ) , i . translate ( e . vertices , c ) } var d = u ( e ) ; e . area = d . area , e . parent = e , e . position . x = d . centre . x , e . position . y = d . centre . y , e . positionPrev . x = d . centre . x , e . positionPrev . y = d . centre . y , n . setMass ( e , d . mass ) , n . setInertia ( e , d . inertia ) , n . setPosition ( e , d . centre ) } } , n . setPosition = function ( e , t ) { var o = r . sub ( t , e . position ) ; e . positionPrev . x += o . x , e . positionPrev . y += o . y ; for ( var n = 0 ; n < e . parts . length ; n ++ ) { var s = e . parts [ n ] ; s . position . x += o . x , s . position . y += o . y , i . translate ( s . vertices , o ) , l . update ( s . bounds , s . vertices , e . velocity ) } } , n . setAngle = function ( e , t ) { var o = t - e . angle ; e . anglePrev += o ; for ( var n = 0 ; n < e . parts . length ; n ++ ) { var s = e . parts [ n ] ; s . angle += o , i . rotate ( s . vertices , o , e . position ) , c . rotate ( s . axes , o ) , l . update ( s . bounds , s . vertices , e . velocity ) , n > 0 && r . rotateAbout ( s . position , o , e . position , s . position ) ;
} } , n . setVelocity = function ( e , t ) { e . positionPrev . x = e . position . x - t . x , e . positionPrev . y = e . position . y - t . y , e . velocity . x = t . x , e . velocity . y = t . y , e . speed = r . magnitude ( e . velocity ) } , n . setAngularVelocity = function ( e , t ) { e . anglePrev = e . angle - t , e . angularVelocity = t , e . angularSpeed = Math . abs ( e . angularVelocity ) } , n . translate = function ( e , t ) { n . setPosition ( e , r . add ( e . position , t ) ) } , n . rotate = function ( e , t ) { n . setAngle ( e , e . angle + t ) } , n . scale = function ( e , t , o , r ) { for ( var s = 0 ; s < e . parts . length ; s ++ ) { var a = e . parts [ s ] ; i . scale ( a . vertices , t , o , e . position ) , a . axes = c . fromVertices ( a . vertices ) , e . isStatic || ( a . area = i . area ( a . vertices ) , n . setMass ( a , e . density * a . area ) , i . translate ( a . vertices , { x : - a . position . x , y : - a . position . y } ) , n . setInertia ( a , i . inertia ( a . vertices , a . mass ) ) , i . translate ( a . vertices , { x : a . position . x , y : a . position . y } ) ) , l . update ( a . bounds , a . vertices , e . velocity ) } if ( ! e . isStatic ) { var d = u ( e ) ; e . area = d . area , n . setMass ( e , d . mass ) , n . setInertia ( e , d . inertia ) } } , n . update = function ( e , t , o , n ) { var s = Math . pow ( t * o * e . timeScale , 2 ) , a = 1 - e . frictionAir * o * e . timeScale , d = e . position . x - e . positionPrev . x , u = e . position . y - e . positionPrev . y ;
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e . velocity . x = d * a * n + e . force . x / e . mass * s , e . velocity . y = u * a * n + e . force . y / e . mass * s , e . positionPrev . x = e . position . x , e . positionPrev . y = e . position . y , e . position . x += e . velocity . x , e . position . y += e . velocity . y , e . angularVelocity = ( e . angle - e . anglePrev ) * a * n + e . torque / e . inertia * s , e . anglePrev = e . angle , e . angle += e . angularVelocity , e . speed = r . magnitude ( e . velocity ) , e . angularSpeed = Math . abs ( e . angularVelocity ) ; for ( var p = 0 ; p < e . parts . length ; p ++ ) { var f = e . parts [ p ] ; i . translate ( f . vertices , e . velocity ) , p > 0 && ( f . position . x += e . velocity . x , f . position . y += e . velocity . y ) , 0 !== e . angularVelocity && ( i . rotate ( f . vertices , e . angularVelocity , e . position ) , c . rotate ( f . axes , e . angularVelocity ) , p > 0 && r . rotateAbout ( f . position , e . angularVelocity , e . position , f . position ) ) , l . update ( f . bounds , f . vertices , e . velocity ) } } , n . applyForce = function ( e , t , o ) { e . force . x += o . x , e . force . y += o . y ; var n = { x : t . x - e . position . x , y : t . y - e . position . y } ; e . torque += n . x * o . y - n . y * o . x } ; var u = function ( e ) { for ( var t = { mass : 0 , area : 0 , inertia : 0 , centre : { x : 0 , y : 0 } } , o = 1 === e . parts . length ? 0 : 1 ; o < e . parts . length ; o ++ ) { var n = e . parts [ o ] ;
t . mass += n . mass , t . area += n . area , t . inertia += n . inertia , t . centre = r . add ( t . centre , r . mult ( n . position , n . mass !== 1 / 0 ? n . mass : 1 ) ) } return t . centre = r . div ( t . centre , t . mass !== 1 / 0 ? t . mass : e . parts . length ) , t } } ( ) } , { "../core/Common" : 14 , "../core/Sleeping" : 20 , "../geometry/Axes" : 23 , "../geometry/Bounds" : 24 , "../geometry/Vector" : 26 , "../geometry/Vertices" : 27 , "../render/Render" : 29 } ] , 2 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../core/Events" ) , r = e ( "../core/Common" ) , s = e ( "./Body" ) ; ! function ( ) { n . create = function ( e ) { return r . extend ( { id : r . nextId ( ) , type : "composite" , parent : null , isModified : ! 1 , bodies : [ ] , constraints : [ ] , composites : [ ] , label : "Composite" } , e ) } , n . setModified = function ( e , t , o , i ) { if ( e . isModified = t , o && e . parent && n . setModified ( e . parent , t , o , i ) , i ) for ( var r = 0 ; r < e . composites . length ; r ++ ) { var s = e . composites [ r ] ; n . setModified ( s , t , o , i ) } } , n . add = function ( e , t ) { var o = [ ] . concat ( t ) ; i . trigger ( e , "beforeAdd" , { object : t } ) ; for ( var s = 0 ; s < o . length ; s ++ ) { var a = o [ s ] ; switch ( a . type ) { case "body" : if ( a . parent !== a ) { r . log ( "Composite.add: skipped adding a compound body part (you must add its parent instead)" , "warn" ) ;
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break } n . addBody ( e , a ) ; break ; case "constraint" : n . addConstraint ( e , a ) ; break ; case "composite" : n . addComposite ( e , a ) ; break ; case "mouseConstraint" : n . addConstraint ( e , a . constraint ) } } return i . trigger ( e , "afterAdd" , { object : t } ) , e } , n . remove = function ( e , t , o ) { var r = [ ] . concat ( t ) ; i . trigger ( e , "beforeRemove" , { object : t } ) ; for ( var s = 0 ; s < r . length ; s ++ ) { var a = r [ s ] ; switch ( a . type ) { case "body" : n . removeBody ( e , a , o ) ; break ; case "constraint" : n . removeConstraint ( e , a , o ) ; break ; case "composite" : n . removeComposite ( e , a , o ) ; break ; case "mouseConstraint" : n . removeConstraint ( e , a . constraint ) } } return i . trigger ( e , "afterRemove" , { object : t } ) , e } , n . addComposite = function ( e , t ) { return e . composites . push ( t ) , t . parent = e , n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . removeComposite = function ( e , t , o ) { var i = r . indexOf ( e . composites , t ) ; if ( - 1 !== i && ( n . removeCompositeAt ( e , i ) , n . setModified ( e , ! 0 , ! 0 , ! 1 ) ) , o ) for ( var s = 0 ; s < e . composites . length ; s ++ ) n . removeComposite ( e . composites [ s ] , t , ! 0 ) ; return e } , n . removeCompositeAt = function ( e , t ) { return e . composites . splice ( t , 1 ) , n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } ,
n . addBody = function ( e , t ) { return e . bodies . push ( t ) , n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . removeBody = function ( e , t , o ) { var i = r . indexOf ( e . bodies , t ) ; if ( - 1 !== i && ( n . removeBodyAt ( e , i ) , n . setModified ( e , ! 0 , ! 0 , ! 1 ) ) , o ) for ( var s = 0 ; s < e . composites . length ; s ++ ) n . removeBody ( e . composites [ s ] , t , ! 0 ) ; return e } , n . removeBodyAt = function ( e , t ) { return e . bodies . splice ( t , 1 ) , n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . addConstraint = function ( e , t ) { return e . constraints . push ( t ) , n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . removeConstraint = function ( e , t , o ) { var i = r . indexOf ( e . constraints , t ) ; if ( - 1 !== i && n . removeConstraintAt ( e , i ) , o ) for ( var s = 0 ; s < e . composites . length ; s ++ ) n . removeConstraint ( e . composites [ s ] , t , ! 0 ) ; return e } , n . removeConstraintAt = function ( e , t ) { return e . constraints . splice ( t , 1 ) , n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . clear = function ( e , t , o ) { if ( o ) for ( var i = 0 ; i < e . composites . length ; i ++ ) n . clear ( e . composites [ i ] , t , ! 0 ) ; return t ? e . bodies = e . bodies . filter ( function ( e ) { return e . isStatic } ) : e . bodies . length = 0 , e . constraints . length = 0 , e . composites . length = 0 , n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . allBodies = function ( e ) {
for ( var t = [ ] . concat ( e . bodies ) , o = 0 ; o < e . composites . length ; o ++ ) t = t . concat ( n . allBodies ( e . composites [ o ] ) ) ; return t } , n . allConstraints = function ( e ) { for ( var t = [ ] . concat ( e . constraints ) , o = 0 ; o < e . composites . length ; o ++ ) t = t . concat ( n . allConstraints ( e . composites [ o ] ) ) ; return t } , n . allComposites = function ( e ) { for ( var t = [ ] . concat ( e . composites ) , o = 0 ; o < e . composites . length ; o ++ ) t = t . concat ( n . allComposites ( e . composites [ o ] ) ) ; return t } , n . get = function ( e , t , o ) { var i , r ; switch ( o ) { case "body" : i = n . allBodies ( e ) ; break ; case "constraint" : i = n . allConstraints ( e ) ; break ; case "composite" : i = n . allComposites ( e ) . concat ( e ) } return i ? ( r = i . filter ( function ( e ) { return e . id . toString ( ) === t . toString ( ) } ) , 0 === r . length ? null : r [ 0 ] ) : null } , n . move = function ( e , t , o ) { return n . remove ( e , t ) , n . add ( o , t ) , e } , n . rebase = function ( e ) { for ( var t = n . allBodies ( e ) . concat ( n . allConstraints ( e ) ) . concat ( n . allComposites ( e ) ) , o = 0 ; o < t . length ; o ++ ) t [ o ] . id = r . nextId ( ) ; return n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . translate = function ( e , t , o ) { for ( var i = o ? n . allBodies ( e ) : e . bodies , r = 0 ; r < i . length ; r ++ ) s . translate ( i [ r ] , t ) ;
return n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . rotate = function ( e , t , o , i ) { for ( var r = Math . cos ( t ) , a = Math . sin ( t ) , l = i ? n . allBodies ( e ) : e . bodies , c = 0 ; c < l . length ; c ++ ) { var d = l [ c ] , u = d . position . x - o . x , p = d . position . y - o . y ; s . setPosition ( d , { x : o . x + ( u * r - p * a ) , y : o . y + ( u * a + p * r ) } ) , s . rotate ( d , t ) } return n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } , n . scale = function ( e , t , o , i , r ) { for ( var a = r ? n . allBodies ( e ) : e . bodies , l = 0 ; l < a . length ; l ++ ) { var c = a [ l ] , d = c . position . x - i . x , u = c . position . y - i . y ; s . setPosition ( c , { x : i . x + d * t , y : i . y + u * o } ) , s . scale ( c , t , o ) } return n . setModified ( e , ! 0 , ! 0 , ! 1 ) , e } } ( ) } , { "../core/Common" : 14 , "../core/Events" : 16 , "./Body" : 1 } ] , 3 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "./Composite" ) , r = ( e ( "../constraint/Constraint" ) , e ( "../core/Common" ) ) ; ! function ( ) { n . create = function ( e ) { var t = i . create ( ) , o = { label : "World" , gravity : { x : 0 , y : 1 } , bounds : { min : { x : - ( 1 / 0 ) , y : - ( 1 / 0 ) } , max : { x : 1 / 0 , y : 1 / 0 } } } ; return r . extend ( t , o , e ) } } ( ) } , { "../constraint/Constraint" : 12 , "../core/Common" : 14 , "./Composite" : 2 } ] , 4 : [ function ( e , t , o ) { var n = { } ; t . exports = n , function ( ) { n . create = function ( e ) {
return { id : n . id ( e ) , vertex : e , normalImpulse : 0 , tangentImpulse : 0 } } , n . id = function ( e ) { return e . body . id + "_" + e . index } } ( ) } , { } ] , 5 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "./SAT" ) , r = e ( "./Pair" ) , s = e ( "../geometry/Bounds" ) ; ! function ( ) { n . collisions = function ( e , t ) { for ( var o = [ ] , a = t . pairs . table , l = 0 ; l < e . length ; l ++ ) { var c = e [ l ] [ 0 ] , d = e [ l ] [ 1 ] ; if ( ( ! c . isStatic && ! c . isSleeping || ! d . isStatic && ! d . isSleeping ) && n . canCollide ( c . collisionFilter , d . collisionFilter ) && s . overlaps ( c . bounds , d . bounds ) ) for ( var u = c . parts . length > 1 ? 1 : 0 ; u < c . parts . length ; u ++ ) for ( var p = c . parts [ u ] , f = d . parts . length > 1 ? 1 : 0 ; f < d . parts . length ; f ++ ) { var v = d . parts [ f ] ; if ( p === c && v === d || s . overlaps ( p . bounds , v . bounds ) ) { var y , m = r . id ( p , v ) , g = a [ m ] ; y = g && g . isActive ? g . collision : null ; var x = i . collides ( p , v , y ) ; x . collided && o . push ( x ) } } } return o } , n . canCollide = function ( e , t ) { return e . group === t . group && 0 !== e . group ? e . group > 0 : 0 !== ( e . mask & t . category ) && 0 !== ( t . mask & e . category ) } } ( ) } , { "../geometry/Bounds" : 24 , "./Pair" : 7 , "./SAT" : 11 } ] , 6 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "./Pair" ) , r = e ( "./Detector" ) , s = e ( "../core/Common" ) ;
