2016-11-20 19:41:57 -05:00
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var Example = Example || {};
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2015-08-25 14:12:52 -04:00
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2016-11-20 19:41:57 -05:00
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Example.collisionFiltering = function() {
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var Engine = Matter.Engine,
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Render = Matter.Render,
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Runner = Matter.Runner,
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Composite = Matter.Composite,
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2015-08-25 14:12:52 -04:00
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Composites = Matter.Composites,
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2016-11-20 19:41:57 -05:00
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Common = Matter.Common,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Bodies = Matter.Bodies;
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2015-08-25 14:12:52 -04:00
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2016-11-20 19:41:57 -05:00
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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2016-11-27 20:13:22 -05:00
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width: Math.min(document.documentElement.clientWidth, 800),
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height: Math.min(document.documentElement.clientHeight, 600),
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2016-11-20 19:41:57 -05:00
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wireframes: false,
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background: '#111'
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}
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});
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Render.run(render);
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// create runner
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var runner = Runner.create();
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Runner.run(runner, engine);
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// define our categories (as bit fields, there are up to 32 available)
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var defaultCategory = 0x0001,
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redCategory = 0x0002,
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greenCategory = 0x0004,
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blueCategory = 0x0008;
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var redColor = '#C44D58',
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blueColor = '#4ECDC4',
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greenColor = '#C7F464';
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// add floor
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2016-11-27 20:13:22 -05:00
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World.add(world, Bodies.rectangle(400, 600, 900, 50, {
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2016-11-20 19:41:57 -05:00
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isStatic: true,
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render: {
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fillStyle: 'transparent'
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}
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}));
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2015-08-25 14:12:52 -04:00
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2016-11-20 19:41:57 -05:00
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// create a stack with varying body categories (but these bodies can all collide with each other)
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World.add(world,
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2016-11-27 20:13:22 -05:00
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Composites.stack(275, 100, 5, 9, 10, 10, function(x, y, column, row) {
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2016-11-20 19:41:57 -05:00
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var category = redCategory,
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color = redColor;
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if (row > 5) {
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category = blueCategory;
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color = blueColor;
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} else if (row > 2) {
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category = greenCategory;
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color = greenColor;
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}
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return Bodies.circle(x, y, 20, {
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2015-08-25 14:12:52 -04:00
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collisionFilter: {
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2016-11-20 19:41:57 -05:00
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category: category
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2015-08-25 14:12:52 -04:00
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},
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render: {
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2016-11-20 19:41:57 -05:00
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strokeStyle: color,
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fillStyle: 'transparent'
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2015-08-25 14:12:52 -04:00
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}
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2016-11-20 19:41:57 -05:00
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});
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})
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);
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2015-08-25 14:12:52 -04:00
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2016-11-20 19:41:57 -05:00
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// this body will only collide with the walls and the green bodies
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World.add(world,
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Bodies.circle(310, 40, 30, {
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collisionFilter: {
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mask: defaultCategory | greenCategory
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},
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render: {
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strokeStyle: Common.shadeColor(greenColor, -20),
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fillStyle: greenColor
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}
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})
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);
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// this body will only collide with the walls and the red bodies
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World.add(world,
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Bodies.circle(400, 40, 30, {
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collisionFilter: {
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mask: defaultCategory | redCategory
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},
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render: {
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strokeStyle: Common.shadeColor(redColor, -20),
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fillStyle: redColor
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}
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})
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);
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// this body will only collide with the walls and the blue bodies
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World.add(world,
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Bodies.circle(480, 40, 30, {
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collisionFilter: {
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mask: defaultCategory | blueCategory
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},
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render: {
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strokeStyle: Common.shadeColor(blueColor, -20),
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fillStyle: blueColor
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}
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})
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);
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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mouseConstraint = MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 0.2,
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render: {
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visible: false
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}
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2016-11-20 19:41:57 -05:00
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}
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});
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2015-08-25 14:12:52 -04:00
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2016-11-20 19:41:57 -05:00
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World.add(world, mouseConstraint);
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2015-08-25 14:12:52 -04:00
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2016-11-20 19:41:57 -05:00
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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// red category objects should not be draggable with the mouse
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mouseConstraint.collisionFilter.mask = defaultCategory | blueCategory | greenCategory;
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2015-08-25 14:12:52 -04:00
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2016-11-20 19:41:57 -05:00
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// fit the render viewport to the scene
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2016-11-27 20:13:22 -05:00
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Render.lookAt(render, {
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min: { x: 0, y: 0 },
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max: { x: 800, y: 600 }
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});
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2016-11-20 19:41:57 -05:00
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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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};
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};
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