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updated edge build

This commit is contained in:
liabru 2014-12-28 18:37:43 +00:00
parent 235b6c8336
commit 37ccc84762
2 changed files with 152 additions and 30 deletions

View file

@ -1,5 +1,5 @@
/**
* matter.js 0.8.0-edge 2014-12-02
* matter.js 0.8.0-edge 2014-12-28
* http://brm.io/matter-js/
* License: MIT
*/
@ -140,23 +140,26 @@ var Body = {};
*/
var _initProperties = function(body, options) {
// init required properties
body.bounds = body.bounds || Bounds.create(body.vertices);
body.positionPrev = body.positionPrev || Vector.clone(body.position);
body.anglePrev = body.anglePrev || body.angle;
Body.set(body, {
bounds: body.bounds || Bounds.create(body.vertices),
positionPrev: body.positionPrev || Vector.clone(body.position),
anglePrev: body.anglePrev || body.angle,
vertices: body.vertices,
isStatic: body.isStatic,
isSleeping: body.isSleeping
});
// must use setters for the more complicated properties
Body.setVertices(body, body.vertices);
Body.setStatic(body, body.isStatic);
Sleeping.set(body, body.isSleeping);
Vertices.rotate(body.vertices, body.angle, body.position);
Axes.rotate(body.axes, body.angle);
Bounds.update(body.bounds, body.vertices, body.velocity);
// allow options to override the automatically calculated properties
body.axes = options.axes || body.axes;
body.area = options.area || body.area;
Body.setMass(body, options.mass || body.mass);
Body.setInertia(body, options.inertia || body.inertia);
Body.set(body, {
axes: options.axes || body.axes,
area: options.area || body.area,
mass: options.mass || body.mass,
inertia: options.inertia || body.inertia
});
// render properties
var defaultFillStyle = (body.isStatic ? '#eeeeee' : Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58'])),
@ -165,6 +168,68 @@ var Body = {};
body.render.strokeStyle = body.render.strokeStyle || defaultStrokeStyle;
};
/**
* Given a property and a value (or map of), sets the property(s) on the body, using the appropriate setter functions if they exist.
* Prefer to use the actual setter functions in performance critical situations.
* @method set
* @param {body} body
* @param {} settings A property name (or map of properties and values) to set on the body.
* @param {} value The value to set if `settings` is a single property name.
*/
Body.set = function(body, settings, value) {
var property;
if (typeof settings === 'string') {
property = settings;
settings = {};
settings[property] = value;
}
for (property in settings) {
value = settings[property];
if (!settings.hasOwnProperty(property))
continue;
switch (property) {
case 'isStatic':
Body.setStatic(body, value);
break;
case 'isSleeping':
Sleeping.set(body, value);
break;
case 'mass':
Body.setMass(body, value);
break;
case 'density':
Body.setDensity(body, value);
break;
case 'inertia':
Body.setInertia(body, value);
break;
case 'vertices':
Body.setVertices(body, value);
break;
case 'position':
Body.setPosition(body, value);
break;
case 'angle':
Body.setAngle(body, value);
break;
case 'velocity':
Body.setVelocity(body, value);
break;
case 'angularVelocity':
Body.setAngularVelocity(body, value);
break;
default:
body[property] = value;
}
}
};
/**
* Sets the body as static, including isStatic flag and setting mass and inertia to Infinity.
* @method setStatic
@ -2183,6 +2248,10 @@ var Pair = {};
activeContacts = pair.activeContacts;
pair.collision = collision;
pair.inverseMass = collision.bodyA.inverseMass + collision.bodyB.inverseMass;
pair.friction = Math.min(collision.bodyA.friction, collision.bodyB.friction);
pair.restitution = Math.max(collision.bodyA.restitution, collision.bodyB.restitution);
pair.slop = Math.max(collision.bodyA.slop, collision.bodyB.slop);
activeContacts.length = 0;
if (collision.collided) {
@ -4687,6 +4756,7 @@ var Mouse = {};
mouse.scale = { x: 1, y: 1 };
mouse.wheelDelta = 0;
mouse.button = -1;
mouse.pixelRatio = element.getAttribute('data-pixel-ratio') || 1;
mouse.sourceEvents = {
mousemove: null,
@ -4696,7 +4766,7 @@ var Mouse = {};
};
mouse.mousemove = function(event) {
var position = _getRelativeMousePosition(event, mouse.element),
var position = _getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
touches = event.changedTouches;
if (touches) {
@ -4712,7 +4782,7 @@ var Mouse = {};
};
mouse.mousedown = function(event) {
var position = _getRelativeMousePosition(event, mouse.element),
var position = _getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
touches = event.changedTouches;
if (touches) {
@ -4732,7 +4802,7 @@ var Mouse = {};
};
mouse.mouseup = function(event) {
var position = _getRelativeMousePosition(event, mouse.element),
