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liabru-matter-js/examples/collisionFiltering.js

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var Example = Example || {};
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Example.collisionFiltering = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composite = Matter.Composite,
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Composites = Matter.Composites,
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Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
Bodies = Matter.Bodies;
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// create engine
var engine = Engine.create(),
world = engine.world;
// create renderer
var render = Render.create({
element: document.body,
engine: engine,
options: {
width: 800,
height: 600,
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wireframes: false
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}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// define our categories (as bit fields, there are up to 32 available)
var defaultCategory = 0x0001,
redCategory = 0x0002,
greenCategory = 0x0004,
blueCategory = 0x0008;
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var colorA = '#f55a3c',
colorB = '#063e7b',
colorC = '#f5d259';
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// add floor
Composite.add(world, Bodies.rectangle(400, 600, 900, 50, {
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isStatic: true,
render: {
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fillStyle: 'transparent',
lineWidth: 1
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}
}));
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// create a stack with varying body categories (but these bodies can all collide with each other)
Composite.add(world,
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Composites.stack(275, 100, 5, 9, 10, 10, function(x, y, column, row) {
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var category = redCategory,
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color = colorA;
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if (row > 5) {
category = blueCategory;
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color = colorB;
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} else if (row > 2) {
category = greenCategory;
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color = colorC;
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}
return Bodies.circle(x, y, 20, {
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collisionFilter: {
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category: category
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},
render: {
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strokeStyle: color,
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fillStyle: 'transparent',
lineWidth: 1
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}
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});
})
);
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// this body will only collide with the walls and the green bodies
Composite.add(world,
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Bodies.circle(310, 40, 30, {
collisionFilter: {
mask: defaultCategory | greenCategory
},
render: {
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fillStyle: colorC
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}
})
);
// this body will only collide with the walls and the red bodies
Composite.add(world,
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Bodies.circle(400, 40, 30, {
collisionFilter: {
mask: defaultCategory | redCategory
},
render: {
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fillStyle: colorA
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}
})
);
// this body will only collide with the walls and the blue bodies
Composite.add(world,
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Bodies.circle(480, 40, 30, {
collisionFilter: {
mask: defaultCategory | blueCategory
},
render: {
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fillStyle: colorB
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}
})
);
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.2,
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render: {
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visible: false
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}
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}
});
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
render.mouse = mouse;
// red category objects should not be draggable with the mouse
mouseConstraint.collisionFilter.mask = defaultCategory | blueCategory | greenCategory;
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// fit the render viewport to the scene
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Render.lookAt(render, {
min: { x: 0, y: 0 },
max: { x: 800, y: 600 }
});
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// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
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};
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Example.collisionFiltering.title = 'Collision Filtering';
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Example.collisionFiltering.for = '>=0.14.2';
if (typeof module !== 'undefined') {
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module.exports = Example.collisionFiltering;
}