mirror of
https://github.com/liabru/matter-js.git
synced 2024-12-25 13:39:06 -05:00
added Demo.concave, added Bodies.fromVertices, added Vertices.isConvex, fixed compound properties
This commit is contained in:
parent
d2f79b4689
commit
0b8efa5c40
6 changed files with 842 additions and 8 deletions
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@ -6,6 +6,9 @@
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<meta name="viewport" content="width=device-width,minimal-ui">
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<meta name="robots" content="noindex">
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<!-- only required if using Bodies.fromVertices with concave vertices -->
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<script type="text/javascript" src="./js/lib/decomp.js"></script>
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<!-- only required if using Matter.RenderPixi -->
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<script type="text/javascript" src="./js/lib/pixi.dev.js"></script>
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@ -32,6 +35,7 @@
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<option value="mixed">Mixed Shapes</option>
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<option value="mixedSolid">Solid Rendering</option>
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<option value="compound">Compound Bodies</option>
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<option value="concave">Concave Bodies</option>
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<option value="newtonsCradle">Newton's Cradle</option>
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<option value="wreckingBall">Wrecking Ball</option>
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<option value="slingshot">Slingshot Game</option>
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@ -130,8 +130,6 @@
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});
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World.add(_world, compound);
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_world.gravity.y = 1;
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var renderOptions = _engine.render.options;
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renderOptions.showCollisions = true;
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@ -141,6 +139,26 @@
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renderOptions.showConvexHulls = true;
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};
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Demo.concave = function() {
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var _world = _engine.world;
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Demo.reset();
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var vertices = Matter.Vertices.fromPath('354 89,336 118,310 145,302 227,322 271,375 292,490 289,539 271,540 233,549 133,526 100,552 36,601 63,633 122,628 227,594 304,505 340,426 340,327 330,265 294,246 242,246 181,256 133,283 81,346 44');
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//var vertices = Matter.Vertices.fromPath('164 171,232 233,213 302,273 241,342 305,316 231,364 170,309 188,281 117,240 182');
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var concave = Bodies.fromVertices(200, 200, vertices);
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World.add(_world, concave);
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var renderOptions = _engine.render.options;
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renderOptions.showCollisions = true;
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renderOptions.showBounds = true;
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renderOptions.showAxes = true;
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renderOptions.showPositions = true;
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renderOptions.showConvexHulls = true;
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//renderOptions.showVertexNumbers = true;
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};
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Demo.slingshot = function() {
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var _world = _engine.world;
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670
demo/js/lib/decomp.js
Normal file
670
demo/js/lib/decomp.js
Normal file
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@ -0,0 +1,670 @@
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!function(e){"object"==typeof exports?module.exports=e():"function"==typeof define&&define.amd?define(e):"undefined"!=typeof window?window.decomp=e():"undefined"!=typeof global?global.decomp=e():"undefined"!=typeof self&&(self.decomp=e())}(function(){var define,module,exports;
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return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);throw new Error("Cannot find module '"+o+"'")}var f=n[o]={exports:{}};t[o][0].call(f.exports,function(e){var n=t[o][1][e];return s(n?n:e)},f,f.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
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var Scalar = require('./Scalar');
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module.exports = Line;
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/**
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* Container for line-related functions
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* @class Line
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*/
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function Line(){};
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/**
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* Compute the intersection between two lines.
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* @static
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* @method lineInt
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* @param {Array} l1 Line vector 1
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* @param {Array} l2 Line vector 2
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* @param {Number} precision Precision to use when checking if the lines are parallel
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* @return {Array} The intersection point.
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*/
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Line.lineInt = function(l1,l2,precision){
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precision = precision || 0;
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var i = [0,0]; // point
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var a1, b1, c1, a2, b2, c2, det; // scalars
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a1 = l1[1][1] - l1[0][1];
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b1 = l1[0][0] - l1[1][0];
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c1 = a1 * l1[0][0] + b1 * l1[0][1];
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a2 = l2[1][1] - l2[0][1];
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b2 = l2[0][0] - l2[1][0];
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c2 = a2 * l2[0][0] + b2 * l2[0][1];
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det = a1 * b2 - a2*b1;
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if (!Scalar.eq(det, 0, precision)) { // lines are not parallel
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i[0] = (b2 * c1 - b1 * c2) / det;
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i[1] = (a1 * c2 - a2 * c1) / det;
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}
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return i;
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};
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/**
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* Checks if two line segments intersects.