! function ( ) { n . create = function ( e ) { var t = { controller : n , detector : r . collisions , buckets : { } , pairs : { } , pairsList : [ ] , bucketWidth : 48 , bucketHeight : 48 } ; return s . extend ( t , e ) } , n . update = function ( o , n , i , r ) { var s , p , f , v , y , m = i . world , g = o . buckets , x = ! 1 ; for ( s = 0 ; s < n . length ; s ++ ) { var h = n [ s ] ; if ( ( ! h . isSleeping || r ) && ! ( h . bounds . max . x < 0 || h . bounds . min . x > m . bounds . width || h . bounds . max . y < 0 || h . bounds . min . y > m . bounds . height ) ) { var b = t ( o , h ) ; if ( ! h . region || b . id !== h . region . id || r ) { ( ! h . region || r ) && ( h . region = b ) ; var S = e ( b , h . region ) ; for ( p = S . startCol ; p <= S . endCol ; p ++ ) for ( f = S . startRow ; f <= S . endRow ; f ++ ) { y = a ( p , f ) , v = g [ y ] ; var w = p >= b . startCol && p <= b . endCol && f >= b . startRow && f <= b . endRow , C = p >= h . region . startCol && p <= h . region . endCol && f >= h . region . startRow && f <= h . region . endRow ; ! w && C && C && v && d ( o , v , h ) , ( h . region === b || w && ! C || r ) && ( v || ( v = l ( g , y ) ) , c ( o , v , h ) ) } h . region = b , x = ! 0 } } } x && ( o . pairsList = u ( o ) ) } , n . clear = function ( e ) { e . buckets = { } , e . pairs = { } , e . pairsList = [ ] } ; var e = function ( e , t ) { var n = Math . min ( e . startCol , t . startCol ) , i = Math . max ( e . endCol , t . endCol ) , r = Math . min ( e . startRow , t . startRow ) , s = Math . max ( e . endRow , t . endRow ) ;
return o ( n , i , r , s ) } , t = function ( e , t ) { var n = t . bounds , i = Math . floor ( n . min . x / e . bucketWidth ) , r = Math . floor ( n . max . x / e . bucketWidth ) , s = Math . floor ( n . min . y / e . bucketHeight ) , a = Math . floor ( n . max . y / e . bucketHeight ) ; return o ( i , r , s , a ) } , o = function ( e , t , o , n ) { return { id : e + "," + t + "," + o + "," + n , startCol : e , endCol : t , startRow : o , endRow : n } } , a = function ( e , t ) { return e + "," + t } , l = function ( e , t ) { var o = e [ t ] = [ ] ; return o } , c = function ( e , t , o ) { for ( var n = 0 ; n < t . length ; n ++ ) { var r = t [ n ] ; if ( ! ( o . id === r . id || o . isStatic && r . isStatic ) ) { var s = i . id ( o , r ) , a = e . pairs [ s ] ; a ? a [ 2 ] += 1 : e . pairs [ s ] = [ o , r , 1 ] } } t . push ( o ) } , d = function ( e , t , o ) { t . splice ( s . indexOf ( t , o ) , 1 ) ; for ( var n = 0 ; n < t . length ; n ++ ) { var r = t [ n ] , a = i . id ( o , r ) , l = e . pairs [ a ] ; l && ( l [ 2 ] -= 1 ) } } , u = function ( e ) { var t , o , n = [ ] ; t = s . keys ( e . pairs ) ; for ( var i = 0 ; i < t . length ; i ++ ) o = e . pairs [ t [ i ] ] , o [ 2 ] > 0 ? n . push ( o ) : delete e . pairs [ t [ i ] ] ; return n } } ( ) } , { "../core/Common" : 14 , "./Detector" : 5 , "./Pair" : 7 } ] , 7 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "./Contact" ) ; ! function ( ) { n . create = function ( e , t ) { var o = e . bodyA , i = e . bodyB , r = e . parentA , s = e . parentB , a = {
id : n . id ( o , i ) , bodyA : o , bodyB : i , contacts : { } , activeContacts : [ ] , separation : 0 , isActive : ! 0 , timeCreated : t , timeUpdated : t , inverseMass : r . inverseMass + s . inverseMass , friction : Math . min ( r . friction , s . friction ) , frictionStatic : Math . max ( r . frictionStatic , s . frictionStatic ) , restitution : Math . max ( r . restitution , s . restitution ) , slop : Math . max ( r . slop , s . slop ) } ; return n . update ( a , e , t ) , a } , n . update = function ( e , t , o ) { var r = e . contacts , s = t . supports , a = e . activeContacts , l = t . parentA , c = t . parentB ; if ( e . collision = t , e . inverseMass = l . inverseMass + c . inverseMass , e . friction = Math . min ( l . friction , c . friction ) , e . frictionStatic = Math . max ( l . frictionStatic , c . frictionStatic ) , e . restitution = Math . max ( l . restitution , c . restitution ) , e . slop = Math . max ( l . slop , c . slop ) , a . length = 0 , t . collided ) { for ( var d = 0 ; d < s . length ; d ++ ) { var u = s [ d ] , p = i . id ( u ) , f = r [ p ] ; f ? a . push ( f ) : a . push ( r [ p ] = i . create ( u ) ) } e . separation = t . depth , n . setActive ( e , ! 0 , o ) } else e . isActive === ! 0 && n . setActive ( e , ! 1 , o ) } , n . setActive = function ( e , t , o ) { t ? ( e . isActive = ! 0 , e . timeUpdated = o ) : ( e . isActive = ! 1 , e . activeContacts . length = 0 ) ;
} , n . id = function ( e , t ) { return e . id < t . id ? e . id + "_" + t . id : t . id + "_" + e . id } } ( ) } , { "./Contact" : 4 } ] , 8 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "./Pair" ) , r = e ( "../core/Common" ) ; ! function ( ) { var e = 1e3 ; n . create = function ( e ) { return r . extend ( { table : { } , list : [ ] , collisionStart : [ ] , collisionActive : [ ] , collisionEnd : [ ] } , e ) } , n . update = function ( e , t , o ) { var n , s , a , l , c = e . list , d = e . table , u = e . collisionStart , p = e . collisionEnd , f = e . collisionActive , v = [ ] ; for ( u . length = 0 , p . length = 0 , f . length = 0 , l = 0 ; l < t . length ; l ++ ) n = t [ l ] , n . collided && ( s = i . id ( n . bodyA , n . bodyB ) , v . push ( s ) , a = d [ s ] , a ? ( a . isActive ? f . push ( a ) : u . push ( a ) , i . update ( a , n , o ) ) : ( a = i . create ( n , o ) , d [ s ] = a , u . push ( a ) , c . push ( a ) ) ) ; for ( l = 0 ; l < c . length ; l ++ ) a = c [ l ] , a . isActive && - 1 === r . indexOf ( v , a . id ) && ( i . setActive ( a , ! 1 , o ) , p . push ( a ) ) } , n . removeOld = function ( t , o ) { var n , i , r , s , a = t . list , l = t . table , c = [ ] ; for ( s = 0 ; s < a . length ; s ++ ) n = a [ s ] , i = n . collision , i . bodyA . isSleeping || i . bodyB . isSleeping ? n . timeUpdated = o : o - n . timeUpdated > e && c . push ( s ) ; for ( s = 0 ; s < c . length ; s ++ ) r = c [ s ] - s , n = a [ r ] , delete l [ n . id ] , a . splice ( r , 1 ) } , n . clear = function ( e ) {
return e . table = { } , e . list . length = 0 , e . collisionStart . length = 0 , e . collisionActive . length = 0 , e . collisionEnd . length = 0 , e } } ( ) } , { "../core/Common" : 14 , "./Pair" : 7 } ] , 9 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vector" ) , r = e ( "./SAT" ) , s = e ( "../geometry/Bounds" ) , a = e ( "../factory/Bodies" ) , l = e ( "../geometry/Vertices" ) ; ! function ( ) { n . ray = function ( e , t , o , n ) { n = n || 1e-100 ; for ( var l = i . angle ( t , o ) , c = i . magnitude ( i . sub ( t , o ) ) , d = . 5 * ( o . x + t . x ) , u = . 5 * ( o . y + t . y ) , p = a . rectangle ( d , u , c , n , { angle : l } ) , f = [ ] , v = 0 ; v < e . length ; v ++ ) { var y = e [ v ] ; if ( s . overlaps ( y . bounds , p . bounds ) ) for ( var m = 1 === y . parts . length ? 0 : 1 ; m < y . parts . length ; m ++ ) { var g = y . parts [ m ] ; if ( s . overlaps ( g . bounds , p . bounds ) ) { var x = r . collides ( g , p ) ; if ( x . collided ) { x . body = x . bodyA = x . bodyB = y , f . push ( x ) ; break } } } } return f } , n . region = function ( e , t , o ) { for ( var n = [ ] , i = 0 ; i < e . length ; i ++ ) { var r = e [ i ] , a = s . overlaps ( r . bounds , t ) ; ( a && ! o || ! a && o ) && n . push ( r ) } return n } , n . point = function ( e , t ) { for ( var o = [ ] , n = 0 ; n < e . length ; n ++ ) { var i = e [ n ] ; if ( s . contains ( i . bounds , t ) ) for ( var r = 1 === i . parts . length ? 0 : 1 ; r < i . parts . length ; r ++ ) {
var a = i . parts [ r ] ; if ( s . contains ( a . bounds , t ) && l . contains ( a . vertices , t ) ) { o . push ( i ) ; break } } } return o } } ( ) } , { "../factory/Bodies" : 21 , "../geometry/Bounds" : 24 , "../geometry/Vector" : 26 , "../geometry/Vertices" : 27 , "./SAT" : 11 } ] , 10 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vertices" ) , r = e ( "../geometry/Vector" ) , s = e ( "../core/Common" ) , a = e ( "../geometry/Bounds" ) ; ! function ( ) { n . _restingThresh = 4 , n . _restingThreshTangent = 6 , n . _positionDampen = . 9 , n . _positionWarming = . 8 , n . _frictionNormalMultiplier = 5 , n . preSolvePosition = function ( e ) { var t , o , n ; for ( t = 0 ; t < e . length ; t ++ ) o = e [ t ] , o . isActive && ( n = o . activeContacts . length , o . collision . parentA . totalContacts += n , o . collision . parentB . totalContacts += n ) } , n . solvePosition = function ( e , t ) { var o , i , s , a , l , c , d , u , p , f = r . _temp [ 0 ] , v = r . _temp [ 1 ] , y = r . _temp [ 2 ] , m = r . _temp [ 3 ] ; for ( o = 0 ; o < e . length ; o ++ ) i = e [ o ] , i . isActive && ( s = i . collision , a = s . parentA , l = s . parentB , c = s . normal , d = r . sub ( r . add ( l . positionImpulse , l . position , f ) , r . add ( a . positionImpulse , r . sub ( l . position , s . penetration , v ) , y ) , m ) , i . separation = r . dot ( c , d ) ) ;
for ( o = 0 ; o < e . length ; o ++ ) i = e [ o ] , ! i . isActive || i . separation < 0 || ( s = i . collision , a = s . parentA , l = s . parentB , c = s . normal , p = ( i . separation - i . slop ) * t , ( a . isStatic || l . isStatic ) && ( p *= 2 ) , a . isStatic || a . isSleeping || ( u = n . _positionDampen / a . totalContacts , a . positionImpulse . x += c . x * p * u , a . positionImpulse . y += c . y * p * u ) , l . isStatic || l . isSleeping || ( u = n . _positionDampen / l . totalContacts , l . positionImpulse . x -= c . x * p * u , l . positionImpulse . y -= c . y * p * u ) ) } , n . postSolvePosition = function ( e ) { for ( var t = 0 ; t < e . length ; t ++ ) { var o = e [ t ] ; if ( o . totalContacts = 0 , 0 !== o . positionImpulse . x || 0 !== o . positionImpulse . y ) { for ( var s = 0 ; s < o . parts . length ; s ++ ) { var l = o . parts [ s ] ; i . translate ( l . vertices , o . positionImpulse ) , a . update ( l . bounds , l . vertices , o . velocity ) , l . position . x += o . positionImpulse . x , l . position . y += o . positionImpulse . y } o . positionPrev . x += o . positionImpulse . x , o . positionPrev . y += o . positionImpulse . y , r . dot ( o . positionImpulse , o . velocity ) < 0 ? ( o . positionImpulse . x = 0 , o . positionImpulse . y = 0 ) : ( o . positionImpulse . x *= n . _positionWarming , o . positionImpulse . y *= n . _positionWarming ) } }
} , n . preSolveVelocity = function ( e ) { var t , o , n , i , s , a , l , c , d , u , p , f , v , y , m = r . _temp [ 0 ] , g = r . _temp [ 1 ] ; for ( t = 0 ; t < e . length ; t ++ ) if ( n = e [ t ] , n . isActive ) for ( i = n . activeContacts , s = n . collision , a = s . parentA , l = s . parentB , c = s . normal , d = s . tangent , o = 0 ; o < i . length ; o ++ ) u = i [ o ] , p = u . vertex , f = u . normalImpulse , v = u . tangentImpulse , ( 0 !== f || 0 !== v ) && ( m . x = c . x * f + d . x * v , m . y = c . y * f + d . y * v , a . isStatic || a . isSleeping || ( y = r . sub ( p , a . position , g ) , a . positionPrev . x += m . x * a . inverseMass , a . positionPrev . y += m . y * a . inverseMass , a . anglePrev += r . cross ( y , m ) * a . inverseInertia ) , l . isStatic || l . isSleeping || ( y = r . sub ( p , l . position , g ) , l . positionPrev . x -= m . x * l . inverseMass , l . positionPrev . y -= m . y * l . inverseMass , l . anglePrev -= r . cross ( y , m ) * l . inverseInertia ) ) } , n . solveVelocity = function ( e , t ) { for ( var o = t * t , i = r . _temp [ 0 ] , a = r . _temp [ 1 ] , l = r . _temp [ 2 ] , c = r . _temp [ 3 ] , d = r . _temp [ 4 ] , u = r . _temp [ 5 ] , p = 0 ; p < e . length ; p ++ ) { var f = e [ p ] ; if ( f . isActive ) { var v = f . collision , y = v . parentA , m = v . parentB , g = v . normal , x = v . tangent , h = f . activeContacts , b = 1 / h . length ; y . velocity . x = y . position . x - y . positionPrev . x , y . velocity . y = y . position . y - y . positionPrev . y ,
m . velocity . x = m . position . x - m . positionPrev . x , m . velocity . y = m . position . y - m . positionPrev . y , y . angularVelocity = y . angle - y . anglePrev , m . angularVelocity = m . angle - m . anglePrev ; for ( var S = 0 ; S < h . length ; S ++ ) { var w = h [ S ] , C = w . vertex , A = r . sub ( C , y . position , a ) , B = r . sub ( C , m . position , l ) , P = r . add ( y . velocity , r . mult ( r . perp ( A ) , y . angularVelocity ) , c ) , M = r . add ( m . velocity , r . mult ( r . perp ( B ) , m . angularVelocity ) , d ) , k = r . sub ( P , M , u ) , I = r . dot ( g , k ) , T = r . dot ( x , k ) , V = Math . abs ( T ) , R = s . sign ( T ) , E = ( 1 + f . restitution ) * I , L = s . clamp ( f . separation + I , 0 , 1 ) * n . _frictionNormalMultiplier , _ = T , O = 1 / 0 ; V > f . friction * f . frictionStatic * L * o && ( O = V , _ = s . clamp ( f . friction * R * o , - O , O ) ) ; var W = r . cross ( A , g ) , F = r . cross ( B , g ) , N = b / ( y . inverseMass + m . inverseMass + y . inverseInertia * W * W + m . inverseInertia * F * F ) ; if ( E *= N , _ *= N , 0 > I && I * I > n . _restingThresh * o ) w . normalImpulse = 0 ; else { var D = w . normalImpulse ; w . normalImpulse = Math . min ( w . normalImpulse + E , 0 ) , E = w . normalImpulse - D } if ( T * T > n . _restingThreshTangent * o ) w . tangentImpulse = 0 ; else { var q = w . tangentImpulse ; w . tangentImpulse = s . clamp ( w . tangentImpulse + _ , - O , O ) , _ = w . tangentImpulse - q ;