var position = _getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
touches = event.changedTouches;
if (touches) {
@ -4823,9 +4893,10 @@ var Mouse = {};
* @private
* @param {} event
* @param {} element
* @return ObjectExpression
* @param {number} pixelRatio
* @return {}
*/
var _getRelativeMousePosition = function(event, element) {
var _getRelativeMousePosition = function(event, element, pixelRatio) {
var elementBounds = element.getBoundingClientRect(),
rootNode = (document.documentElement || document.body.parentNode || document.body),
scrollX = (window.pageXOffset !== undefined) ? window.pageXOffset : rootNode.scrollLeft,
@ -4840,15 +4911,16 @@ var Mouse = {};
x = event.pageX - elementBounds.left - scrollX;
y = event.pageY - elementBounds.top - scrollY;
}
return {
x: x / (element.clientWidth / element.width),
y: y / (element.clientHeight / element.height)
x: x / (element.clientWidth / element.width * pixelRatio),
y: y / (element.clientHeight / element.height * pixelRatio)
};
};
})();
; // End src/core/Mouse.js
@ -6336,6 +6408,7 @@ var Render = {};
options: {
width: 800,
height: 600,
pixelRatio: 1,
background: '#fafafa',
wireframeBackground: '#222',
hasBounds: false,
@ -6374,6 +6447,10 @@ var Render = {};
Render.setBackground(render, render.options.background);
if (render.options.pixelRatio !== 1) {
Render.setPixelRatio(render, render.options.pixelRatio);
}
if (Common.isElement(render.element)) {
render.element.appendChild(render.canvas);
} else {
@ -6386,13 +6463,37 @@ var Render = {};
/**
* Clears the renderer. In this implementation, this is a noop.
* @method clear
* @param {RenderPixi} render
* @param {render} render
*/
Render.clear = function(render) {
// nothing required to clear this renderer implentation
// if a scene graph is required, clear it here (see RenderPixi.js)
};
/**
* Sets the pixel ratio of the renderer and updates the canvas.
* To automatically detect the correct ratio, pass the string `'auto'` for `pixelRatio`.
* @method setPixelRatio
* @param {render} render
* @param {number} pixelRatio
*/
Render.setPixelRatio = function(render, pixelRatio) {
var options = render.options,
canvas = render.canvas;
if (pixelRatio === 'auto') {
pixelRatio = _getPixelRatio(canvas);
}
options.pixelRatio = pixelRatio;
canvas.setAttribute('data-pixel-ratio', pixelRatio);
canvas.width = options.width * pixelRatio;
canvas.height = options.height * pixelRatio;
canvas.style.width = options.width + 'px';
canvas.style.height = options.height + 'px';
render.context.scale(pixelRatio, pixelRatio);
};
/**
* Sets the background CSS property of the canvas
* @method setBackground
@ -6443,12 +6544,12 @@ var Render = {};
context.globalCompositeOperation = 'source-over';
// handle bounds
var boundsWidth = render.bounds.max.x - render.bounds.min.x,
boundsHeight = render.bounds.max.y - render.bounds.min.y,
boundsScaleX = boundsWidth / render.options.width,
boundsScaleY = boundsHeight / render.options.height;
if (options.hasBounds) {
var boundsWidth = render.bounds.max.x - render.bounds.min.x,
boundsHeight = render.bounds.max.y - render.bounds.min.y,
boundsScaleX = boundsWidth / options.width,
boundsScaleY = boundsHeight / options.height;
// filter out bodies that are not in view
for (i = 0; i < allBodies.length; i++) {
var body = allBodies[i];
@ -6518,7 +6619,7 @@ var Render = {};
if (options.hasBounds) {
// revert view transforms
context.setTransform(1, 0, 0, 1, 0, 0);
context.setTransform(options.pixelRatio, 0, 0, options.pixelRatio, 0, 0);
}
};
@ -7170,6 +7271,23 @@ var Render = {};
return canvas;
};
/**
* Gets the pixel ratio of the canvas.
* @method _getPixelRatio
* @private
* @param {HTMLElement} canvas
* @return {Number} pixel ratio
*/
var _getPixelRatio = function(canvas) {
var context = canvas.getContext('2d'),
devicePixelRatio = window.devicePixelRatio || 1,
backingStorePixelRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio
|| context.msBackingStorePixelRatio || context.oBackingStorePixelRatio
|| context.backingStorePixelRatio || 1;
return devicePixelRatio / backingStorePixelRatio;
};
/**
* Gets the requested texture (an Image) via its path
* @method _getTexture
@ -7276,6 +7394,7 @@ var Render = {};
})();
; // End src/render/Render.js
@ -7597,6 +7716,8 @@ var RenderPixi = {};
sprite.position.x = body.position.x;
sprite.position.y = body.position.y;
sprite.rotation = body.angle;
sprite.scale.x = bodyRender.sprite.xScale || 1;
sprite.scale.y = bodyRender.sprite.yScale || 1;
} else {
var primitiveId = 'b-' + body.id,
primitive = render.primitives[primitiveId],
@ -7711,6 +7832,7 @@ var RenderPixi = {};
})();
; // End src/render/RenderPixi.js

6
build/matter.min.js vendored

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