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* @method segmentsIntersect
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* @param {Array} p1 The start vertex of the first line segment.
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* @param {Array} p2 The end vertex of the first line segment.
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* @param {Array} q1 The start vertex of the second line segment.
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* @param {Array} q2 The end vertex of the second line segment.
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* @return {Boolean} True if the two line segments intersect
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*/
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Line.segmentsIntersect = function(p1, p2, q1, q2){
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var dx = p2[0] - p1[0];
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var dy = p2[1] - p1[1];
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var da = q2[0] - q1[0];
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var db = q2[1] - q1[1];
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// segments are parallel
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if(da*dy - db*dx == 0)
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return false;
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var s = (dx * (q1[1] - p1[1]) + dy * (p1[0] - q1[0])) / (da * dy - db * dx)
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var t = (da * (p1[1] - q1[1]) + db * (q1[0] - p1[0])) / (db * dx - da * dy)
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return (s>=0 && s<=1 && t>=0 && t<=1);
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};
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},{"./Scalar":4}],2:[function(require,module,exports){
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module.exports = Point;
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/**
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* Point related functions
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* @class Point
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*/
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function Point(){};
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/**
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* Get the area of a triangle spanned by the three given points. Note that the area will be negative if the points are not given in counter-clockwise order.
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* @static
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* @method area
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* @param {Array} a
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* @param {Array} b
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* @param {Array} c
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* @return {Number}
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*/
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Point.area = function(a,b,c){
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return (((b[0] - a[0])*(c[1] - a[1]))-((c[0] - a[0])*(b[1] - a[1])));
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};
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Point.left = function(a,b,c){
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return Point.area(a,b,c) > 0;
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};
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Point.leftOn = function(a,b,c) {
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return Point.area(a, b, c) >= 0;
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};
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Point.right = function(a,b,c) {
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return Point.area(a, b, c) < 0;
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};
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Point.rightOn = function(a,b,c) {
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return Point.area(a, b, c) <= 0;
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};
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var tmpPoint1 = [],
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tmpPoint2 = [];
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/**
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* Check if three points are collinear
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* @method collinear
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* @param {Array} a
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* @param {Array} b
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* @param {Array} c
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* @param {Number} [thresholdAngle=0] Threshold angle to use when comparing the vectors. The function will return true if the angle between the resulting vectors is less than this value. Use zero for max precision.
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* @return {Boolean}
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*/
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Point.collinear = function(a,b,c,thresholdAngle) {
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if(!thresholdAngle)
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return Point.area(a, b, c) == 0;
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else {
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var ab = tmpPoint1,
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bc = tmpPoint2;
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ab[0] = b[0]-a[0];
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ab[1] = b[1]-a[1];
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bc[0] = c[0]-b[0];
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bc[1] = c[1]-b[1];
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var dot = ab[0]*bc[0] + ab[1]*bc[1],
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magA = Math.sqrt(ab[0]*ab[0] + ab[1]*ab[1]),
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magB = Math.sqrt(bc[0]*bc[0] + bc[1]*bc[1]),
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angle = Math.acos(dot/(magA*magB));
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return angle < thresholdAngle;
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}
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};
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Point.sqdist = function(a,b){
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var dx = b[0] - a[0];
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var dy = b[1] - a[1];
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return dx * dx + dy * dy;
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};
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},{}],3:[function(require,module,exports){
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var Line = require("./Line")
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, Point = require("./Point")
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, Scalar = require("./Scalar")
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module.exports = Polygon;
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/**
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* Polygon class.
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* @class Polygon
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* @constructor
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*/
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function Polygon(){
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/**
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* Vertices that this polygon consists of. An array of array of numbers, example: [[0,0],[1,0],..]
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* @property vertices
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* @type {Array}
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*/
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this.vertices = [];
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}
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/**
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* Get a vertex at position i. It does not matter if i is out of bounds, this function will just cycle.
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* @method at
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* @param {Number} i
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* @return {Array}
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*/
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Polygon.prototype.at = function(i){
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var v = this.vertices,
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s = v.length;
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return v[i < 0 ? i % s + s : i % s];
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};
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/**
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* Get first vertex
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* @method first
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* @return {Array}
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*/
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Polygon.prototype.first = function(){
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return this.vertices[0];
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};
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/**
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* Get last vertex
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* @method last
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* @return {Array}
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*/
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Polygon.prototype.last = function(){
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return this.vertices[this.vertices.length-1];
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};
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/**
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* Clear the polygon data
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* @method clear
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* @return {Array}
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*/
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Polygon.prototype.clear = function(){
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this.vertices.length = 0;
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};
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/**
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* Append points "from" to "to"-1 from an other polygon "poly" onto this one.