} i . x = g . x * E + x . x * _ , i . y = g . y * E + x . y * _ , y . isStatic || y . isSleeping || ( y . positionPrev . x += i . x * y . inverseMass , y . positionPrev . y += i . y * y . inverseMass , y . anglePrev += r . cross ( A , i ) * y . inverseInertia ) , m . isStatic || m . isSleeping || ( m . positionPrev . x -= i . x * m . inverseMass , m . positionPrev . y -= i . y * m . inverseMass , m . anglePrev -= r . cross ( B , i ) * m . inverseInertia ) } } } } } ( ) } , { "../core/Common" : 14 , "../geometry/Bounds" : 24 , "../geometry/Vector" : 26 , "../geometry/Vertices" : 27 } ] , 11 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vertices" ) , r = e ( "../geometry/Vector" ) ; ! function ( ) { n . collides = function ( t , n , s ) { var a , l , c , d , u = s , p = ! 1 ; if ( u ) { var f = t . parent , v = n . parent , y = f . speed * f . speed + f . angularSpeed * f . angularSpeed + v . speed * v . speed + v . angularSpeed * v . angularSpeed ; p = u && u . collided && . 2 > y , d = u } else d = { collided : ! 1 , bodyA : t , bodyB : n } ; if ( u && p ) { var m = d . axisBody , g = m === t ? n : t , x = [ m . axes [ u . axisNumber ] ] ; if ( c = e ( m . vertices , g . vertices , x ) , d . reused = ! 0 , c . overlap <= 0 ) return d . collided = ! 1 , d } else { if ( a = e ( t . vertices , n . vertices , t . axes ) , a . overlap <= 0 ) return d . collided = ! 1 , d ; if ( l = e ( n . vertices , t . vertices , n . axes ) ,
l . overlap <= 0 ) return d . collided = ! 1 , d ; a . overlap < l . overlap ? ( c = a , d . axisBody = t ) : ( c = l , d . axisBody = n ) , d . axisNumber = c . axisNumber } d . bodyA = t . id < n . id ? t : n , d . bodyB = t . id < n . id ? n : t , d . collided = ! 0 , d . normal = c . axis , d . depth = c . overlap , d . parentA = d . bodyA . parent , d . parentB = d . bodyB . parent , t = d . bodyA , n = d . bodyB , r . dot ( d . normal , r . sub ( n . position , t . position ) ) > 0 && ( d . normal = r . neg ( d . normal ) ) , d . tangent = r . perp ( d . normal ) , d . penetration = { x : d . normal . x * d . depth , y : d . normal . y * d . depth } ; var h = o ( t , n , d . normal ) , b = d . supports || [ ] ; if ( b . length = 0 , i . contains ( t . vertices , h [ 0 ] ) && b . push ( h [ 0 ] ) , i . contains ( t . vertices , h [ 1 ] ) && b . push ( h [ 1 ] ) , b . length < 2 ) { var S = o ( n , t , r . neg ( d . normal ) ) ; i . contains ( n . vertices , S [ 0 ] ) && b . push ( S [ 0 ] ) , b . length < 2 && i . contains ( n . vertices , S [ 1 ] ) && b . push ( S [ 1 ] ) } return b . length < 1 && ( b = [ h [ 0 ] ] ) , d . supports = b , d } ; var e = function ( e , o , n ) { for ( var i , s , a = r . _temp [ 0 ] , l = r . _temp [ 1 ] , c = { overlap : Number . MAX _VALUE } , d = 0 ; d < n . length ; d ++ ) { if ( s = n [ d ] , t ( a , e , s ) , t ( l , o , s ) , i = Math . min ( a . max - l . min , l . max - a . min ) , 0 >= i ) return c . overlap = i , c ; i < c . overlap && ( c . overlap = i , c . axis = s , c . axisNumber = d ) ;
} return c } , t = function ( e , t , o ) { for ( var n = r . dot ( t [ 0 ] , o ) , i = n , s = 1 ; s < t . length ; s += 1 ) { var a = r . dot ( t [ s ] , o ) ; a > i ? i = a : n > a && ( n = a ) } e . min = n , e . max = i } , o = function ( e , t , o ) { for ( var n , i , s , a , l = Number . MAX _VALUE , c = r . _temp [ 0 ] , d = t . vertices , u = e . position , p = 0 ; p < d . length ; p ++ ) i = d [ p ] , c . x = i . x - u . x , c . y = i . y - u . y , n = - r . dot ( o , c ) , l > n && ( l = n , s = i ) ; var f = s . index - 1 >= 0 ? s . index - 1 : d . length - 1 ; i = d [ f ] , c . x = i . x - u . x , c . y = i . y - u . y , l = - r . dot ( o , c ) , a = i ; var v = ( s . index + 1 ) % d . length ; return i = d [ v ] , c . x = i . x - u . x , c . y = i . y - u . y , n = - r . dot ( o , c ) , l > n && ( a = i ) , [ s , a ] } } ( ) } , { "../geometry/Vector" : 26 , "../geometry/Vertices" : 27 } ] , 12 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vertices" ) , r = e ( "../geometry/Vector" ) , s = e ( "../core/Sleeping" ) , a = e ( "../geometry/Bounds" ) , l = e ( "../geometry/Axes" ) , c = e ( "../core/Common" ) ; ! function ( ) { var e = 1e-6 , t = . 001 ; n . create = function ( t ) { var o = t ; o . bodyA && ! o . pointA && ( o . pointA = { x : 0 , y : 0 } ) , o . bodyB && ! o . pointB && ( o . pointB = { x : 0 , y : 0 } ) ; var n = o . bodyA ? r . add ( o . bodyA . position , o . pointA ) : o . pointA , i = o . bodyB ? r . add ( o . bodyB . position , o . pointB ) : o . pointB , s = r . magnitude ( r . sub ( n , i ) ) ;
o . length = o . length || s || e ; var a = { visible : ! 0 , lineWidth : 2 , strokeStyle : "#666" } ; return o . render = c . extend ( a , o . render ) , o . id = o . id || c . nextId ( ) , o . label = o . label || "Constraint" , o . type = "constraint" , o . stiffness = o . stiffness || 1 , o . angularStiffness = o . angularStiffness || 0 , o . angleA = o . bodyA ? o . bodyA . angle : o . angleA , o . angleB = o . bodyB ? o . bodyB . angle : o . angleB , o } , n . solveAll = function ( e , t ) { for ( var o = 0 ; o < e . length ; o ++ ) n . solve ( e [ o ] , t ) } , n . solve = function ( o , n ) { var i = o . bodyA , a = o . bodyB , l = o . pointA , d = o . pointB ; i && ! i . isStatic && ( o . pointA = r . rotate ( l , i . angle - o . angleA ) , o . angleA = i . angle ) , a && ! a . isStatic && ( o . pointB = r . rotate ( d , a . angle - o . angleB ) , o . angleB = a . angle ) ; var u = l , p = d ; if ( i && ( u = r . add ( i . position , l ) ) , a && ( p = r . add ( a . position , d ) ) , u && p ) { var f = r . sub ( u , p ) , v = r . magnitude ( f ) ; 0 === v && ( v = e ) ; var y = ( v - o . length ) / v , m = r . div ( f , v ) , g = r . mult ( f , . 5 * y * o . stiffness * n * n ) ; if ( ! ( Math . abs ( 1 - v / o . length ) < t * n ) ) { var x , h , b , S , w , C , A , B ; i && ! i . isStatic ? ( b = { x : u . x - i . position . x + g . x , y : u . y - i . position . y + g . y } , i . velocity . x = i . position . x - i . positionPrev . x , i . velocity . y = i . position . y - i . positionPrev . y ,
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i . angularVelocity = i . angle - i . anglePrev , x = r . add ( i . velocity , r . mult ( r . perp ( b ) , i . angularVelocity ) ) , w = r . dot ( b , m ) , A = i . inverseMass + i . inverseInertia * w * w ) : ( x = { x : 0 , y : 0 } , A = i ? i . inverseMass : 0 ) , a && ! a . isStatic ? ( S = { x : p . x - a . position . x - g . x , y : p . y - a . position . y - g . y } , a . velocity . x = a . position . x - a . positionPrev . x , a . velocity . y = a . position . y - a . positionPrev . y , a . angularVelocity = a . angle - a . anglePrev , h = r . add ( a . velocity , r . mult ( r . perp ( S ) , a . angularVelocity ) ) , C = r . dot ( S , m ) , B = a . inverseMass + a . inverseInertia * C * C ) : ( h = { x : 0 , y : 0 } , B = a ? a . inverseMass : 0 ) ; var P = r . sub ( h , x ) , M = r . dot ( m , P ) / ( A + B ) ; M > 0 && ( M = 0 ) ; var k , I = { x : m . x * M , y : m . y * M } ; i && ! i . isStatic && ( k = r . cross ( b , I ) * i . inverseInertia * ( 1 - o . angularStiffness ) , s . set ( i , ! 1 ) , k = c . clamp ( k , - . 01 , . 01 ) , i . constraintImpulse . x -= g . x , i . constraintImpulse . y -= g . y , i . constraintImpulse . angle += k , i . position . x -= g . x , i . position . y -= g . y , i . angle += k ) , a && ! a . isStatic && ( k = r . cross ( S , I ) * a . inverseInertia * ( 1 - o . angularStiffness ) , s . set ( a , ! 1 ) , k = c . clamp ( k , - . 01 , . 01 ) , a . constraintImpulse . x += g . x , a . constraintImpulse . y += g . y , a . constraintImpulse . angle -= k ,
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a . position . x += g . x , a . position . y += g . y , a . angle -= k ) } } } , n . postSolveAll = function ( e ) { for ( var t = 0 ; t < e . length ; t ++ ) { var o = e [ t ] , n = o . constraintImpulse ; if ( 0 !== n . x || 0 !== n . y || 0 !== n . angle ) { for ( var s = 0 ; s < o . parts . length ; s ++ ) { var c = o . parts [ s ] ; i . translate ( c . vertices , n ) , s > 0 && ( c . position . x += n . x , c . position . y += n . y ) , 0 !== n . angle && ( i . rotate ( c . vertices , n . angle , o . position ) , l . rotate ( c . axes , n . angle ) , s > 0 && r . rotateAbout ( c . position , n . angle , o . position , c . position ) ) , a . update ( c . bounds , c . vertices , o . velocity ) } n . angle = 0 , n . x = 0 , n . y = 0 } } } } ( ) } , { "../core/Common" : 14 , "../core/Sleeping" : 20 , "../geometry/Axes" : 23 , "../geometry/Bounds" : 24 , "../geometry/Vector" : 26 , "../geometry/Vertices" : 27 } ] , 13 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vertices" ) , r = e ( "../core/Sleeping" ) , s = e ( "../core/Mouse" ) , a = e ( "../core/Events" ) , l = e ( "../collision/Detector" ) , c = e ( "./Constraint" ) , d = e ( "../body/Composite" ) , u = e ( "../core/Common" ) , p = e ( "../geometry/Bounds" ) ; ! function ( ) { n . create = function ( t , o ) { var i = ( t ? t . mouse : null ) || ( o ? o . mouse : null ) ; i || ( t && t . render && t . render . canvas ? i = s . create ( t . render . canvas ) : ( i = s . create ( ) ,
u . log ( "MouseConstraint.create: options.mouse was undefined, engine.render.canvas was undefined, may not function as expected" , "warn" ) ) ) ; var r = c . create ( { label : "Mouse Constraint" , pointA : i . position , pointB : { x : 0 , y : 0 } , length : . 01 , stiffness : . 1 , angularStiffness : 1 , render : { strokeStyle : "#90EE90" , lineWidth : 3 } } ) , l = { type : "mouseConstraint" , mouse : i , body : null , constraint : r , collisionFilter : { category : 1 , mask : 4294967295 , group : 0 } } , p = u . extend ( l , o ) ; return a . on ( t , "tick" , function ( ) { var o = d . allBodies ( t . world ) ; n . update ( p , o ) , e ( p ) } ) , p } , n . update = function ( e , t ) { var o = e . mouse , n = e . constraint , s = e . body ; if ( 0 === o . button ) { if ( n . bodyB ) r . set ( n . bodyB , ! 1 ) , n . pointA = o . position ; else for ( var c = 0 ; c < t . length ; c ++ ) if ( s = t [ c ] , p . contains ( s . bounds , o . position ) && l . canCollide ( s . collisionFilter , e . collisionFilter ) ) for ( var d = s . parts . length > 1 ? 1 : 0 ; d < s . parts . length ; d ++ ) { var u = s . parts [ d ] ; if ( i . contains ( u . vertices , o . position ) ) { n . pointA = o . position , n . bodyB = e . body = s , n . pointB = { x : o . position . x - s . position . x , y : o . position . y - s . position . y } , n . angleB = s . angle , r . set ( s , ! 1 ) ,
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a . trigger ( e , "startdrag" , { mouse : o , body : s } ) ; break } } } else n . bodyB = e . body = null , n . pointB = null , s && a . trigger ( e , "enddrag" , { mouse : o , body : s } ) } ; var e = function ( e ) { var t = e . mouse , o = t . sourceEvents ; o . mousemove && a . trigger ( e , "mousemove" , { mouse : t } ) , o . mousedown && a . trigger ( e , "mousedown" , { mouse : t } ) , o . mouseup && a . trigger ( e , "mouseup" , { mouse : t } ) , s . clearSourceEvents ( t ) } } ( ) } , { "../body/Composite" : 2 , "../collision/Detector" : 5 , "../core/Common" : 14 , "../core/Events" : 16 , "../core/Mouse" : 18 , "../core/Sleeping" : 20 , "../geometry/Bounds" : 24 , "../geometry/Vertices" : 27 , "./Constraint" : 12 } ] , 14 : [ function ( e , t , o ) { var n = { } ; t . exports = n , function ( ) { n . _nextId = 0 , n . _seed = 0 , n . extend = function ( e , t ) { var o , i , r ; "boolean" == typeof t ? ( o = 2 , r = t ) : ( o = 1 , r = ! 0 ) , i = Array . prototype . slice . call ( arguments , o ) ; for ( var s = 0 ; s < i . length ; s ++ ) { var a = i [ s ] ; if ( a ) for ( var l in a ) r && a [ l ] && a [ l ] . constructor === Object ? e [ l ] && e [ l ] . constructor !== Object ? e [ l ] = a [ l ] : ( e [ l ] = e [ l ] || { } , n . extend ( e [ l ] , r , a [ l ] ) ) : e [ l ] = a [ l ] } return e } , n . clone = function ( e , t ) { return n . extend ( { } , t , e ) } , n . keys = function ( e ) { if ( Object . keys ) return Object . keys ( e ) ;
var t = [ ] ; for ( var o in e ) t . push ( o ) ; return t } , n . values = function ( e ) { var t = [ ] ; if ( Object . keys ) { for ( var o = Object . keys ( e ) , n = 0 ; n < o . length ; n ++ ) t . push ( e [ o [ n ] ] ) ; return t } for ( var i in e ) t . push ( e [ i ] ) ; return t } , n . shadeColor = function ( e , t ) { var o = parseInt ( e . slice ( 1 ) , 16 ) , n = Math . round ( 2.55 * t ) , i = ( o >> 16 ) + n , r = ( o >> 8 & 255 ) + n , s = ( 255 & o ) + n ; return "#" + ( 16777216 + 65536 * ( 255 > i ? 1 > i ? 0 : i : 255 ) + 256 * ( 255 > r ? 1 > r ? 0 : r : 255 ) + ( 255 > s ? 1 > s ? 0 : s : 255 ) ) . toString ( 16 ) . slice ( 1 ) } , n . shuffle = function ( e ) { for ( var t = e . length - 1 ; t > 0 ; t -- ) { var o = Math . floor ( n . random ( ) * ( t + 1 ) ) , i = e [ t ] ; e [ t ] = e [ o ] , e [ o ] = i } return e } , n . choose = function ( e ) { return e [ Math . floor ( n . random ( ) * e . length ) ] } , n . isElement = function ( e ) { try { return e instanceof HTMLElement } catch ( t ) { return "object" == typeof e && 1 === e . nodeType && "object" == typeof e . style && "object" == typeof e . ownerDocument } } , n . isArray = function ( e ) { return "[object Array]" === Object . prototype . toString . call ( e ) } , n . clamp = function ( e , t , o ) { return t > e ? t : e > o ? o : e } , n . sign = function ( e ) { return 0 > e ? - 1 : 1 } , n . now = function ( ) { var e = window . performance || { } ; return e . now = function ( ) {
