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.views = 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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Events = Matter.Events,
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2015-08-25 14:12:52 -04:00
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Composites = Matter.Composites,
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Common = Matter.Common,
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2016-11-20 19:41:57 -05:00
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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World = Matter.World,
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Vector = Matter.Vector,
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Bounds = Matter.Bounds,
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Bodies = Matter.Bodies;
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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width: 800,
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height: 600,
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hasBounds: true,
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showAngleIndicator: true
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}
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});
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Render.run(render);
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// create runner
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var runner = Runner.create();
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Runner.run(runner, engine);
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// add 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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2015-08-25 14:12:52 -04:00
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}
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}
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});
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2016-11-20 19:41:57 -05:00
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World.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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2016-11-20 19:41:57 -05:00
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// add bodies
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var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y) {
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switch (Math.round(Common.random(0, 1))) {
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2016-11-20 19:41:57 -05:00
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case 0:
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if (Common.random() < 0.8) {
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return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
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} else {
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return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
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}
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case 1:
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var sides = Math.round(Common.random(1, 8));
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sides = (sides === 3) ? 4 : sides;
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return Bodies.polygon(x, y, sides, Common.random(20, 50));
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}
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});
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World.add(world, [
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stack,
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
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Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
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Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
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]);
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// get the centre of the viewport
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var viewportCentre = {
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x: render.options.width * 0.5,
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y: render.options.height * 0.5
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};
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// make the world bounds a little bigger than the render bounds
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world.bounds.min.x = -300;
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world.bounds.min.y = -300;
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world.bounds.max.x = 1100;
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world.bounds.max.y = 900;
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// keep track of current bounds scale (view zoom)
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var boundsScaleTarget = 1,
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boundsScale = {
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x: 1,
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y: 1
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};
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// use the engine tick event to control our view
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Events.on(engine, 'beforeTick', function() {
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var world = engine.world,
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mouse = mouseConstraint.mouse,
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translate;
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// mouse wheel controls zoom
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var scaleFactor = mouse.wheelDelta * -0.1;
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if (scaleFactor !== 0) {
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if ((scaleFactor < 0 && boundsScale.x >= 0.6) || (scaleFactor > 0 && boundsScale.x <= 1.4)) {
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boundsScaleTarget += scaleFactor;
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}
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}
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// if scale has changed
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if (Math.abs(boundsScale.x - boundsScaleTarget) > 0.01) {
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// smoothly tween scale factor
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scaleFactor = (boundsScaleTarget - boundsScale.x) * 0.2;
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boundsScale.x += scaleFactor;
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boundsScale.y += scaleFactor;
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// scale the render bounds
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render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale.x;
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render.bounds.max.y = render.bounds.min.y + render.options.height * boundsScale.y;
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// translate so zoom is from centre of view
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translate = {
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x: render.options.width * scaleFactor * -0.5,
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y: render.options.height * scaleFactor * -0.5
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};
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Bounds.translate(render.bounds, translate);
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// update mouse
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Mouse.setScale(mouse, boundsScale);
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Mouse.setOffset(mouse, render.bounds.min);
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}
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2016-11-20 19:41:57 -05:00
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// get vector from mouse relative to centre of viewport
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var deltaCentre = Vector.sub(mouse.absolute, viewportCentre),
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centreDist = Vector.magnitude(deltaCentre);
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2016-11-20 19:41:57 -05:00
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// translate the view if mouse has moved over 50px from the centre of viewport
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if (centreDist > 50) {
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// create a vector to translate the view, allowing the user to control view speed
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var direction = Vector.normalise(deltaCentre),
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speed = Math.min(10, Math.pow(centreDist - 50, 2) * 0.0002);
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2016-11-20 19:41:57 -05:00
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translate = Vector.mult(direction, speed);
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2016-11-20 19:41:57 -05:00
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// prevent the view moving outside the world bounds
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if (render.bounds.min.x + translate.x < world.bounds.min.x)
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translate.x = world.bounds.min.x - render.bounds.min.x;
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2016-11-20 19:41:57 -05:00
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if (render.bounds.max.x + translate.x > world.bounds.max.x)
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translate.x = world.bounds.max.x - render.bounds.max.x;
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2016-11-20 19:41:57 -05:00
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if (render.bounds.min.y + translate.y < world.bounds.min.y)
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translate.y = world.bounds.min.y - render.bounds.min.y;
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2016-11-20 19:41:57 -05:00
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if (render.bounds.max.y + translate.y > world.bounds.max.y)
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translate.y = world.bounds.max.y - render.bounds.max.y;
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2016-11-20 19:41:57 -05:00
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// move the view
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Bounds.translate(render.bounds, translate);
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2016-11-20 19:41:57 -05:00
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// we must update the mouse too
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Mouse.setOffset(mouse, render.bounds.min);
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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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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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2015-08-25 14:12:52 -04:00
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};
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2019-09-14 13:54:50 -04:00
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};
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2019-09-15 13:36:26 -04:00
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if (typeof module !== 'undefined') {
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2019-09-14 13:54:50 -04:00
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module.exports = Example[Object.keys(Example)[0]];
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}
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