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* @method append
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* @param {Polygon} poly The polygon to get points from.
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* @param {Number} from The vertex index in "poly".
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* @param {Number} to The end vertex index in "poly". Note that this vertex is NOT included when appending.
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* @return {Array}
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*/
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Polygon.prototype.append = function(poly,from,to){
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if(typeof(from) == "undefined") throw new Error("From is not given!");
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if(typeof(to) == "undefined") throw new Error("To is not given!");
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if(to-1 < from) throw new Error("lol1");
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if(to > poly.vertices.length) throw new Error("lol2");
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if(from < 0) throw new Error("lol3");
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for(var i=from; i<to; i++){
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this.vertices.push(poly.vertices[i]);
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}
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};
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/**
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* Make sure that the polygon vertices are ordered counter-clockwise.
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* @method makeCCW
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*/
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Polygon.prototype.makeCCW = function(){
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var br = 0,
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v = this.vertices;
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// find bottom right point
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for (var i = 1; i < this.vertices.length; ++i) {
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if (v[i][1] < v[br][1] || (v[i][1] == v[br][1] && v[i][0] > v[br][0])) {
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br = i;
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}
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}
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// reverse poly if clockwise
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if (!Point.left(this.at(br - 1), this.at(br), this.at(br + 1))) {
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this.reverse();
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}
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};
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/**
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* Reverse the vertices in the polygon
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* @method reverse
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*/
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Polygon.prototype.reverse = function(){
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var tmp = [];
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for(var i=0, N=this.vertices.length; i!==N; i++){
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tmp.push(this.vertices.pop());
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}
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this.vertices = tmp;
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};
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/**
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* Check if a point in the polygon is a reflex point
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* @method isReflex
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* @param {Number} i
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* @return {Boolean}
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*/
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Polygon.prototype.isReflex = function(i){
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return Point.right(this.at(i - 1), this.at(i), this.at(i + 1));
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};
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var tmpLine1=[],
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tmpLine2=[];
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/**
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* Check if two vertices in the polygon can see each other
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* @method canSee
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* @param {Number} a Vertex index 1
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* @param {Number} b Vertex index 2
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* @return {Boolean}
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*/
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Polygon.prototype.canSee = function(a,b) {
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var p, dist, l1=tmpLine1, l2=tmpLine2;
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if (Point.leftOn(this.at(a + 1), this.at(a), this.at(b)) && Point.rightOn(this.at(a - 1), this.at(a), this.at(b))) {
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return false;
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}
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dist = Point.sqdist(this.at(a), this.at(b));
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for (var i = 0; i !== this.vertices.length; ++i) { // for each edge
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if ((i + 1) % this.vertices.length === a || i === a) // ignore incident edges
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continue;
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if (Point.leftOn(this.at(a), this.at(b), this.at(i + 1)) && Point.rightOn(this.at(a), this.at(b), this.at(i))) { // if diag intersects an edge
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l1[0] = this.at(a);
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l1[1] = this.at(b);
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l2[0] = this.at(i);
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l2[1] = this.at(i + 1);
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p = Line.lineInt(l1,l2);
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if (Point.sqdist(this.at(a), p) < dist) { // if edge is blocking visibility to b
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return false;
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}
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}
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}
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return true;
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};
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/**
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* Copy the polygon from vertex i to vertex j.
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* @method copy
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* @param {Number} i
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* @param {Number} j
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* @param {Polygon} [targetPoly] Optional target polygon to save in.
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* @return {Polygon} The resulting copy.
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*/
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Polygon.prototype.copy = function(i,j,targetPoly){
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var p = targetPoly || new Polygon();
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p.clear();
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if (i < j) {
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// Insert all vertices from i to j
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for(var k=i; k<=j; k++)
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p.vertices.push(this.vertices[k]);
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} else {
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// Insert vertices 0 to j
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for(var k=0; k<=j; k++)
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p.vertices.push(this.vertices[k]);
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// Insert vertices i to end
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for(var k=i; k<this.vertices.length; k++)
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p.vertices.push(this.vertices[k]);
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}
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return p;
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};
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/**
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* Decomposes the polygon into convex pieces. Returns a list of edges [[p1,p2],[p2,p3],...] that cuts the polygon.
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* Note that this algorithm has complexity O(N^4) and will be very slow for polygons with many vertices.