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return e . now || e . webkitNow || e . msNow || e . oNow || e . mozNow || function ( ) { return + new Date } } ( ) , e . now ( ) } , n . random = function ( t , o ) { return t = "undefined" != typeof t ? t : 0 , o = "undefined" != typeof o ? o : 1 , t + e ( ) * ( o - t ) } , n . colorToNumber = function ( e ) { return e = e . replace ( "#" , "" ) , 3 == e . length && ( e = e . charAt ( 0 ) + e . charAt ( 0 ) + e . charAt ( 1 ) + e . charAt ( 1 ) + e . charAt ( 2 ) + e . charAt ( 2 ) ) , parseInt ( e , 16 ) } , n . log = function ( e , t ) { if ( console && console . log && console . warn ) switch ( t ) { case "warn" : console . warn ( "Matter.js:" , e ) ; break ; case "error" : console . log ( "Matter.js:" , e ) } } , n . nextId = function ( ) { return n . _nextId ++ } , n . indexOf = function ( e , t ) { if ( e . indexOf ) return e . indexOf ( t ) ; for ( var o = 0 ; o < e . length ; o ++ ) if ( e [ o ] === t ) return o ; return - 1 } ; var e = function ( ) { return n . _seed = ( 9301 * n . _seed + 49297 ) % 233280 , n . _seed / 233280 } } ( ) } , { } ] , 15 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../body/World" ) , r = e ( "./Sleeping" ) , s = e ( "../collision/Resolver" ) , a = e ( "../render/Render" ) , l = e ( "../collision/Pairs" ) , c = ( e ( "./Metrics" ) , e ( "../collision/Grid" ) ) , d = e ( "./Events" ) , u = e ( "../body/Composite" ) , p = e ( "../constraint/Constraint" ) , f = e ( "./Common" ) , v = e ( "../body/Body" ) ;
! function ( ) { n . create = function ( e , t ) { t = f . isElement ( e ) ? t : e , e = f . isElement ( e ) ? e : null ; var o = { positionIterations : 6 , velocityIterations : 4 , constraintIterations : 2 , enableSleeping : ! 1 , events : [ ] , timing : { timestamp : 0 , timeScale : 1 } , broadphase : { controller : c } } , n = f . extend ( o , t ) ; if ( e || n . render ) { var r = { element : e , controller : a } ; n . render = f . extend ( r , n . render ) } return n . render && n . render . controller && ( n . render = n . render . controller . create ( n . render ) ) , n . world = i . create ( n . world ) , n . pairs = l . create ( ) , n . broadphase = n . broadphase . controller . create ( n . broadphase ) , n . metrics = n . metrics || { extended : ! 1 } , n } , n . update = function ( n , i , a ) { a = "undefined" != typeof a ? a : 1 ; var c , f = n . world , v = n . timing , y = n . broadphase , m = [ ] ; v . timestamp += i * v . timeScale ; var g = { timestamp : v . timestamp } ; d . trigger ( n , "beforeUpdate" , g ) ; var x = u . allBodies ( f ) , h = u . allConstraints ( f ) ; for ( n . enableSleeping && r . update ( x , v . timeScale ) , t ( x , f . gravity ) , o ( x , i , v . timeScale , a , f . bounds ) , c = 0 ; c < n . constraintIterations ; c ++ ) p . solveAll ( h , v . timeScale ) ; p . postSolveAll ( x ) , y . controller ? ( f . isModified && y . controller . clear ( y ) ,
y . controller . update ( y , x , n , f . isModified ) , m = y . pairsList ) : m = x ; var b = y . detector ( m , n ) , S = n . pairs , w = v . timestamp ; for ( l . update ( S , b , w ) , l . removeOld ( S , w ) , n . enableSleeping && r . afterCollisions ( S . list , v . timeScale ) , S . collisionStart . length > 0 && d . trigger ( n , "collisionStart" , { pairs : S . collisionStart } ) , s . preSolvePosition ( S . list ) , c = 0 ; c < n . positionIterations ; c ++ ) s . solvePosition ( S . list , v . timeScale ) ; for ( s . postSolvePosition ( x ) , s . preSolveVelocity ( S . list ) , c = 0 ; c < n . velocityIterations ; c ++ ) s . solveVelocity ( S . list , v . timeScale ) ; return S . collisionActive . length > 0 && d . trigger ( n , "collisionActive" , { pairs : S . collisionActive } ) , S . collisionEnd . length > 0 && d . trigger ( n , "collisionEnd" , { pairs : S . collisionEnd } ) , e ( x ) , f . isModified && u . setModified ( f , ! 1 , ! 1 , ! 0 ) , d . trigger ( n , "afterUpdate" , g ) , n } , n . merge = function ( e , t ) { if ( f . extend ( e , t ) , t . world ) { e . world = t . world , n . clear ( e ) ; for ( var o = u . allBodies ( e . world ) , i = 0 ; i < o . length ; i ++ ) { var s = o [ i ] ; r . set ( s , ! 1 ) , s . id = f . nextId ( ) } } } , n . clear = function ( e ) { var t = e . world ; l . clear ( e . pairs ) ; var o = e . broadphase ; if ( o . controller ) { var n = u . allBodies ( t ) ;
o . controller . clear ( o ) , o . controller . update ( o , n , e , ! 0 ) } } ; var e = function ( e ) { for ( var t = 0 ; t < e . length ; t ++ ) { var o = e [ t ] ; o . force . x = 0 , o . force . y = 0 , o . torque = 0 } } , t = function ( e , t ) { for ( var o = 0 ; o < e . length ; o ++ ) { var n = e [ o ] ; n . isStatic || n . isSleeping || ( n . force . y += n . mass * t . y * . 001 , n . force . x += n . mass * t . x * . 001 ) } } , o = function ( e , t , o , n , i ) { for ( var r = 0 ; r < e . length ; r ++ ) { var s = e [ r ] ; s . isStatic || s . isSleeping || v . update ( s , t , o , n ) } } } ( ) } , { "../body/Body" : 1 , "../body/Composite" : 2 , "../body/World" : 3 , "../collision/Grid" : 6 , "../collision/Pairs" : 8 , "../collision/Resolver" : 10 , "../constraint/Constraint" : 12 , "../render/Render" : 29 , "./Common" : 14 , "./Events" : 16 , "./Metrics" : 17 , "./Sleeping" : 20 } ] , 16 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "./Common" ) ; ! function ( ) { n . on = function ( e , t , o ) { for ( var n , i = t . split ( " " ) , r = 0 ; r < i . length ; r ++ ) n = i [ r ] , e . events = e . events || { } , e . events [ n ] = e . events [ n ] || [ ] , e . events [ n ] . push ( o ) ; return o } , n . off = function ( e , t , o ) { if ( ! t ) return void ( e . events = { } ) ; "function" == typeof t && ( o = t , t = i . keys ( e . events ) . join ( " " ) ) ; for ( var n = t . split ( " " ) , r = 0 ; r < n . length ; r ++ ) {
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var s = e . events [ n [ r ] ] , a = [ ] ; if ( o && s ) for ( var l = 0 ; l < s . length ; l ++ ) s [ l ] !== o && a . push ( s [ l ] ) ; e . events [ n [ r ] ] = a } } , n . trigger = function ( e , t , o ) { var n , r , s , a ; if ( e . events ) { o || ( o = { } ) , n = t . split ( " " ) ; for ( var l = 0 ; l < n . length ; l ++ ) if ( r = n [ l ] , s = e . events [ r ] ) { a = i . clone ( o , ! 1 ) , a . name = r , a . source = e ; for ( var c = 0 ; c < s . length ; c ++ ) s [ c ] . apply ( e , [ a ] ) } } } } ( ) } , { "./Common" : 14 } ] , 17 : [ function ( e , t , o ) { } , { "../body/Composite" : 2 , "./Common" : 14 } ] , 18 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../core/Common" ) ; ! function ( ) { n . create = function ( t ) { var o = { } ; return t || i . log ( "Mouse.create: element was undefined, defaulting to document.body" , "warn" ) , o . element = t || document . body , o . absolute = { x : 0 , y : 0 } , o . position = { x : 0 , y : 0 } , o . mousedownPosition = { x : 0 , y : 0 } , o . mouseupPosition = { x : 0 , y : 0 } , o . offset = { x : 0 , y : 0 } , o . scale = { x : 1 , y : 1 } , o . wheelDelta = 0 , o . button = - 1 , o . pixelRatio = o . element . getAttribute ( "data-pixel-ratio" ) || 1 , o . sourceEvents = { mousemove : null , mousedown : null , mouseup : null , mousewheel : null } , o . mousemove = function ( t ) { var n = e ( t , o . element , o . pixelRatio ) , i = t . changedTouches ; i && ( o . button = 0 ,
t . preventDefault ( ) ) , o . absolute . x = n . x , o . absolute . y = n . y , o . position . x = o . absolute . x * o . scale . x + o . offset . x , o . position . y = o . absolute . y * o . scale . y + o . offset . y , o . sourceEvents . mousemove = t } , o . mousedown = function ( t ) { var n = e ( t , o . element , o . pixelRatio ) , i = t . changedTouches ; i ? ( o . button = 0 , t . preventDefault ( ) ) : o . button = t . button , o . absolute . x = n . x , o . absolute . y = n . y , o . position . x = o . absolute . x * o . scale . x + o . offset . x , o . position . y = o . absolute . y * o . scale . y + o . offset . y , o . mousedownPosition . x = o . position . x , o . mousedownPosition . y = o . position . y , o . sourceEvents . mousedown = t } , o . mouseup = function ( t ) { var n = e ( t , o . element , o . pixelRatio ) , i = t . changedTouches ; i && t . preventDefault ( ) , o . button = - 1 , o . absolute . x = n . x , o . absolute . y = n . y , o . position . x = o . absolute . x * o . scale . x + o . offset . x , o . position . y = o . absolute . y * o . scale . y + o . offset . y , o . mouseupPosition . x = o . position . x , o . mouseupPosition . y = o . position . y , o . sourceEvents . mouseup = t } , o . mousewheel = function ( e ) { o . wheelDelta = Math . max ( - 1 , Math . min ( 1 , e . wheelDelta || - e . detail ) ) , e . preventDefault ( ) } , n . setElement ( o , o . element ) , o } , n . setElement = function ( e , t ) {
e . element = t , t . addEventListener ( "mousemove" , e . mousemove ) , t . addEventListener ( "mousedown" , e . mousedown ) , t . addEventListener ( "mouseup" , e . mouseup ) , t . addEventListener ( "mousewheel" , e . mousewheel ) , t . addEventListener ( "DOMMouseScroll" , e . mousewheel ) , t . addEventListener ( "touchmove" , e . mousemove ) , t . addEventListener ( "touchstart" , e . mousedown ) , t . addEventListener ( "touchend" , e . mouseup ) } , n . clearSourceEvents = function ( e ) { e . sourceEvents . mousemove = null , e . sourceEvents . mousedown = null , e . sourceEvents . mouseup = null , e . sourceEvents . mousewheel = null , e . wheelDelta = 0 } , n . setOffset = function ( e , t ) { e . offset . x = t . x , e . offset . y = t . y , e . position . x = e . absolute . x * e . scale . x + e . offset . x , e . position . y = e . absolute . y * e . scale . y + e . offset . y } , n . setScale = function ( e , t ) { e . scale . x = t . x , e . scale . y = t . y , e . position . x = e . absolute . x * e . scale . x + e . offset . x , e . position . y = e . absolute . y * e . scale . y + e . offset . y } ; var e = function ( e , t , o ) { var n , i , r = t . getBoundingClientRect ( ) , s = document . documentElement || document . body . parentNode || document . body , a = void 0 !== window . pageXOffset ? window . pageXOffset : s . scrollLeft , l = void 0 !== window . pageYOffset ? window . pageYOffset : s . scrollTop , c = e . changedTouches ;
return c ? ( n = c [ 0 ] . pageX - r . left - a , i = c [ 0 ] . pageY - r . top - l ) : ( n = e . pageX - r . left - a , i = e . pageY - r . top - l ) , { x : n / ( t . clientWidth / t . width * o ) , y : i / ( t . clientHeight / t . height * o ) } } } ( ) } , { "../core/Common" : 14 } ] , 19 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "./Events" ) , r = e ( "./Engine" ) , s = e ( "./Common" ) ; ! function ( ) { var e , t ; "undefined" != typeof window && ( e = window . requestAnimationFrame || window . webkitRequestAnimationFrame || window . mozRequestAnimationFrame || window . msRequestAnimationFrame || function ( e ) { window . setTimeout ( function ( ) { e ( s . now ( ) ) } , 1e3 / 60 ) } , t = window . cancelAnimationFrame || window . mozCancelAnimationFrame || window . webkitCancelAnimationFrame || window . msCancelAnimationFrame ) , n . create = function ( e ) { var t = { fps : 60 , correction : 1 , deltaSampleSize : 60 , counterTimestamp : 0 , frameCounter : 0 , deltaHistory : [ ] , timePrev : null , timeScalePrev : 1 , frameRequestId : null , isFixed : ! 1 , enabled : ! 0 } , o = s . extend ( t , e ) ; return o . delta = o . delta || 1e3 / o . fps , o . deltaMin = o . deltaMin || 1e3 / o . fps , o . deltaMax = o . deltaMax || 1e3 / ( . 5 * o . fps ) , o . fps = 1e3 / o . delta , o } , n . run = function ( t , o ) {
return "undefined" != typeof t . positionIterations && ( o = t , t = n . create ( ) ) , function i ( r ) { t . frameRequestId = e ( i ) , r && t . enabled && n . tick ( t , o , r ) } ( ) , t } , n . tick = function ( e , t , o ) { var n , s = t . timing , a = 1 , l = { timestamp : s . timestamp } ; i . trigger ( e , "beforeTick" , l ) , i . trigger ( t , "beforeTick" , l ) , e . isFixed ? n = e . delta : ( n = o - e . timePrev || e . delta , e . timePrev = o , e . deltaHistory . push ( n ) , e . deltaHistory = e . deltaHistory . slice ( - e . deltaSampleSize ) , n = Math . min . apply ( null , e . deltaHistory ) , n = n < e . deltaMin ? e . deltaMin : n , n = n > e . deltaMax ? e . deltaMax : n , a = n / e . delta , e . delta = n ) , 0 !== e . timeScalePrev && ( a *= s . timeScale / e . timeScalePrev ) , 0 === s . timeScale && ( a = 0 ) , e . timeScalePrev = s . timeScale , e . correction = a , e . frameCounter += 1 , o - e . counterTimestamp >= 1e3 && ( e . fps = e . frameCounter * ( ( o - e . counterTimestamp ) / 1e3 ) , e . counterTimestamp = o , e . frameCounter = 0 ) , i . trigger ( e , "tick" , l ) , i . trigger ( t , "tick" , l ) , t . world . isModified && t . render && t . render . controller && t . render . controller . clear && t . render . controller . clear ( t . render ) , i . trigger ( e , "beforeUpdate" , l ) , r . update ( t , n , a ) , i . trigger ( e , "afterUpdate" , l ) ,
