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https://github.com/liabru/matter-js.git
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updated edge build
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parent
235b6c8336
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2 changed files with 152 additions and 30 deletions
174
build/matter.js
174
build/matter.js
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@ -1,5 +1,5 @@
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/**
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* matter.js 0.8.0-edge 2014-12-02
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* matter.js 0.8.0-edge 2014-12-28
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* http://brm.io/matter-js/
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* License: MIT
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*/
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@ -140,23 +140,26 @@ var Body = {};
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*/
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var _initProperties = function(body, options) {
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// init required properties
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body.bounds = body.bounds || Bounds.create(body.vertices);
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body.positionPrev = body.positionPrev || Vector.clone(body.position);
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body.anglePrev = body.anglePrev || body.angle;
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Body.set(body, {
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bounds: body.bounds || Bounds.create(body.vertices),
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positionPrev: body.positionPrev || Vector.clone(body.position),
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anglePrev: body.anglePrev || body.angle,
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vertices: body.vertices,
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isStatic: body.isStatic,
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isSleeping: body.isSleeping
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});
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// must use setters for the more complicated properties
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Body.setVertices(body, body.vertices);
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Body.setStatic(body, body.isStatic);
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Sleeping.set(body, body.isSleeping);
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Vertices.rotate(body.vertices, body.angle, body.position);
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Axes.rotate(body.axes, body.angle);
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Bounds.update(body.bounds, body.vertices, body.velocity);
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// allow options to override the automatically calculated properties
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body.axes = options.axes || body.axes;
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body.area = options.area || body.area;
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Body.setMass(body, options.mass || body.mass);
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Body.setInertia(body, options.inertia || body.inertia);
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Body.set(body, {
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axes: options.axes || body.axes,
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area: options.area || body.area,
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mass: options.mass || body.mass,
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inertia: options.inertia || body.inertia
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});
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// render properties
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var defaultFillStyle = (body.isStatic ? '#eeeeee' : Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58'])),
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@ -165,6 +168,68 @@ var Body = {};
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body.render.strokeStyle = body.render.strokeStyle || defaultStrokeStyle;
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};
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/**
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* Given a property and a value (or map of), sets the property(s) on the body, using the appropriate setter functions if they exist.
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* Prefer to use the actual setter functions in performance critical situations.
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* @method set
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* @param {body} body
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* @param {} settings A property name (or map of properties and values) to set on the body.
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* @param {} value The value to set if `settings` is a single property name.
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*/
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Body.set = function(body, settings, value) {
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var property;
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if (typeof settings === 'string') {
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property = settings;
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settings = {};
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settings[property] = value;
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}
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for (property in settings) {
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value = settings[property];
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if (!settings.hasOwnProperty(property))
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continue;
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switch (property) {
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case 'isStatic':
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Body.setStatic(body, value);
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break;
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case 'isSleeping':
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Sleeping.set(body, value);
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break;
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case 'mass':
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Body.setMass(body, value);
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break;
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case 'density':
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Body.setDensity(body, value);
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break;
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case 'inertia':
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Body.setInertia(body, value);
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break;
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case 'vertices':
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Body.setVertices(body, value);
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break;
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case 'position':
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Body.setPosition(body, value);
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break;
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case 'angle':
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Body.setAngle(body, value);
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break;
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case 'velocity':
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Body.setVelocity(body, value);
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break;
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case 'angularVelocity':
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Body.setAngularVelocity(body, value);
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break;
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default:
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body[property] = value;
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}
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}
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};
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/**
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* Sets the body as static, including isStatic flag and setting mass and inertia to Infinity.