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* @method getCutEdges
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* @return {Array}
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*/
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Polygon.prototype.getCutEdges = function() {
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var min=[], tmp1=[], tmp2=[], tmpPoly = new Polygon();
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var nDiags = Number.MAX_VALUE;
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for (var i = 0; i < this.vertices.length; ++i) {
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if (this.isReflex(i)) {
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for (var j = 0; j < this.vertices.length; ++j) {
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if (this.canSee(i, j)) {
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tmp1 = this.copy(i, j, tmpPoly).getCutEdges();
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tmp2 = this.copy(j, i, tmpPoly).getCutEdges();
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for(var k=0; k<tmp2.length; k++)
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tmp1.push(tmp2[k]);
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if (tmp1.length < nDiags) {
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min = tmp1;
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nDiags = tmp1.length;
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min.push([this.at(i), this.at(j)]);
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}
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}
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}
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}
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}
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return min;
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};
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/**
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* Decomposes the polygon into one or more convex sub-Polygons.
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* @method decomp
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* @return {Array} An array or Polygon objects.
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*/
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Polygon.prototype.decomp = function(){
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var edges = this.getCutEdges();
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if(edges.length > 0)
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return this.slice(edges);
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else
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return [this];
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};
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/**
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* Slices the polygon given one or more cut edges. If given one, this function will return two polygons (false on failure). If many, an array of polygons.
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* @method slice
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* @param {Array} cutEdges A list of edges, as returned by .getCutEdges()
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* @return {Array}
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*/
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Polygon.prototype.slice = function(cutEdges){
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if(cutEdges.length == 0) return [this];
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if(cutEdges instanceof Array && cutEdges.length && cutEdges[0] instanceof Array && cutEdges[0].length==2 && cutEdges[0][0] instanceof Array){
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var polys = [this];
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for(var i=0; i<cutEdges.length; i++){
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var cutEdge = cutEdges[i];
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// Cut all polys
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for(var j=0; j<polys.length; j++){
|
||||
var poly = polys[j];
|
||||
var result = poly.slice(cutEdge);
|
||||
if(result){
|
||||
// Found poly! Cut and quit
|
||||
polys.splice(j,1);
|
||||
polys.push(result[0],result[1]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return polys;
|
||||
} else {
|
||||
|
||||
// Was given one edge
|
||||
var cutEdge = cutEdges;
|
||||
var i = this.vertices.indexOf(cutEdge[0]);
|
||||
var j = this.vertices.indexOf(cutEdge[1]);
|
||||
|
||||
if(i != -1 && j != -1){
|
||||
return [this.copy(i,j),
|
||||
this.copy(j,i)];
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Checks that the line segments of this polygon do not intersect each other.
|
||||
* @method isSimple
|
||||
* @param {Array} path An array of vertices e.g. [[0,0],[0,1],...]
|
||||
* @return {Boolean}
|
||||
* @todo Should it check all segments with all others?
|
||||
*/
|
||||
Polygon.prototype.isSimple = function(){
|
||||
var path = this.vertices;
|
||||
// Check
|
||||
for(var i=0; i<path.length-1; i++){
|
||||
for(var j=0; j<i-1; j++){
|
||||
if(Line.segmentsIntersect(path[i], path[i+1], path[j], path[j+1] )){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check the segment between the last and the first point to all others
|
||||
for(var i=1; i<path.length-2; i++){
|
||||
if(Line.segmentsIntersect(path[0], path[path.length-1], path[i], path[i+1] )){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
function getIntersectionPoint(p1, p2, q1, q2, delta){
|
||||
delta = delta || 0;
|
||||
var a1 = p2[1] - p1[1];
|
||||
var b1 = p1[0] - p2[0];
|
||||
var c1 = (a1 * p1[0]) + (b1 * p1[1]);
|
||||
var a2 = q2[1] - q1[1];
|
||||
var b2 = q1[0] - q2[0];
|
||||
var c2 = (a2 * q1[0]) + (b2 * q1[1]);
|
||||
var det = (a1 * b2) - (a2 * b1);
|
||||
|
||||
if(!Scalar.eq(det,0,delta))
|
||||
return [((b2 * c1) - (b1 * c2)) / det, ((a1 * c2) - (a2 * c1)) / det]
|
||||
else
|
||||
return [0,0]
|
||||
}
|
||||
|
||||
/**
|
||||
* Quickly decompose the Polygon into convex sub-polygons.