t . render && t . render . controller && ( i . trigger ( e , "beforeRender" , l ) , i . trigger ( t , "beforeRender" , l ) , t . render . controller . world ( t ) , i . trigger ( e , "afterRender" , l ) , i . trigger ( t , "afterRender" , l ) ) , i . trigger ( e , "afterTick" , l ) , i . trigger ( t , "afterTick" , l ) } , n . stop = function ( e ) { t ( e . frameRequestId ) } , n . start = function ( e , t ) { n . run ( e , t ) } } ( ) } , { "./Common" : 14 , "./Engine" : 15 , "./Events" : 16 } ] , 20 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "./Events" ) ; ! function ( ) { n . _motionWakeThreshold = . 18 , n . _motionSleepThreshold = . 08 , n . _minBias = . 9 , n . update = function ( e , t ) { for ( var o = t * t * t , i = 0 ; i < e . length ; i ++ ) { var r = e [ i ] , s = r . speed * r . speed + r . angularSpeed * r . angularSpeed ; if ( 0 === r . force . x && 0 === r . force . y ) { var a = Math . min ( r . motion , s ) , l = Math . max ( r . motion , s ) ; r . motion = n . _minBias * a + ( 1 - n . _minBias ) * l , r . sleepThreshold > 0 && r . motion < n . _motionSleepThreshold * o ? ( r . sleepCounter += 1 , r . sleepCounter >= r . sleepThreshold && n . set ( r , ! 0 ) ) : r . sleepCounter > 0 && ( r . sleepCounter -= 1 ) } else n . set ( r , ! 1 ) } } , n . afterCollisions = function ( e , t ) { for ( var o = t * t * t , i = 0 ; i < e . length ; i ++ ) { var r = e [ i ] ; if ( r . isActive ) {
var s = r . collision , a = s . bodyA . parent , l = s . bodyB . parent ; if ( ! ( a . isSleeping && l . isSleeping || a . isStatic || l . isStatic ) && ( a . isSleeping || l . isSleeping ) ) { var c = a . isSleeping && ! a . isStatic ? a : l , d = c === a ? l : a ; ! c . isStatic && d . motion > n . _motionWakeThreshold * o && n . set ( c , ! 1 ) } } } } , n . set = function ( e , t ) { var o = e . isSleeping ; t ? ( e . isSleeping = ! 0 , e . sleepCounter = e . sleepThreshold , e . positionImpulse . x = 0 , e . positionImpulse . y = 0 , e . positionPrev . x = e . position . x , e . positionPrev . y = e . position . y , e . anglePrev = e . angle , e . speed = 0 , e . angularSpeed = 0 , e . motion = 0 , o || i . trigger ( e , "sleepStart" ) ) : ( e . isSleeping = ! 1 , e . sleepCounter = 0 , o && i . trigger ( e , "sleepEnd" ) ) } } ( ) } , { "./Events" : 16 } ] , 21 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vertices" ) , r = e ( "../core/Common" ) , s = e ( "../body/Body" ) , a = e ( "../geometry/Bounds" ) , l = e ( "../geometry/Vector" ) ; ! function ( ) { n . rectangle = function ( e , t , o , n , a ) { a = a || { } ; var l = { label : "Rectangle Body" , position : { x : e , y : t } , vertices : i . fromPath ( "L 0 0 L " + o + " 0 L " + o + " " + n + " L 0 " + n ) } ; if ( a . chamfer ) { var c = a . chamfer ; l . vertices = i . chamfer ( l . vertices , c . radius , c . quality , c . qualityMin , c . qualityMax ) ,
2015-12-23 08:08:54 -05:00
delete a . chamfer } return s . create ( r . extend ( { } , l , a ) ) } , n . trapezoid = function ( e , t , o , n , a , l ) { l = l || { } , a *= . 5 ; var c , d = ( 1 - 2 * a ) * o , u = o * a , p = u + d , f = p + u ; c = . 5 > a ? "L 0 0 L " + u + " " + - n + " L " + p + " " + - n + " L " + f + " 0" : "L 0 0 L " + p + " " + - n + " L " + f + " 0" ; var v = { label : "Trapezoid Body" , position : { x : e , y : t } , vertices : i . fromPath ( c ) } ; if ( l . chamfer ) { var y = l . chamfer ; v . vertices = i . chamfer ( v . vertices , y . radius , y . quality , y . qualityMin , y . qualityMax ) , delete l . chamfer } return s . create ( r . extend ( { } , v , l ) ) } , n . circle = function ( e , t , o , i , r ) { i = i || { } , i . label = "Circle Body" , r = r || 25 ; var s = Math . ceil ( Math . max ( 10 , Math . min ( r , o ) ) ) ; return s % 2 === 1 && ( s += 1 ) , i . circleRadius = o , n . polygon ( e , t , s , o , i ) } , n . polygon = function ( e , t , o , a , l ) { if ( l = l || { } , 3 > o ) return n . circle ( e , t , a , l ) ; for ( var c = 2 * Math . PI / o , d = "" , u = . 5 * c , p = 0 ; o > p ; p += 1 ) { var f = u + p * c , v = Math . cos ( f ) * a , y = Math . sin ( f ) * a ; d += "L " + v . toFixed ( 3 ) + " " + y . toFixed ( 3 ) + " " } var m = { label : "Polygon Body" , position : { x : e , y : t } , vertices : i . fromPath ( d ) } ; if ( l . chamfer ) { var g = l . chamfer ; m . vertices = i . chamfer ( m . vertices , g . radius , g . quality , g . qualityMin , g . qualityMax ) ,
delete l . chamfer } return s . create ( r . extend ( { } , m , l ) ) } , n . fromVertices = function ( e , t , o , n , c , d , u ) { var p , f , v , y , m , g , x , h , b ; for ( n = n || { } , f = [ ] , c = "undefined" != typeof c ? c : ! 1 , d = "undefined" != typeof d ? d : . 01 , u = "undefined" != typeof u ? u : 10 , window . decomp || r . log ( "Bodies.fromVertices: poly-decomp.js required. Could not decompose vertices. Fallback to convex hull." , "warn" ) , r . isArray ( o [ 0 ] ) || ( o = [ o ] ) , h = 0 ; h < o . length ; h += 1 ) if ( y = o [ h ] , v = i . isConvex ( y ) , v || ! window . decomp ) y = v ? i . clockwiseSort ( y ) : i . hull ( y ) , f . push ( { position : { x : e , y : t } , vertices : y } ) ; else { var S = new decomp . Polygon ; for ( m = 0 ; m < y . length ; m ++ ) S . vertices . push ( [ y [ m ] . x , y [ m ] . y ] ) ; S . makeCCW ( ) , d !== ! 1 && S . removeCollinearPoints ( d ) ; var w = S . quickDecomp ( ) ; for ( m = 0 ; m < w . length ; m ++ ) { var C = w [ m ] , A = [ ] ; for ( g = 0 ; g < C . vertices . length ; g ++ ) A . push ( { x : C . vertices [ g ] [ 0 ] , y : C . vertices [ g ] [ 1 ] } ) ; u > 0 && i . area ( A ) < u || f . push ( { position : i . centre ( A ) , vertices : A } ) } } for ( m = 0 ; m < f . length ; m ++ ) f [ m ] = s . create ( r . extend ( f [ m ] , n ) ) ; if ( c ) { var B = 5 ; for ( m = 0 ; m < f . length ; m ++ ) { var P = f [ m ] ; for ( g = m + 1 ; g < f . length ; g ++ ) { var M = f [ g ] ; if ( a . overlaps ( P . bounds , M . bounds ) ) {
var k = P . vertices , I = M . vertices ; for ( x = 0 ; x < P . vertices . length ; x ++ ) for ( b = 0 ; b < M . vertices . length ; b ++ ) { var T = l . magnitudeSquared ( l . sub ( k [ ( x + 1 ) % k . length ] , I [ b ] ) ) , V = l . magnitudeSquared ( l . sub ( k [ x ] , I [ ( b + 1 ) % I . length ] ) ) ; B > T && B > V && ( k [ x ] . isInternal = ! 0 , I [ b ] . isInternal = ! 0 ) } } } } } return f . length > 1 ? ( p = s . create ( r . extend ( { parts : f . slice ( 0 ) } , n ) ) , s . setPosition ( p , { x : e , y : t } ) , p ) : f [ 0 ] } } ( ) } , { "../body/Body" : 1 , "../core/Common" : 14 , "../geometry/Bounds" : 24 , "../geometry/Vector" : 26 , "../geometry/Vertices" : 27 } ] , 22 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../body/Composite" ) , r = e ( "../constraint/Constraint" ) , s = e ( "../core/Common" ) , a = e ( "../body/Body" ) , l = e ( "./Bodies" ) ; ! function ( ) { n . stack = function ( e , t , o , n , r , s , l ) { for ( var c , d = i . create ( { label : "Stack" } ) , u = e , p = t , f = 0 , v = 0 ; n > v ; v ++ ) { for ( var y = 0 , m = 0 ; o > m ; m ++ ) { var g = l ( u , p , m , v , c , f ) ; if ( g ) { var x = g . bounds . max . y - g . bounds . min . y , h = g . bounds . max . x - g . bounds . min . x ; x > y && ( y = x ) , a . translate ( g , { x : . 5 * h , y : . 5 * x } ) , u = g . bounds . max . x + r , i . addBody ( d , g ) , c = g , f += 1 } else u += r } p += y + s , u = e } return d } , n . chain = function ( e , t , o , n , a , l ) {
for ( var c = e . bodies , d = 1 ; d < c . length ; d ++ ) { var u = c [ d - 1 ] , p = c [ d ] , f = u . bounds . max . y - u . bounds . min . y , v = u . bounds . max . x - u . bounds . min . x , y = p . bounds . max . y - p . bounds . min . y , m = p . bounds . max . x - p . bounds . min . x , g = { bodyA : u , pointA : { x : v * t , y : f * o } , bodyB : p , pointB : { x : m * n , y : y * a } } , x = s . extend ( g , l ) ; i . addConstraint ( e , r . create ( x ) ) } return e . label += " Chain" , e } , n . mesh = function ( e , t , o , n , a ) { var l , c , d , u , p , f = e . bodies ; for ( l = 0 ; o > l ; l ++ ) { for ( c = 1 ; t > c ; c ++ ) d = f [ c - 1 + l * t ] , u = f [ c + l * t ] , i . addConstraint ( e , r . create ( s . extend ( { bodyA : d , bodyB : u } , a ) ) ) ; if ( l > 0 ) for ( c = 0 ; t > c ; c ++ ) d = f [ c + ( l - 1 ) * t ] , u = f [ c + l * t ] , i . addConstraint ( e , r . create ( s . extend ( { bodyA : d , bodyB : u } , a ) ) ) , n && c > 0 && ( p = f [ c - 1 + ( l - 1 ) * t ] , i . addConstraint ( e , r . create ( s . extend ( { bodyA : p , bodyB : u } , a ) ) ) ) , n && t - 1 > c && ( p = f [ c + 1 + ( l - 1 ) * t ] , i . addConstraint ( e , r . create ( s . extend ( { bodyA : p , bodyB : u } , a ) ) ) ) } return e . label += " Mesh" , e } , n . pyramid = function ( e , t , o , i , r , s , l ) { return n . stack ( e , t , o , i , r , s , function ( t , n , s , c , d , u ) { var p = Math . min ( i , Math . ceil ( o / 2 ) ) , f = d ? d . bounds . max . x - d . bounds . min . x : 0 ; if ( ! ( c > p ) ) { c = p - c ; var v = c , y = o - 1 - c ; if ( ! ( v > s || s > y ) ) {
1 === u && a . translate ( d , { x : ( s + ( o % 2 === 1 ? 1 : - 1 ) ) * f , y : 0 } ) ; var m = d ? s * f : 0 ; return l ( e + m + s * r , n , s , c , d , u ) } } } ) } , n . newtonsCradle = function ( e , t , o , n , s ) { for ( var a = i . create ( { label : "Newtons Cradle" } ) , c = 0 ; o > c ; c ++ ) { var d = 1.9 , u = l . circle ( e + c * ( n * d ) , t + s , n , { inertia : 1 / 0 , restitution : 1 , friction : 0 , frictionAir : 1e-4 , slop : 1 } ) , p = r . create ( { pointA : { x : e + c * ( n * d ) , y : t } , bodyB : u } ) ; i . addBody ( a , u ) , i . addConstraint ( a , p ) } return a } , n . car = function ( e , t , o , n , s ) { var c = a . nextGroup ( ! 0 ) , d = - 20 , u = . 5 * - o + d , p = . 5 * o - d , f = 0 , v = i . create ( { label : "Car" } ) , y = l . trapezoid ( e , t , o , n , . 3 , { collisionFilter : { group : c } , friction : . 01 , chamfer : { radius : 10 } } ) , m = l . circle ( e + u , t + f , s , { collisionFilter : { group : c } , restitution : . 5 , friction : . 9 , frictionStatic : 10 , slop : . 5 , density : . 01 } ) , g = l . circle ( e + p , t + f , s , { collisionFilter : { group : c } , restitution : . 5 , friction : . 9 , frictionStatic : 10 , slop : . 5 , density : . 01 } ) , x = r . create ( { bodyA : y , pointA : { x : u , y : f } , bodyB : m , stiffness : . 5 } ) , h = r . create ( { bodyA : y , pointA : { x : p , y : f } , bodyB : g , stiffness : . 5 } ) ; return i . addBody ( v , y ) , i . addBody ( v , m ) , i . addBody ( v , g ) , i . addConstraint ( v , x ) , i . addConstraint ( v , h ) ,
v } , n . softBody = function ( e , t , o , i , r , a , c , d , u , p ) { u = s . extend ( { inertia : 1 / 0 } , u ) , p = s . extend ( { stiffness : . 4 } , p ) ; var f = n . stack ( e , t , o , i , r , a , function ( e , t ) { return l . circle ( e , t , d , u ) } ) ; return n . mesh ( f , o , i , c , p ) , f . label = "Soft Body" , f } } ( ) } , { "../body/Body" : 1 , "../body/Composite" : 2 , "../constraint/Constraint" : 12 , "../core/Common" : 14 , "./Bodies" : 21 } ] , 23 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vector" ) , r = e ( "../core/Common" ) ; ! function ( ) { n . fromVertices = function ( e ) { for ( var t = { } , o = 0 ; o < e . length ; o ++ ) { var n = ( o + 1 ) % e . length , s = i . normalise ( { x : e [ n ] . y - e [ o ] . y , y : e [ o ] . x - e [ n ] . x } ) , a = 0 === s . y ? 1 / 0 : s . x / s . y ; a = a . toFixed ( 3 ) . toString ( ) , t [ a ] = s } return r . values ( t ) } , n . rotate = function ( e , t ) { if ( 0 !== t ) for ( var o = Math . cos ( t ) , n = Math . sin ( t ) , i = 0 ; i < e . length ; i ++ ) { var r , s = e [ i ] ; r = s . x * o - s . y * n , s . y = s . x * n + s . y * o , s . x = r } } } ( ) } , { "../core/Common" : 14 , "../geometry/Vector" : 26 } ] , 24 : [ function ( e , t , o ) { var n = { } ; t . exports = n , function ( ) { n . create = function ( e ) { var t = { min : { x : 0 , y : 0 } , max : { x : 0 , y : 0 } } ; return e && n . update ( t , e ) , t } , n . update = function ( e , t , o ) { e . min . x = Number . MAX _VALUE ,