|
||||
* @method quickDecomp
|
||||
* @param {Array} result
|
||||
* @param {Array} [reflexVertices]
|
||||
* @param {Array} [steinerPoints]
|
||||
* @param {Number} [delta]
|
||||
* @param {Number} [maxlevel]
|
||||
* @param {Number} [level]
|
||||
* @return {Array}
|
||||
*/
|
||||
Polygon.prototype.quickDecomp = function(result,reflexVertices,steinerPoints,delta,maxlevel,level){
|
||||
maxlevel = maxlevel || 100;
|
||||
level = level || 0;
|
||||
delta = delta || 25;
|
||||
result = typeof(result)!="undefined" ? result : [];
|
||||
reflexVertices = reflexVertices || [];
|
||||
steinerPoints = steinerPoints || [];
|
||||
|
||||
var upperInt=[0,0], lowerInt=[0,0], p=[0,0]; // Points
|
||||
var upperDist=0, lowerDist=0, d=0, closestDist=0; // scalars
|
||||
var upperIndex=0, lowerIndex=0, closestIndex=0; // Integers
|
||||
var lowerPoly=new Polygon(), upperPoly=new Polygon(); // polygons
|
||||
var poly = this,
|
||||
v = this.vertices;
|
||||
|
||||
if(v.length < 3) return result;
|
||||
|
||||
level++;
|
||||
if(level > maxlevel){
|
||||
console.warn("quickDecomp: max level ("+maxlevel+") reached.");
|
||||
return result;
|
||||
}
|
||||
|
||||
for (var i = 0; i < this.vertices.length; ++i) {
|
||||
if (poly.isReflex(i)) {
|
||||
reflexVertices.push(poly.vertices[i]);
|
||||
upperDist = lowerDist = Number.MAX_VALUE;
|
||||
|
||||
|
||||
for (var j = 0; j < this.vertices.length; ++j) {
|
||||
if (Point.left(poly.at(i - 1), poly.at(i), poly.at(j))
|
||||
&& Point.rightOn(poly.at(i - 1), poly.at(i), poly.at(j - 1))) { // if line intersects with an edge
|
||||
p = getIntersectionPoint(poly.at(i - 1), poly.at(i), poly.at(j), poly.at(j - 1)); // find the point of intersection
|
||||
if (Point.right(poly.at(i + 1), poly.at(i), p)) { // make sure it's inside the poly
|
||||
d = Point.sqdist(poly.vertices[i], p);
|
||||
if (d < lowerDist) { // keep only the closest intersection
|
||||
lowerDist = d;
|
||||
lowerInt = p;
|
||||
lowerIndex = j;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Point.left(poly.at(i + 1), poly.at(i), poly.at(j + 1))
|
||||
&& Point.rightOn(poly.at(i + 1), poly.at(i), poly.at(j))) {
|
||||
p = getIntersectionPoint(poly.at(i + 1), poly.at(i), poly.at(j), poly.at(j + 1));
|
||||
if (Point.left(poly.at(i - 1), poly.at(i), p)) {
|
||||
d = Point.sqdist(poly.vertices[i], p);
|
||||
if (d < upperDist) {
|
||||
upperDist = d;
|
||||
upperInt = p;
|
||||
upperIndex = j;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if there are no vertices to connect to, choose a point in the middle
|
||||
if (lowerIndex == (upperIndex + 1) % this.vertices.length) {
|
||||
//console.log("Case 1: Vertex("+i+"), lowerIndex("+lowerIndex+"), upperIndex("+upperIndex+"), poly.size("+this.vertices.length+")");
|
||||
p[0] = (lowerInt[0] + upperInt[0]) / 2;
|
||||
p[1] = (lowerInt[1] + upperInt[1]) / 2;
|
||||
steinerPoints.push(p);
|
||||
|
||||
if (i < upperIndex) {
|
||||
//lowerPoly.insert(lowerPoly.end(), poly.begin() + i, poly.begin() + upperIndex + 1);