e . max . x = Number . MIN _VALUE , e . min . y = Number . MAX _VALUE , e . max . y = Number . MIN _VALUE ; for ( var n = 0 ; n < t . length ; n ++ ) { var i = t [ n ] ; i . x > e . max . x && ( e . max . x = i . x ) , i . x < e . min . x && ( e . min . x = i . x ) , i . y > e . max . y && ( e . max . y = i . y ) , i . y < e . min . y && ( e . min . y = i . y ) } o && ( o . x > 0 ? e . max . x += o . x : e . min . x += o . x , o . y > 0 ? e . max . y += o . y : e . min . y += o . y ) } , n . contains = function ( e , t ) { return t . x >= e . min . x && t . x <= e . max . x && t . y >= e . min . y && t . y <= e . max . y } , n . overlaps = function ( e , t ) { return e . min . x <= t . max . x && e . max . x >= t . min . x && e . max . y >= t . min . y && e . min . y <= t . max . y } , n . translate = function ( e , t ) { e . min . x += t . x , e . max . x += t . x , e . min . y += t . y , e . max . y += t . y } , n . shift = function ( e , t ) { var o = e . max . x - e . min . x , n = e . max . y - e . min . y ; e . min . x = t . x , e . max . x = t . x + o , e . min . y = t . y , e . max . y = t . y + n } } ( ) } , { } ] , 25 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; e ( "../geometry/Bounds" ) ; ! function ( ) { n . pathToVertices = function ( t , o ) { var n , i , r , s , a , l , c , d , u , p , f , v , y = [ ] , m = 0 , g = 0 , x = 0 ; o = o || 15 ; var h = function ( e , t , o ) { var n = o % 2 === 1 && o > 1 ; if ( ! u || e != u . x || t != u . y ) { u && n ? ( f = u . x , v = u . y ) : ( f = 0 , v = 0 ) ; var i = { x : f + e , y : v + t } ; ( n || ! u ) && ( u = i ) , y . push ( i ) , g = f + e , x = v + t } } , b = function ( e ) {
var t = e . pathSegTypeAsLetter . toUpperCase ( ) ; if ( "Z" !== t ) { switch ( t ) { case "M" : case "L" : case "T" : case "C" : case "S" : case "Q" : g = e . x , x = e . y ; break ; case "H" : g = e . x ; break ; case "V" : x = e . y } h ( g , x , e . pathSegType ) } } ; for ( e ( t ) , r = t . getTotalLength ( ) , l = [ ] , n = 0 ; n < t . pathSegList . numberOfItems ; n += 1 ) l . push ( t . pathSegList . getItem ( n ) ) ; for ( c = l . concat ( ) ; r > m ; ) { if ( p = t . getPathSegAtLength ( m ) , a = l [ p ] , a != d ) { for ( ; c . length && c [ 0 ] != a ; ) b ( c . shift ( ) ) ; d = a } switch ( a . pathSegTypeAsLetter . toUpperCase ( ) ) { case "C" : case "T" : case "S" : case "Q" : case "A" : s = t . getPointAtLength ( m ) , h ( s . x , s . y , 0 ) } m += o } for ( n = 0 , i = c . length ; i > n ; ++ n ) b ( c [ n ] ) ; return y } ; var e = function ( e ) { for ( var t , o , n , i , r , s , a = e . pathSegList , l = 0 , c = 0 , d = a . numberOfItems , u = 0 ; d > u ; ++ u ) { var p = a . getItem ( u ) , f = p . pathSegTypeAsLetter ; if ( /[MLHVCSQTA]/ . test ( f ) ) "x" in p && ( l = p . x ) , "y" in p && ( c = p . y ) ; else switch ( "x1" in p && ( n = l + p . x1 ) , "x2" in p && ( r = l + p . x2 ) , "y1" in p && ( i = c + p . y1 ) , "y2" in p && ( s = c + p . y2 ) , "x" in p && ( l += p . x ) , "y" in p && ( c += p . y ) , f ) { case "m" : a . replaceItem ( e . createSVGPathSegMovetoAbs ( l , c ) , u ) ; break ; case "l" : a . replaceItem ( e . createSVGPathSegLinetoAbs ( l , c ) , u ) ;
break ; case "h" : a . replaceItem ( e . createSVGPathSegLinetoHorizontalAbs ( l ) , u ) ; break ; case "v" : a . replaceItem ( e . createSVGPathSegLinetoVerticalAbs ( c ) , u ) ; break ; case "c" : a . replaceItem ( e . createSVGPathSegCurvetoCubicAbs ( l , c , n , i , r , s ) , u ) ; break ; case "s" : a . replaceItem ( e . createSVGPathSegCurvetoCubicSmoothAbs ( l , c , r , s ) , u ) ; break ; case "q" : a . replaceItem ( e . createSVGPathSegCurvetoQuadraticAbs ( l , c , n , i ) , u ) ; break ; case "t" : a . replaceItem ( e . createSVGPathSegCurvetoQuadraticSmoothAbs ( l , c ) , u ) ; break ; case "a" : a . replaceItem ( e . createSVGPathSegArcAbs ( l , c , p . r1 , p . r2 , p . angle , p . largeArcFlag , p . sweepFlag ) , u ) ; break ; case "z" : case "Z" : l = t , c = o } ( "M" == f || "m" == f ) && ( t = l , o = c ) } } } ( ) } , { "../geometry/Bounds" : 24 } ] , 26 : [ function ( e , t , o ) { var n = { } ; t . exports = n , function ( ) { n . create = function ( e , t ) { return { x : e || 0 , y : t || 0 } } , n . clone = function ( e ) { return { x : e . x , y : e . y } } , n . magnitude = function ( e ) { return Math . sqrt ( e . x * e . x + e . y * e . y ) } , n . magnitudeSquared = function ( e ) { return e . x * e . x + e . y * e . y } , n . rotate = function ( e , t ) { var o = Math . cos ( t ) , n = Math . sin ( t ) ; return { x : e . x * o - e . y * n , y : e . x * n + e . y * o } } , n . rotateAbout = function ( e , t , o , n ) {
var i = Math . cos ( t ) , r = Math . sin ( t ) ; n || ( n = { } ) ; var s = o . x + ( ( e . x - o . x ) * i - ( e . y - o . y ) * r ) ; return n . y = o . y + ( ( e . x - o . x ) * r + ( e . y - o . y ) * i ) , n . x = s , n } , n . normalise = function ( e ) { var t = n . magnitude ( e ) ; return 0 === t ? { x : 0 , y : 0 } : { x : e . x / t , y : e . y / t } } , n . dot = function ( e , t ) { return e . x * t . x + e . y * t . y } , n . cross = function ( e , t ) { return e . x * t . y - e . y * t . x } , n . cross3 = function ( e , t , o ) { return ( t . x - e . x ) * ( o . y - e . y ) - ( t . y - e . y ) * ( o . x - e . x ) } , n . add = function ( e , t , o ) { return o || ( o = { } ) , o . x = e . x + t . x , o . y = e . y + t . y , o } , n . sub = function ( e , t , o ) { return o || ( o = { } ) , o . x = e . x - t . x , o . y = e . y - t . y , o } , n . mult = function ( e , t ) { return { x : e . x * t , y : e . y * t } } , n . div = function ( e , t ) { return { x : e . x / t , y : e . y / t } } , n . perp = function ( e , t ) { return t = t === ! 0 ? - 1 : 1 , { x : t * - e . y , y : t * e . x } } , n . neg = function ( e ) { return { x : - e . x , y : - e . y } } , n . angle = function ( e , t ) { return Math . atan2 ( t . y - e . y , t . x - e . x ) } , n . _temp = [ n . create ( ) , n . create ( ) , n . create ( ) , n . create ( ) , n . create ( ) , n . create ( ) ] } ( ) } , { } ] , 27 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../geometry/Vector" ) , r = e ( "../core/Common" ) ; ! function ( ) { n . create = function ( e , t ) { for ( var o = [ ] , n = 0 ; n < e . length ; n ++ ) {
var i = e [ n ] , r = { x : i . x , y : i . y , index : n , body : t , isInternal : ! 1 } ; o . push ( r ) } return o } , n . fromPath = function ( e , t ) { var o = /L?\s*([\-\d\.e]+)[\s,]*([\-\d\.e]+)*/gi , i = [ ] ; return e . replace ( o , function ( e , t , o ) { i . push ( { x : parseFloat ( t ) , y : parseFloat ( o ) } ) } ) , n . create ( i , t ) } , n . centre = function ( e ) { for ( var t , o , r , s = n . area ( e , ! 0 ) , a = { x : 0 , y : 0 } , l = 0 ; l < e . length ; l ++ ) r = ( l + 1 ) % e . length , t = i . cross ( e [ l ] , e [ r ] ) , o = i . mult ( i . add ( e [ l ] , e [ r ] ) , t ) , a = i . add ( a , o ) ; return i . div ( a , 6 * s ) } , n . mean = function ( e ) { for ( var t = { x : 0 , y : 0 } , o = 0 ; o < e . length ; o ++ ) t . x += e [ o ] . x , t . y += e [ o ] . y ; return i . div ( t , e . length ) } , n . area = function ( e , t ) { for ( var o = 0 , n = e . length - 1 , i = 0 ; i < e . length ; i ++ ) o += ( e [ n ] . x - e [ i ] . x ) * ( e [ n ] . y + e [ i ] . y ) , n = i ; return t ? o / 2 : Math . abs ( o ) / 2 } , n . inertia = function ( e , t ) { for ( var o , n , r = 0 , s = 0 , a = e , l = 0 ; l < a . length ; l ++ ) n = ( l + 1 ) % a . length , o = Math . abs ( i . cross ( a [ n ] , a [ l ] ) ) , r += o * ( i . dot ( a [ n ] , a [ n ] ) + i . dot ( a [ n ] , a [ l ] ) + i . dot ( a [ l ] , a [ l ] ) ) , s += o ; return t / 6 * ( r / s ) } , n . translate = function ( e , t , o ) { var n ; if ( o ) for ( n = 0 ; n < e . length ; n ++ ) e [ n ] . x += t . x * o , e [ n ] . y += t . y * o ; else for ( n = 0 ; n < e . length ; n ++ ) e [ n ] . x += t . x , e [ n ] . y += t . y ;
return e } , n . rotate = function ( e , t , o ) { if ( 0 !== t ) { for ( var n = Math . cos ( t ) , i = Math . sin ( t ) , r = 0 ; r < e . length ; r ++ ) { var s = e [ r ] , a = s . x - o . x , l = s . y - o . y ; s . x = o . x + ( a * n - l * i ) , s . y = o . y + ( a * i + l * n ) } return e } } , n . contains = function ( e , t ) { for ( var o = 0 ; o < e . length ; o ++ ) { var n = e [ o ] , i = e [ ( o + 1 ) % e . length ] ; if ( ( t . x - n . x ) * ( i . y - n . y ) + ( t . y - n . y ) * ( n . x - i . x ) > 0 ) return ! 1 } return ! 0 } , n . scale = function ( e , t , o , r ) { if ( 1 === t && 1 === o ) return e ; r = r || n . centre ( e ) ; for ( var s , a , l = 0 ; l < e . length ; l ++ ) s = e [ l ] , a = i . sub ( s , r ) , e [ l ] . x = r . x + a . x * t , e [ l ] . y = r . y + a . y * o ; return e } , n . chamfer = function ( e , t , o , n , s ) { t = t || [ 8 ] , t . length || ( t = [ t ] ) , o = "undefined" != typeof o ? o : - 1 , n = n || 2 , s = s || 14 ; for ( var a = [ ] , l = 0 ; l < e . length ; l ++ ) { var c = e [ l - 1 >= 0 ? l - 1 : e . length - 1 ] , d = e [ l ] , u = e [ ( l + 1 ) % e . length ] , p = t [ l < t . length ? l : t . length - 1 ] ; if ( 0 !== p ) { var f = i . normalise ( { x : d . y - c . y , y : c . x - d . x } ) , v = i . normalise ( { x : u . y - d . y , y : d . x - u . x } ) , y = Math . sqrt ( 2 * Math . pow ( p , 2 ) ) , m = i . mult ( r . clone ( f ) , p ) , g = i . normalise ( i . mult ( i . add ( f , v ) , . 5 ) ) , x = i . sub ( d , i . mult ( g , y ) ) , h = o ; - 1 === o && ( h = 1.75 * Math . pow ( p , . 32 ) ) , h = r . clamp ( h , n , s ) , h % 2 === 1 && ( h += 1 ) ; for ( var b = Math . acos ( i . dot ( f , v ) ) , S = b / h , w = 0 ; h > w ; w ++ ) a . push ( i . add ( i . rotate ( m , S * w ) , x ) ) ;
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} else a . push ( d ) } return a } , n . clockwiseSort = function ( e ) { var t = n . mean ( e ) ; return e . sort ( function ( e , o ) { return i . angle ( t , e ) - i . angle ( t , o ) } ) , e } , n . isConvex = function ( e ) { var t , o , n , i , r = 0 , s = e . length ; if ( 3 > s ) return null ; for ( t = 0 ; s > t ; t ++ ) if ( o = ( t + 1 ) % s , n = ( t + 2 ) % s , i = ( e [ o ] . x - e [ t ] . x ) * ( e [ n ] . y - e [ o ] . y ) , i -= ( e [ o ] . y - e [ t ] . y ) * ( e [ n ] . x - e [ o ] . x ) , 0 > i ? r |= 1 : i > 0 && ( r |= 2 ) , 3 === r ) return ! 1 ; return 0 !== r ? ! 0 : null } , n . hull = function ( e ) { var t , o , n = [ ] , r = [ ] ; for ( e = e . slice ( 0 ) , e . sort ( function ( e , t ) { var o = e . x - t . x ; return 0 !== o ? o : e . y - t . y } ) , o = 0 ; o < e . length ; o ++ ) { for ( t = e [ o ] ; r . length >= 2 && i . cross3 ( r [ r . length - 2 ] , r [ r . length - 1 ] , t ) <= 0 ; ) r . pop ( ) ; r . push ( t ) } for ( o = e . length - 1 ; o >= 0 ; o -- ) { for ( t = e [ o ] ; n . length >= 2 && i . cross3 ( n [ n . length - 2 ] , n [ n . length - 1 ] , t ) <= 0 ; ) n . pop ( ) ; n . push ( t ) } return n . pop ( ) , r . pop ( ) , n . concat ( r ) } } ( ) } , { "../core/Common" : 14 , "../geometry/Vector" : 26 } ] , 28 : [ function ( e , t , o ) { var n = t . exports = { } ; n . version = "master" , n . Body = e ( "../body/Body" ) , n . Composite = e ( "../body/Composite" ) , n . World = e ( "../body/World" ) , n . Contact = e ( "../collision/Contact" ) , n . Detector = e ( "../collision/Detector" ) ,
n . Grid = e ( "../collision/Grid" ) , n . Pairs = e ( "../collision/Pairs" ) , n . Pair = e ( "../collision/Pair" ) , n . Query = e ( "../collision/Query" ) , n . Resolver = e ( "../collision/Resolver" ) , n . SAT = e ( "../collision/SAT" ) , n . Constraint = e ( "../constraint/Constraint" ) , n . MouseConstraint = e ( "../constraint/MouseConstraint" ) , n . Common = e ( "../core/Common" ) , n . Engine = e ( "../core/Engine" ) , n . Events = e ( "../core/Events" ) , n . Mouse = e ( "../core/Mouse" ) , n . Runner = e ( "../core/Runner" ) , n . Sleeping = e ( "../core/Sleeping" ) , n . Bodies = e ( "../factory/Bodies" ) , n . Composites = e ( "../factory/Composites" ) , n . Axes = e ( "../geometry/Axes" ) , n . Bounds = e ( "../geometry/Bounds" ) , n . Svg = e ( "../geometry/Svg" ) , n . Vector = e ( "../geometry/Vector" ) , n . Vertices = e ( "../geometry/Vertices" ) , n . Render = e ( "../render/Render" ) , n . RenderPixi = e ( "../render/RenderPixi" ) , n . World . add = n . Composite . add , n . World . remove = n . Composite . remove , n . World . addComposite = n . Composite . addComposite , n . World . addBody = n . Composite . addBody , n . World . addConstraint = n . Composite . addConstraint , n . World . clear = n . Composite . clear , n . Engine . run = n . Runner . run ;
} , { "../body/Body" : 1 , "../body/Composite" : 2 , "../body/World" : 3 , "../collision/Contact" : 4 , "../collision/Detector" : 5 , "../collision/Grid" : 6 , "../collision/Pair" : 7 , "../collision/Pairs" : 8 , "../collision/Query" : 9 , "../collision/Resolver" : 10 , "../collision/SAT" : 11 , "../constraint/Constraint" : 12 , "../constraint/MouseConstraint" : 13 , "../core/Common" : 14 , "../core/Engine" : 15 , "../core/Events" : 16 , "../core/Metrics" : 17 , "../core/Mouse" : 18 , "../core/Runner" : 19 , "../core/Sleeping" : 20 , "../factory/Bodies" : 21 , "../factory/Composites" : 22 , "../geometry/Axes" : 23 , "../geometry/Bounds" : 24 , "../geometry/Svg" : 25 , "../geometry/Vector" : 26 , "../geometry/Vertices" : 27 , "../render/Render" : 29 , "../render/RenderPixi" : 30 } ] , 29 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../core/Common" ) , r = e ( "../body/Composite" ) , s = e ( "../geometry/Bounds" ) , a = e ( "../core/Events" ) , l = e ( "../collision/Grid" ) , c = e ( "../geometry/Vector" ) ; ! function ( ) { n . create = function ( t ) { var o = { controller : n , element : null , canvas : null , mouse : null , options : { width : 800 , height : 600 , pixelRatio : 1 , background : "#fafafa" ,
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wireframeBackground : "#222" , hasBounds : ! 1 , enabled : ! 0 , wireframes : ! 0 , showSleeping : ! 0 , showDebug : ! 1 , showBroadphase : ! 1 , showBounds : ! 1 , showVelocity : ! 1 , showCollisions : ! 1 , showSeparations : ! 1 , showAxes : ! 1 , showPositions : ! 1 , showAngleIndicator : ! 1 , showIds : ! 1 , showShadows : ! 1 , showVertexNumbers : ! 1 , showConvexHulls : ! 1 , showInternalEdges : ! 1 , showMousePosition : ! 1 } } , r = i . extend ( o , t ) ; return r . canvas && ( r . canvas . width = r . options . width || r . canvas . width , r . canvas . height = r . options . height || r . canvas . height ) , r . canvas = r . canvas || e ( r . options . width , r . options . height ) , r . context = r . canvas . getContext ( "2d" ) , r . textures = { } , r . bounds = r . bounds || { min : { x : 0 , y : 0 } , max : { x : r . canvas . width , y : r . canvas . height } } , 1 !== r . options . pixelRatio && n . setPixelRatio ( r , r . options . pixelRatio ) , i . isElement ( r . element ) ? r . element . appendChild ( r . canvas ) : i . log ( "Render.create: options.element was undefined, render.canvas was created but not appended" , "warn" ) , r } , n . setPixelRatio = function ( e , o ) { var n = e . options , i = e . canvas ; "auto" === o && ( o = t ( i ) ) , n . pixelRatio = o , i . setAttribute ( "data-pixel-ratio" , o ) ,
i . width = n . width * o , i . height = n . height * o , i . style . width = n . width + "px" , i . style . height = n . height + "px" , e . context . scale ( o , o ) } , n . world = function ( e ) { var t , o = e . render , i = e . world , u = o . canvas , p = o . context , f = o . options , v = r . allBodies ( i ) , y = r . allConstraints ( i ) , m = f . wireframes ? f . wireframeBackground : f . background , g = [ ] , x = [ ] , h = { timestamp : e . timing . timestamp } ; if ( a . trigger ( o , "beforeRender" , h ) , o . currentBackground !== m && d ( o , m ) , p . globalCompositeOperation = "source-in" , p . fillStyle = "transparent" , p . fillRect ( 0 , 0 , u . width , u . height ) , p . globalCompositeOperation = "source-over" , f . hasBounds ) { var b = o . bounds . max . x - o . bounds . min . x , S = o . bounds . max . y - o . bounds . min . y , w = b / f . width , C = S / f . height ; for ( t = 0 ; t < v . length ; t ++ ) { var A = v [ t ] ; s . overlaps ( A . bounds , o . bounds ) && g . push ( A ) } for ( t = 0 ; t < y . length ; t ++ ) { var B = y [ t ] , P = B . bodyA , M = B . bodyB , k = B . pointA , I = B . pointB ; P && ( k = c . add ( P . position , B . pointA ) ) , M && ( I = c . add ( M . position , B . pointB ) ) , k && I && ( s . contains ( o . bounds , k ) || s . contains ( o . bounds , I ) ) && x . push ( B ) } p . scale ( 1 / w , 1 / C ) , p . translate ( - o . bounds . min . x , - o . bounds . min . y ) } else x = y , g = v ;
! f . wireframes || e . enableSleeping && f . showSleeping ? n . bodies ( e , g , p ) : ( f . showConvexHulls && n . bodyConvexHulls ( e , g , p ) , n . bodyWireframes ( e , g , p ) ) , f . showBounds && n . bodyBounds ( e , g , p ) , ( f . showAxes || f . showAngleIndicator ) && n . bodyAxes ( e , g , p ) , f . showPositions && n . bodyPositions ( e , g , p ) , f . showVelocity && n . bodyVelocity ( e , g , p ) , f . showIds && n . bodyIds ( e , g , p ) , f . showSeparations && n . separations ( e , e . pairs . list , p ) , f . showCollisions && n . collisions ( e , e . pairs . list , p ) , f . showVertexNumbers && n . vertexNumbers ( e , g , p ) , f . showMousePosition && n . mousePosition ( e , o . mouse , p ) , n . constraints ( x , p ) , f . showBroadphase && e . broadphase . controller === l && n . grid ( e , e . broadphase , p ) , f . showDebug && n . debug ( e , p ) , f . hasBounds && p . setTransform ( f . pixelRatio , 0 , 0 , f . pixelRatio , 0 , 0 ) , a . trigger ( o , "afterRender" , h ) } , n . debug = function ( e , t ) { var o = t , n = e . world , i = e . render , s = e . metrics , a = i . options , l = ( r . allBodies ( n ) , " " ) ; if ( e . timing . timestamp - ( i . debugTimestamp || 0 ) >= 500 ) { var c = "" ; s . timing && ( c += "fps: " + Math . round ( s . timing . fps ) + l ) , i . debugString = c , i . debugTimestamp = e . timing . timestamp } if ( i . debugString ) {
o . font = "12px Arial" , a . wireframes ? o . fillStyle = "rgba(255,255,255,0.5)" : o . fillStyle = "rgba(0,0,0,0.5)" ; for ( var d = i . debugString . split ( "\n" ) , u = 0 ; u < d . length ; u ++ ) o . fillText ( d [ u ] , 50 , 50 + 18 * u ) } } , n . constraints = function ( e , t ) { for ( var o = t , n = 0 ; n < e . length ; n ++ ) { var i = e [ n ] ; if ( i . render . visible && i . pointA && i . pointB ) { var r = i . bodyA , s = i . bodyB ; r ? ( o . beginPath ( ) , o . moveTo ( r . position . x + i . pointA . x , r . position . y + i . pointA . y ) ) : ( o . beginPath ( ) , o . moveTo ( i . pointA . x , i . pointA . y ) ) , s ? o . lineTo ( s . position . x + i . pointB . x , s . position . y + i . pointB . y ) : o . lineTo ( i . pointB . x , i . pointB . y ) , o . lineWidth = i . render . lineWidth , o . strokeStyle = i . render . strokeStyle , o . stroke ( ) } } } , n . bodyShadows = function ( e , t , o ) { for ( var n = o , i = e . render , r = 0 ; r < t . length ; r ++ ) { var s = t [ r ] ; if ( s . render . visible ) { if ( s . circleRadius ) n . beginPath ( ) , n . arc ( s . position . x , s . position . y , s . circleRadius , 0 , 2 * Math . PI ) , n . closePath ( ) ; else { n . beginPath ( ) , n . moveTo ( s . vertices [ 0 ] . x , s . vertices [ 0 ] . y ) ; for ( var a = 1 ; a < s . vertices . length ; a ++ ) n . lineTo ( s . vertices [ a ] . x , s . vertices [ a ] . y ) ; n . closePath ( ) } var l = s . position . x - . 5 * i . options . width , c = s . position . y - . 2 * i . options . height , d = Math . abs ( l ) + Math . abs ( c ) ;
n . shadowColor = "rgba(0,0,0,0.15)" , n . shadowOffsetX = . 05 * l , n . shadowOffsetY = . 05 * c , n . shadowBlur = 1 + 12 * Math . min ( 1 , d / 1e3 ) , n . fill ( ) , n . shadowColor = null , n . shadowOffsetX = null , n . shadowOffsetY = null , n . shadowBlur = null } } } , n . bodies = function ( e , t , n ) { var r , s , a , l , c = n , d = e . render , u = d . options ; for ( a = 0 ; a < t . length ; a ++ ) if ( r = t [ a ] , r . render . visible ) for ( l = r . parts . length > 1 ? 1 : 0 ; l < r . parts . length ; l ++ ) if ( s = r . parts [ l ] , s . render . visible ) if ( s . render . sprite && s . render . sprite . texture && ! u . wireframes ) { var p = s . render . sprite , f = o ( d , p . texture ) ; u . showSleeping && r . isSleeping && ( c . globalAlpha = . 5 ) , c . translate ( s . position . x , s . position . y ) , c . rotate ( s . angle ) , c . drawImage ( f , f . width * - p . xOffset * p . xScale , f . height * - p . yOffset * p . yScale , f . width * p . xScale , f . height * p . yScale ) , c . rotate ( - s . angle ) , c . translate ( - s . position . x , - s . position . y ) , u . showSleeping && r . isSleeping && ( c . globalAlpha = 1 ) } else { if ( s . circleRadius ) c . beginPath ( ) , c . arc ( s . position . x , s . position . y , s . circleRadius , 0 , 2 * Math . PI ) ; else { c . beginPath ( ) , c . moveTo ( s . vertices [ 0 ] . x , s . vertices [ 0 ] . y ) ; for ( var v = 1 ; v < s . vertices . length ; v ++ ) c . lineTo ( s . vertices [ v ] . x , s . vertices [ v ] . y ) ;
c . closePath ( ) } u . wireframes ? ( c . lineWidth = 1 , c . strokeStyle = "#bbb" , u . showSleeping && r . isSleeping && ( c . strokeStyle = "rgba(255,255,255,0.2)" ) , c . stroke ( ) ) : ( u . showSleeping && r . isSleeping ? c . fillStyle = i . shadeColor ( s . render . fillStyle , 50 ) : c . fillStyle = s . render . fillStyle , c . lineWidth = s . render . lineWidth , c . strokeStyle = s . render . strokeStyle , c . fill ( ) , c . stroke ( ) ) } } , n . bodyWireframes = function ( e , t , o ) { var n , i , r , s , a , l = o , c = e . render . options . showInternalEdges ; for ( l . beginPath ( ) , r = 0 ; r < t . length ; r ++ ) if ( n = t [ r ] , n . render . visible ) for ( a = n . parts . length > 1 ? 1 : 0 ; a < n . parts . length ; a ++ ) { for ( i = n . parts [ a ] , l . moveTo ( i . vertices [ 0 ] . x , i . vertices [ 0 ] . y ) , s = 1 ; s < i . vertices . length ; s ++ ) ! i . vertices [ s - 1 ] . isInternal || c ? l . lineTo ( i . vertices [ s ] . x , i . vertices [ s ] . y ) : l . moveTo ( i . vertices [ s ] . x , i . vertices [ s ] . y ) , i . vertices [ s ] . isInternal && ! c && l . moveTo ( i . vertices [ ( s + 1 ) % i . vertices . length ] . x , i . vertices [ ( s + 1 ) % i . vertices . length ] . y ) ; l . lineTo ( i . vertices [ 0 ] . x , i . vertices [ 0 ] . y ) } l . lineWidth = 1 , l . strokeStyle = "#bbb" , l . stroke ( ) } , n . bodyConvexHulls = function ( e , t , o ) { var n , i , r , s = o ; for ( s . beginPath ( ) ,
i = 0 ; i < t . length ; i ++ ) if ( n = t [ i ] , n . render . visible && 1 !== n . parts . length ) { for ( s . moveTo ( n . vertices [ 0 ] . x , n . vertices [ 0 ] . y ) , r = 1 ; r < n . vertices . length ; r ++ ) s . lineTo ( n . vertices [ r ] . x , n . vertices [ r ] . y ) ; s . lineTo ( n . vertices [ 0 ] . x , n . vertices [ 0 ] . y ) } s . lineWidth = 1 , s . strokeStyle = "rgba(255,255,255,0.2)" , s . stroke ( ) } , n . vertexNumbers = function ( e , t , o ) { var n , i , r , s = o ; for ( n = 0 ; n < t . length ; n ++ ) { var a = t [ n ] . parts ; for ( r = a . length > 1 ? 1 : 0 ; r < a . length ; r ++ ) { var l = a [ r ] ; for ( i = 0 ; i < l . vertices . length ; i ++ ) s . fillStyle = "rgba(255,255,255,0.2)" , s . fillText ( n + "_" + i , l . position . x + . 8 * ( l . vertices [ i ] . x - l . position . x ) , l . position . y + . 8 * ( l . vertices [ i ] . y - l . position . y ) ) } } } , n . mousePosition = function ( e , t , o ) { var n = o ; n . fillStyle = "rgba(255,255,255,0.8)" , n . fillText ( t . position . x + " " + t . position . y , t . position . x + 5 , t . position . y - 5 ) } , n . bodyBounds = function ( e , t , o ) { var n = o , i = e . render , r = i . options ; n . beginPath ( ) ; for ( var s = 0 ; s < t . length ; s ++ ) { var a = t [ s ] ; if ( a . render . visible ) for ( var l = t [ s ] . parts , c = l . length > 1 ? 1 : 0 ; c < l . length ; c ++ ) { var d = l [ c ] ; n . rect ( d . bounds . min . x , d . bounds . min . y , d . bounds . max . x - d . bounds . min . x , d . bounds . max . y - d . bounds . min . y ) ;
} } r . wireframes ? n . strokeStyle = "rgba(255,255,255,0.08)" : n . strokeStyle = "rgba(0,0,0,0.1)" , n . lineWidth = 1 , n . stroke ( ) } , n . bodyAxes = function ( e , t , o ) { var n , i , r , s , a = o , l = e . render , c = l . options ; for ( a . beginPath ( ) , i = 0 ; i < t . length ; i ++ ) { var d = t [ i ] , u = d . parts ; if ( d . render . visible ) if ( c . showAxes ) for ( r = u . length > 1 ? 1 : 0 ; r < u . length ; r ++ ) for ( n = u [ r ] , s = 0 ; s < n . axes . length ; s ++ ) { var p = n . axes [ s ] ; a . moveTo ( n . position . x , n . position . y ) , a . lineTo ( n . position . x + 20 * p . x , n . position . y + 20 * p . y ) } else for ( r = u . length > 1 ? 1 : 0 ; r < u . length ; r ++ ) for ( n = u [ r ] , s = 0 ; s < n . axes . length ; s ++ ) a . moveTo ( n . position . x , n . position . y ) , a . lineTo ( ( n . vertices [ 0 ] . x + n . vertices [ n . vertices . length - 1 ] . x ) / 2 , ( n . vertices [ 0 ] . y + n . vertices [ n . vertices . length - 1 ] . y ) / 2 ) } c . wireframes ? a . strokeStyle = "indianred" : a . strokeStyle = "rgba(0,0,0,0.3)" , a . lineWidth = 1 , a . stroke ( ) } , n . bodyPositions = function ( e , t , o ) { var n , i , r , s , a = o , l = e . render , c = l . options ; for ( a . beginPath ( ) , r = 0 ; r < t . length ; r ++ ) if ( n = t [ r ] , n . render . visible ) for ( s = 0 ; s < n . parts . length ; s ++ ) i = n . parts [ s ] , a . arc ( i . position . x , i . position . y , 3 , 0 , 2 * Math . PI , ! 1 ) , a . closePath ( ) ;
for ( c . wireframes ? a . fillStyle = "indianred" : a . fillStyle = "rgba(0,0,0,0.5)" , a . fill ( ) , a . beginPath ( ) , r = 0 ; r < t . length ; r ++ ) n = t [ r ] , n . render . visible && ( a . arc ( n . positionPrev . x , n . positionPrev . y , 2 , 0 , 2 * Math . PI , ! 1 ) , a . closePath ( ) ) ; a . fillStyle = "rgba(255,165,0,0.8)" , a . fill ( ) } , n . bodyVelocity = function ( e , t , o ) { var n = o ; n . beginPath ( ) ; for ( var i = 0 ; i < t . length ; i ++ ) { var r = t [ i ] ; r . render . visible && ( n . moveTo ( r . position . x , r . position . y ) , n . lineTo ( r . position . x + 2 * ( r . position . x - r . positionPrev . x ) , r . position . y + 2 * ( r . position . y - r . positionPrev . y ) ) ) } n . lineWidth = 3 , n . strokeStyle = "cornflowerblue" , n . stroke ( ) } , n . bodyIds = function ( e , t , o ) { var n , i , r = o ; for ( n = 0 ; n < t . length ; n ++ ) if ( t [ n ] . render . visible ) { var s = t [ n ] . parts ; for ( i = s . length > 1 ? 1 : 0 ; i < s . length ; i ++ ) { var a = s [ i ] ; r . font = "12px Arial" , r . fillStyle = "rgba(255,255,255,0.5)" , r . fillText ( a . id , a . position . x + 10 , a . position . y - 10 ) } } } , n . collisions = function ( e , t , o ) { var n , i , r , s , a = o , l = e . render . options ; for ( a . beginPath ( ) , r = 0 ; r < t . length ; r ++ ) if ( n = t [ r ] , n . isActive ) for ( i = n . collision , s = 0 ; s < n . activeContacts . length ; s ++ ) { var c = n . activeContacts [ s ] , d = c . vertex ;