|
||||
lowerPoly.append(poly, i, upperIndex+1);
|
||||
lowerPoly.vertices.push(p);
|
||||
upperPoly.vertices.push(p);
|
||||
if (lowerIndex != 0){
|
||||
//upperPoly.insert(upperPoly.end(), poly.begin() + lowerIndex, poly.end());
|
||||
upperPoly.append(poly,lowerIndex,poly.vertices.length);
|
||||
}
|
||||
//upperPoly.insert(upperPoly.end(), poly.begin(), poly.begin() + i + 1);
|
||||
upperPoly.append(poly,0,i+1);
|
||||
} else {
|
||||
if (i != 0){
|
||||
//lowerPoly.insert(lowerPoly.end(), poly.begin() + i, poly.end());
|
||||
lowerPoly.append(poly,i,poly.vertices.length);
|
||||
}
|
||||
//lowerPoly.insert(lowerPoly.end(), poly.begin(), poly.begin() + upperIndex + 1);
|
||||
lowerPoly.append(poly,0,upperIndex+1);
|
||||
lowerPoly.vertices.push(p);
|
||||
upperPoly.vertices.push(p);
|
||||
//upperPoly.insert(upperPoly.end(), poly.begin() + lowerIndex, poly.begin() + i + 1);
|
||||
upperPoly.append(poly,lowerIndex,i+1);
|
||||
}
|
||||
} else {
|
||||
// connect to the closest point within the triangle
|
||||
//console.log("Case 2: Vertex("+i+"), closestIndex("+closestIndex+"), poly.size("+this.vertices.length+")\n");
|
||||
|
||||
if (lowerIndex > upperIndex) {
|
||||
upperIndex += this.vertices.length;
|
||||
}
|
||||
closestDist = Number.MAX_VALUE;
|
||||
|
||||
if(upperIndex < lowerIndex){
|
||||
return result;
|
||||
}
|
||||
|
||||
for (var j = lowerIndex; j <= upperIndex; ++j) {
|
||||
if (Point.leftOn(poly.at(i - 1), poly.at(i), poly.at(j))
|
||||
&& Point.rightOn(poly.at(i + 1), poly.at(i), poly.at(j))) {
|
||||
d = Point.sqdist(poly.at(i), poly.at(j));
|
||||
if (d < closestDist) {
|
||||
closestDist = d;
|
||||
closestIndex = j % this.vertices.length;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (i < closestIndex) {
|
||||
lowerPoly.append(poly,i,closestIndex+1);
|
||||
if (closestIndex != 0){
|
||||
upperPoly.append(poly,closestIndex,v.length);
|
||||
}
|
||||
upperPoly.append(poly,0,i+1);
|
||||
} else {
|
||||
if (i != 0){
|
||||
lowerPoly.append(poly,i,v.length);
|
||||
}
|
||||
lowerPoly.append(poly,0,closestIndex+1);
|
||||
upperPoly.append(poly,closestIndex,i+1);
|
||||
}
|
||||
}
|
||||
|
||||
// solve smallest poly first
|
||||
if (lowerPoly.vertices.length < upperPoly.vertices.length) {
|
||||
lowerPoly.quickDecomp(result,reflexVertices,steinerPoints,delta,maxlevel,level);
|
||||
upperPoly.quickDecomp(result,reflexVertices,steinerPoints,delta,maxlevel,level);
|
||||
} else {
|
||||
upperPoly.quickDecomp(result,reflexVertices,steinerPoints,delta,maxlevel,level);
|
||||
lowerPoly.quickDecomp(result,reflexVertices,steinerPoints,delta,maxlevel,level);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
result.push(this);
|
||||
|
||||
return result;
|
||||
};
|
||||
|
||||
/**
|
||||
* Remove collinear points in the polygon.
|
||||
* @method removeCollinearPoints
|
||||
* @param {Number} [precision] The threshold angle to use when determining whether two edges are collinear. Use zero for finest precision.