a . rect ( d . x - 1.5 , d . y - 1.5 , 3.5 , 3.5 ) } for ( l . wireframes ? a . fillStyle = "rgba(255,255,255,0.7)" : a . fillStyle = "orange" , a . fill ( ) , a . beginPath ( ) , r = 0 ; r < t . length ; r ++ ) if ( n = t [ r ] , n . isActive && ( i = n . collision , n . activeContacts . length > 0 ) ) { var u = n . activeContacts [ 0 ] . vertex . x , p = n . activeContacts [ 0 ] . vertex . y ; 2 === n . activeContacts . length && ( u = ( n . activeContacts [ 0 ] . vertex . x + n . activeContacts [ 1 ] . vertex . x ) / 2 , p = ( n . activeContacts [ 0 ] . vertex . y + n . activeContacts [ 1 ] . vertex . y ) / 2 ) , i . bodyB === i . supports [ 0 ] . body || i . bodyA . isStatic === ! 0 ? a . moveTo ( u - 8 * i . normal . x , p - 8 * i . normal . y ) : a . moveTo ( u + 8 * i . normal . x , p + 8 * i . normal . y ) , a . lineTo ( u , p ) } l . wireframes ? a . strokeStyle = "rgba(255,165,0,0.7)" : a . strokeStyle = "orange" , a . lineWidth = 1 , a . stroke ( ) } , n . separations = function ( e , t , o ) { var n , i , r , s , a , l = o , c = e . render . options ; for ( l . beginPath ( ) , a = 0 ; a < t . length ; a ++ ) if ( n = t [ a ] , n . isActive ) { i = n . collision , r = i . bodyA , s = i . bodyB ; var d = 1 ; s . isStatic || r . isStatic || ( d = . 5 ) , s . isStatic && ( d = 0 ) , l . moveTo ( s . position . x , s . position . y ) , l . lineTo ( s . position . x - i . penetration . x * d , s . position . y - i . penetration . y * d ) ,
d = 1 , s . isStatic || r . isStatic || ( d = . 5 ) , r . isStatic && ( d = 0 ) , l . moveTo ( r . position . x , r . position . y ) , l . lineTo ( r . position . x + i . penetration . x * d , r . position . y + i . penetration . y * d ) } c . wireframes ? l . strokeStyle = "rgba(255,165,0,0.5)" : l . strokeStyle = "orange" , l . stroke ( ) } , n . grid = function ( e , t , o ) { var n = o , r = e . render . options ; r . wireframes ? n . strokeStyle = "rgba(255,180,0,0.1)" : n . strokeStyle = "rgba(255,180,0,0.5)" , n . beginPath ( ) ; for ( var s = i . keys ( t . buckets ) , a = 0 ; a < s . length ; a ++ ) { var l = s [ a ] ; if ( ! ( t . buckets [ l ] . length < 2 ) ) { var c = l . split ( "," ) ; n . rect ( . 5 + parseInt ( c [ 0 ] , 10 ) * t . bucketWidth , . 5 + parseInt ( c [ 1 ] , 10 ) * t . bucketHeight , t . bucketWidth , t . bucketHeight ) } } n . lineWidth = 1 , n . stroke ( ) } , n . inspector = function ( e , t ) { var o , n = e . engine , i = e . selected , r = n . render , s = r . options ; if ( s . hasBounds ) { var a = r . bounds . max . x - r . bounds . min . x , l = r . bounds . max . y - r . bounds . min . y , c = a / r . options . width , d = l / r . options . height ; t . scale ( 1 / c , 1 / d ) , t . translate ( - r . bounds . min . x , - r . bounds . min . y ) } for ( var u = 0 ; u < i . length ; u ++ ) { var p = i [ u ] . data ; switch ( t . translate ( . 5 , . 5 ) , t . lineWidth = 1 , t . strokeStyle = "rgba(255,165,0,0.9)" ,
t . setLineDash ( [ 1 , 2 ] ) , p . type ) { case "body" : o = p . bounds , t . beginPath ( ) , t . rect ( Math . floor ( o . min . x - 3 ) , Math . floor ( o . min . y - 3 ) , Math . floor ( o . max . x - o . min . x + 6 ) , Math . floor ( o . max . y - o . min . y + 6 ) ) , t . closePath ( ) , t . stroke ( ) ; break ; case "constraint" : var f = p . pointA ; p . bodyA && ( f = p . pointB ) , t . beginPath ( ) , t . arc ( f . x , f . y , 10 , 0 , 2 * Math . PI ) , t . closePath ( ) , t . stroke ( ) } t . setLineDash ( [ ] ) , t . translate ( - . 5 , - . 5 ) } null !== e . selectStart && ( t . translate ( . 5 , . 5 ) , t . lineWidth = 1 , t . strokeStyle = "rgba(255,165,0,0.6)" , t . fillStyle = "rgba(255,165,0,0.1)" , o = e . selectBounds , t . beginPath ( ) , t . rect ( Math . floor ( o . min . x ) , Math . floor ( o . min . y ) , Math . floor ( o . max . x - o . min . x ) , Math . floor ( o . max . y - o . min . y ) ) , t . closePath ( ) , t . stroke ( ) , t . fill ( ) , t . translate ( - . 5 , - . 5 ) ) , s . hasBounds && t . setTransform ( 1 , 0 , 0 , 1 , 0 , 0 ) } ; var e = function ( e , t ) { var o = document . createElement ( "canvas" ) ; return o . width = e , o . height = t , o . oncontextmenu = function ( ) { return ! 1 } , o . onselectstart = function ( ) { return ! 1 } , o } , t = function ( e ) { var t = e . getContext ( "2d" ) , o = window . devicePixelRatio || 1 , n = t . webkitBackingStorePixelRatio || t . mozBackingStorePixelRatio || t . msBackingStorePixelRatio || t . oBackingStorePixelRatio || t . backingStorePixelRatio || 1 ;
return o / n } , o = function ( e , t ) { var o = e . textures [ t ] ; return o ? o : ( o = e . textures [ t ] = new Image , o . src = t , o ) } , d = function ( e , t ) { var o = t ; /(jpg|gif|png)$/ . test ( t ) && ( o = "url(" + t + ")" ) , e . canvas . style . background = o , e . canvas . style . backgroundSize = "contain" , e . currentBackground = t } } ( ) } , { "../body/Composite" : 2 , "../collision/Grid" : 6 , "../core/Common" : 14 , "../core/Events" : 16 , "../geometry/Bounds" : 24 , "../geometry/Vector" : 26 } ] , 30 : [ function ( e , t , o ) { var n = { } ; t . exports = n ; var i = e ( "../body/Composite" ) , r = e ( "../core/Common" ) ; ! function ( ) { n . create = function ( e ) { var t = { controller : n , element : null , canvas : null , options : { width : 800 , height : 600 , background : "#fafafa" , wireframeBackground : "#222" , hasBounds : ! 1 , enabled : ! 0 , wireframes : ! 0 , showSleeping : ! 0 , showDebug : ! 1 , showBroadphase : ! 1 , showBounds : ! 1 , showVelocity : ! 1 , showCollisions : ! 1 , showAxes : ! 1 , showPositions : ! 1 , showAngleIndicator : ! 1 , showIds : ! 1 , showShadows : ! 1 } } , o = r . extend ( t , e ) , i = ! o . options . wireframes && "transparent" === o . options . background ; return o . context = new PIXI . WebGLRenderer ( o . options . width , o . options . height , {
view : o . canvas , transparent : i , antialias : ! 0 , backgroundColor : e . background } ) , o . canvas = o . context . view , o . container = new PIXI . Container , o . bounds = o . bounds || { min : { x : 0 , y : 0 } , max : { x : o . options . width , y : o . options . height } } , o . textures = { } , o . sprites = { } , o . primitives = { } , o . spriteContainer = new PIXI . Container , o . container . addChild ( o . spriteContainer ) , r . isElement ( o . element ) ? o . element . appendChild ( o . canvas ) : r . log ( 'No "render.element" passed, "render.canvas" was not inserted into document.' , "warn" ) , o . canvas . oncontextmenu = function ( ) { return ! 1 } , o . canvas . onselectstart = function ( ) { return ! 1 } , o } , n . clear = function ( e ) { for ( var t = e . container , o = e . spriteContainer ; t . children [ 0 ] ; ) t . removeChild ( t . children [ 0 ] ) ; for ( ; o . children [ 0 ] ; ) o . removeChild ( o . children [ 0 ] ) ; var n = e . sprites [ "bg-0" ] ; e . textures = { } , e . sprites = { } , e . primitives = { } , e . sprites [ "bg-0" ] = n , n && t . addChildAt ( n , 0 ) , e . container . addChild ( e . spriteContainer ) , e . currentBackground = null , t . scale . set ( 1 , 1 ) , t . position . set ( 0 , 0 ) } , n . setBackground = function ( e , t ) { if ( e . currentBackground !== t ) { var n = t . indexOf && - 1 !== t . indexOf ( "#" ) , i = e . sprites [ "bg-0" ] ;
if ( n ) { var s = r . colorToNumber ( t ) ; e . context . backgroundColor = s , i && e . container . removeChild ( i ) } else if ( ! i ) { var a = o ( e , t ) ; i = e . sprites [ "bg-0" ] = new PIXI . Sprite ( a ) , i . position . x = 0 , i . position . y = 0 , e . container . addChildAt ( i , 0 ) } e . currentBackground = t } } , n . world = function ( e ) { var t , o = e . render , r = e . world , s = o . context , a = o . container , l = o . options , c = i . allBodies ( r ) , d = i . allConstraints ( r ) , u = [ ] ; l . wireframes ? n . setBackground ( o , l . wireframeBackground ) : n . setBackground ( o , l . background ) ; var p = o . bounds . max . x - o . bounds . min . x , f = o . bounds . max . y - o . bounds . min . y , v = p / o . options . width , y = f / o . options . height ; if ( l . hasBounds ) { for ( t = 0 ; t < c . length ; t ++ ) { var m = c [ t ] ; m . render . sprite . visible = Bounds . overlaps ( m . bounds , o . bounds ) } for ( t = 0 ; t < d . length ; t ++ ) { var g = d [ t ] , x = g . bodyA , h = g . bodyB , b = g . pointA , S = g . pointB ; x && ( b = Vector . add ( x . position , g . pointA ) ) , h && ( S = Vector . add ( h . position , g . pointB ) ) , b && S && ( Bounds . contains ( o . bounds , b ) || Bounds . contains ( o . bounds , S ) ) && u . push ( g ) } a . scale . set ( 1 / v , 1 / y ) , a . position . set ( - o . bounds . min . x * ( 1 / v ) , - o . bounds . min . y * ( 1 / y ) ) } else u = d ; for ( t = 0 ; t < c . length ; t ++ ) n . body ( e , c [ t ] ) ;
for ( t = 0 ; t < u . length ; t ++ ) n . constraint ( e , u [ t ] ) ; s . render ( a ) } , n . constraint = function ( e , t ) { var o = e . render , n = t . bodyA , i = t . bodyB , s = t . pointA , a = t . pointB , l = o . container , c = t . render , d = "c-" + t . id , u = o . primitives [ d ] ; return u || ( u = o . primitives [ d ] = new PIXI . Graphics ) , c . visible && t . pointA && t . pointB ? ( - 1 === r . indexOf ( l . children , u ) && l . addChild ( u ) , u . clear ( ) , u . beginFill ( 0 , 0 ) , u . lineStyle ( c . lineWidth , r . colorToNumber ( c . strokeStyle ) , 1 ) , n ? u . moveTo ( n . position . x + s . x , n . position . y + s . y ) : u . moveTo ( s . x , s . y ) , i ? u . lineTo ( i . position . x + a . x , i . position . y + a . y ) : u . lineTo ( a . x , a . y ) , void u . endFill ( ) ) : void u . clear ( ) } , n . body = function ( o , n ) { var i = o . render , s = n . render ; if ( s . visible ) if ( s . sprite && s . sprite . texture ) { var a = "b-" + n . id , l = i . sprites [ a ] , c = i . spriteContainer ; l || ( l = i . sprites [ a ] = e ( i , n ) ) , - 1 === r . indexOf ( c . children , l ) && c . addChild ( l ) , l . position . x = n . position . x , l . position . y = n . position . y , l . rotation = n . angle , l . scale . x = s . sprite . xScale || 1 , l . scale . y = s . sprite . yScale || 1 } else { var d = "b-" + n . id , u = i . primitives [ d ] , p = i . container ; u || ( u = i . primitives [ d ] = t ( i , n ) , u . initialAngle = n . angle ) ,
- 1 === r . indexOf ( p . children , u ) && p . addChild ( u ) , u . position . x = n . position . x , u . position . y = n . position . y , u . rotation = n . angle - u . initialAngle } } ; var e = function ( e , t ) { var n = t . render , i = n . sprite . texture , r = o ( e , i ) , s = new PIXI . Sprite ( r ) ; return s . anchor . x = t . render . sprite . xOffset , s . anchor . y = t . render . sprite . yOffset , s } , t = function ( e , t ) { var o , n = t . render , i = e . options , s = new PIXI . Graphics , a = r . colorToNumber ( n . fillStyle ) , l = r . colorToNumber ( n . strokeStyle ) , c = r . colorToNumber ( n . strokeStyle ) , d = r . colorToNumber ( "#bbb" ) , u = r . colorToNumber ( "#CD5C5C" ) ; s . clear ( ) ; for ( var p = t . parts . length > 1 ? 1 : 0 ; p < t . parts . length ; p ++ ) { o = t . parts [ p ] , i . wireframes ? ( s . beginFill ( 0 , 0 ) , s . lineStyle ( 1 , d , 1 ) ) : ( s . beginFill ( a , 1 ) , s . lineStyle ( n . lineWidth , l , 1 ) ) , s . moveTo ( o . vertices [ 0 ] . x - t . position . x , o . vertices [ 0 ] . y - t . position . y ) ; for ( var f = 1 ; f < o . vertices . length ; f ++ ) s . lineTo ( o . vertices [ f ] . x - t . position . x , o . vertices [ f ] . y - t . position . y ) ; s . lineTo ( o . vertices [ 0 ] . x - t . position . x , o . vertices [ 0 ] . y - t . position . y ) , s . endFill ( ) , ( i . showAngleIndicator || i . showAxes ) && ( s . beginFill ( 0 , 0 ) , i . wireframes ? s . lineStyle ( 1 , u , 1 ) : s . lineStyle ( 1 , c ) ,
s . moveTo ( o . position . x - t . position . x , o . position . y - t . position . y ) , s . lineTo ( ( o . vertices [ 0 ] . x + o . vertices [ o . vertices . length - 1 ] . x ) / 2 - t . position . x , ( o . vertices [ 0 ] . y + o . vertices [ o . vertices . length - 1 ] . y ) / 2 - t . position . y ) , s . endFill ( ) ) } return s } , o = function ( e , t ) { var o = e . textures [ t ] ; return o || ( o = e . textures [ t ] = PIXI . Texture . fromImage ( t ) ) , o } } ( ) } , { "../body/Composite" : 2 , "../core/Common" : 14 } ] } , { } , [ 28 ] ) ( 28 ) } ) ;