|
||||
* @return {Number} The number of points removed
|
||||
*/
|
||||
Polygon.prototype.removeCollinearPoints = function(precision){
|
||||
var num = 0;
|
||||
for(var i=this.vertices.length-1; this.vertices.length>3 && i>=0; --i){
|
||||
if(Point.collinear(this.at(i-1),this.at(i),this.at(i+1),precision)){
|
||||
// Remove the middle point
|
||||
this.vertices.splice(i%this.vertices.length,1);
|
||||
i--; // Jump one point forward. Otherwise we may get a chain removal
|
||||
num++;
|
||||
}
|
||||
}
|
||||
return num;
|
||||
};
|
||||
|
||||
},{"./Line":1,"./Point":2,"./Scalar":4}],4:[function(require,module,exports){
|
||||
module.exports = Scalar;
|
||||
|
||||
/**
|
||||
* Scalar functions
|
||||
* @class Scalar
|
||||
*/
|
||||
function Scalar(){}
|
||||
|
||||
/**
|
||||
* Check if two scalars are equal
|
||||
* @static
|
||||
* @method eq
|
||||
* @param {Number} a
|
||||
* @param {Number} b
|
||||
* @param {Number} [precision]
|
||||
* @return {Boolean}
|
||||
*/
|
||||
Scalar.eq = function(a,b,precision){
|
||||
precision = precision || 0;
|
||||
return Math.abs(a-b) < precision;
|
||||
};
|
||||
|
||||
},{}],5:[function(require,module,exports){
|
||||
module.exports = {
|
||||
Polygon : require("./Polygon"),
|
||||
Point : require("./Point"),
|
||||
};
|
||||
|
||||
},{"./Point":2,"./Polygon":3}]},{},[5])
|
||||
(5)
|
||||
});
|
||||
;
|
|
@ -563,6 +563,9 @@ var Body = {};
|
|||
* @return {}
|
||||
*/
|
||||
var _totalProperties = function(body) {
|
||||
// https://ecourses.ou.edu/cgi-bin/ebook.cgi?doc=&topic=st&chap_sec=07.2&page=theory
|
||||
// http://output.to/sideway/default.asp?qno=121100087
|
||||
|
||||
var properties = {
|
||||
mass: 0,
|
||||
area: 0,
|
||||
|
@ -576,10 +579,10 @@ var Body = {};
|
|||
properties.mass += part.mass;
|
||||
properties.area += part.area;
|
||||
properties.inertia += part.inertia;
|
||||
Vector.add(properties.centre, part.position, properties.centre);
|
||||
properties.centre = Vector.add(properties.centre, Vector.mult(part.position, part.mass));
|
||||
}
|
||||
|
||||
properties.centre = Vector.div(properties.centre, body.parts.length - 1);
|
||||
properties.centre = Vector.div(properties.centre, properties.mass);
|
||||
|
||||
return properties;
|
||||
};
|
||||
|
|
|
@ -93,7 +93,7 @@ var Bodies = {};
|
|||
* @param {number} y
|
||||
* @param {number} radius
|
||||
* @param {object} [options]
|
||||
* @param {number} maxSides
|
||||
* @param {number} [maxSides]
|
||||
* @return {body} A new circle body
|
||||
*/
|
||||
Bodies.circle = function(x, y, radius, options, maxSides) {
|
||||
|
@ -161,4 +161,100 @@ var Bodies = {};
|
|||
return Body.create(Common.extend({}, polygon, options));
|
||||
};
|
||||
|
||||
/**
|
||||
* Creates a body using the supplied vertices.
|
||||
* If the vertices are not convex, they will be decomposed if [poly-decomp.js](https://github.com/schteppe/poly-decomp.js) is available.
|
||||
* If the vertices can not be decomposed, the function will use the convex hull.
|
||||
* By default the decomposition will discard collinear edges (to improve performance).
|
||||
* The options parameter is an object that specifies any properties you wish to override the defaults.
|
||||
* See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object.
|
||||
* @method fromVertices
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
* @param [vector] vertices
|
||||
* @param {object} [options]
|
||||
* @param {bool} [removeCollinear=true]
|
||||
* @return {body}
|
||||
*/
|
||||
Bodies.fromVertices = function(x, y, vertices, options, removeCollinear) {
|
||||
var canDecompose = true,
|
||||
body,
|
||||
i;
|
||||
|
||||
options = options || {};
|
||||
removeCollinear = typeof removeCollinear !== 'undefined' ? removeCollinear : true;
|
||||
|
||||
if (Vertices.isConvex(vertices)) {
|
||||
// vertices are convex, so just create a body normally
|
||||
body = {
|
||||
position: { x: x, y: y },
|
||||
vertices: vertices
|
||||
};
|
||||
|
||||
return Body.create(Common.extend({}, body, options));
|
||||
}
|
||||
|
||||
// check for poly-decomp.js
|
||||
if (!window.decomp) {
|
||||
Common.log('Bodies.fromVertices: poly-decomp.js required. Could not decompose vertices. Fallback to convex hull.', 'warn');
|
||||
canDecompose = false;
|
||||
}
|
||||
|
||||
// initialise a decomposition
|
||||
var concave = new decomp.Polygon();
|
||||
for (i = 0; i < vertices.length; i++) {
|
||||
concave.vertices.push([vertices[i].x, vertices[i].y]);
|
||||
}
|
||||
|
||||
// check for complexity
|
||||
if (!concave.isSimple()) {
|
||||
Common.log('Bodies.fromVertices: Non-simple polygons are not supported. Could not decompose vertices. Fallback to convex hull.', 'warn');
|
||||
canDecompose = false;
|
||||
}
|
||||
|
||||
// try to decompose
|
||||
if (canDecompose) {
|
||||
// vertices are concave and simple, we can decompose into parts
|
||||
concave.makeCCW();
|
||||
if (removeCollinear)
|
||||
concave.removeCollinearPoints(0.001);
|
||||
|
||||
var decomposed = concave.quickDecomp(),
|
||||
parts = [];
|
||||
|
||||
// for each decomposed chunk
|
||||
for (i = 0; i < decomposed.length; i++) {
|
||||
var chunk = decomposed[i],
|
||||
chunkVertices = [];
|
||||
|
||||
// convert vertices into the correct structure
|
||||
for (var j = 0; j < chunk.vertices.length; j++) {
|
||||
chunkVertices.push({ x: chunk.vertices[j][0], y: chunk.vertices[j][1] });
|
||||
}
|
||||
|
||||
// create a compound part
|
||||
parts.push(
|
||||
Body.create({
|
||||
position: Vertices.centre(chunkVertices),
|
||||
vertices: chunkVertices
|
||||
})
|
||||
);
|
||||
}
|
||||
|
||||
// create the parent body to be returned, that contains generated compound parts
|
||||
body = Body.create(Common.extend({}, { parts: parts }, options));
|
||||
Body.setPosition(body, { x: x, y: y });
|
||||
|
||||
return body;
|
||||
} else {
|
||||
// fallback to convex hull when decomposition is not possible
|
||||
body = {
|
||||
position: { x: x, y: y },
|
||||
vertices: Vertices.hull(vertices)
|
||||
};
|
||||
|
||||
return Body.create(Common.extend({}, body, options));
|
||||
}
|
||||
};
|
||||
|
||||
})();
|
||||
|
|
|
@ -56,7 +56,7 @@ var Vertices = {};
|
|||
* @return {vertices} vertices
|
||||
*/
|
||||
Vertices.fromPath = function(path, body) {
|
||||
var pathPattern = /L\s*([\-\d\.]*)\s*([\-\d\.]*)/ig,
|
||||
var pathPattern = /L?\s*([\-\d\.]+)\s*([\-\d\.]+)\s*,?/ig,
|
||||
points = [];
|
||||
|
||||
path.replace(pathPattern, function(match, x, y) {
|
||||
|
@ -330,15 +330,58 @@ var Vertices = {};
|
|||
* @return {vertices} vertices
|
||||
*/
|
||||
Vertices.clockwiseSort = function(vertices) {
|
||||
var mean = Vertices.mean(vertices);
|
||||
var centre = Vertices.mean(vertices);
|
||||
|
||||
vertices.sort(function(vertexA, vertexB) {
|
||||
return Vector.angle(mean, vertexA) - Vector.angle(mean, vertexB);
|
||||
return Vector.angle(centre, vertexA) - Vector.angle(centre, vertexB);
|
||||
});
|
||||
|
||||
return vertices;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns true if the vertices form a convex shape (vertices must be in clockwise order).
|
||||
* @method isConvex
|
||||
* @param {vertices} vertices
|
||||
* @return {bool} `true` if the `vertices` are convex, `false` if not (or `null` if not computable).
|
||||
*/
|
||||
Vertices.isConvex = function(vertices) {
|
||||
// http://paulbourke.net/geometry/polygonmesh/
|
||||
|
||||
var flag = 0,
|
||||
n = vertices.length,
|
||||
i,
|
||||
j,
|
||||
k,
|
||||
z;
|
||||
|
||||
if (n < 3)
|
||||
return null;
|
||||
|
||||
for (i = 0; i < n; i++) {
|
||||
j = (i + 1) % n;
|
||||
k = (i + 2) % n;
|
||||
z = (vertices[j].x - vertices[i].x) * (vertices[k].y - vertices[j].y);
|
||||
z -= (vertices[j].y - vertices[i].y) * (vertices[k].x - vertices[j].x);
|
||||
|
||||
if (z < 0) {
|
||||
flag |= 1;
|
||||
} else if (z > 0) {
|
||||
flag |= 2;
|
||||
}
|
||||
|
||||
if (flag === 3) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (flag !== 0){
|
||||
return true;
|
||||
} else {
|
||||
return null;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns the convex hull of the input vertices as a new array of points.
|
||||
* @method hull
|
||||
|
|
Loading…
Reference in a new issue