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* @method setStatic
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@ -2183,6 +2248,10 @@ var Pair = {};
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activeContacts = pair.activeContacts;
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pair.collision = collision;
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pair.inverseMass = collision.bodyA.inverseMass + collision.bodyB.inverseMass;
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pair.friction = Math.min(collision.bodyA.friction, collision.bodyB.friction);
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pair.restitution = Math.max(collision.bodyA.restitution, collision.bodyB.restitution);
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pair.slop = Math.max(collision.bodyA.slop, collision.bodyB.slop);
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activeContacts.length = 0;
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if (collision.collided) {
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@ -4687,6 +4756,7 @@ var Mouse = {};
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mouse.scale = { x: 1, y: 1 };
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mouse.wheelDelta = 0;
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mouse.button = -1;
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mouse.pixelRatio = element.getAttribute('data-pixel-ratio') || 1;
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mouse.sourceEvents = {
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mousemove: null,
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@ -4696,7 +4766,7 @@ var Mouse = {};
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};
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mouse.mousemove = function(event) {
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var position = _getRelativeMousePosition(event, mouse.element),
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var position = _getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
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touches = event.changedTouches;
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if (touches) {
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@ -4712,7 +4782,7 @@ var Mouse = {};
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};
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mouse.mousedown = function(event) {
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var position = _getRelativeMousePosition(event, mouse.element),
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var position = _getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
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touches = event.changedTouches;
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if (touches) {
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@ -4732,7 +4802,7 @@ var Mouse = {};
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};
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mouse.mouseup = function(event) {
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var position = _getRelativeMousePosition(event, mouse.element),
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var position = _getRelativeMousePosition(event, mouse.element, mouse.pixelRatio),
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touches = event.changedTouches;
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if (touches) {
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@ -4823,9 +4893,10 @@ var Mouse = {};
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* @private
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* @param {} event
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* @param {} element
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* @return ObjectExpression
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* @param {number} pixelRatio
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* @return {}
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*/
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var _getRelativeMousePosition = function(event, element) {
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var _getRelativeMousePosition = function(event, element, pixelRatio) {
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var elementBounds = element.getBoundingClientRect(),
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rootNode = (document.documentElement || document.body.parentNode || document.body),
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scrollX = (window.pageXOffset !== undefined) ? window.pageXOffset : rootNode.scrollLeft,
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@ -4842,13 +4913,14 @@ var Mouse = {};
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}
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return {
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x: x / (element.clientWidth / element.width),
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y: y / (element.clientHeight / element.height)
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x: x / (element.clientWidth / element.width * pixelRatio),
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y: y / (element.clientHeight / element.height * pixelRatio)
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};
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};
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})();
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; // End src/core/Mouse.js
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@ -6336,6 +6408,7 @@ var Render = {};
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options: {
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width: 800,
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height: 600,
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pixelRatio: 1,
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background: '#fafafa',
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wireframeBackground: '#222',
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hasBounds: false,
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@ -6374,6 +6447,10 @@ var Render = {};
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Render.setBackground(render, render.options.background);
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if (render.options.pixelRatio !== 1) {
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Render.setPixelRatio(render, render.options.pixelRatio);
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}
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if (Common.isElement(render.element)) {
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render.element.appendChild(render.canvas);
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} else {
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@ -6386,13 +6463,37 @@ var Render = {};
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/**
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* Clears the renderer. In this implementation, this is a noop.
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* @method clear
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* @param {RenderPixi} render
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* @param {render} render
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*/
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Render.clear = function(render) {
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// nothing required to clear this renderer implentation
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// if a scene graph is required, clear it here (see RenderPixi.js)
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};
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/**
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* Sets the pixel ratio of the renderer and updates the canvas.
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* To automatically detect the correct ratio, pass the string `'auto'` for `pixelRatio`.
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* @method setPixelRatio
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* @param {render} render
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* @param {number} pixelRatio
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*/
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Render.setPixelRatio = function(render, pixelRatio) {
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var options = render.options,
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canvas = render.canvas;
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if (pixelRatio === 'auto') {
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pixelRatio = _getPixelRatio(canvas);
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}
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options.pixelRatio = pixelRatio;
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canvas.setAttribute('data-pixel-ratio', pixelRatio);
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canvas.width = options.width * pixelRatio;
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canvas.height = options.height * pixelRatio;
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canvas.style.width = options.width + 'px';
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canvas.style.height = options.height + 'px';
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render.context.scale(pixelRatio, pixelRatio);
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};
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/**
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* Sets the background CSS property of the canvas
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* @method setBackground
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context.globalCompositeOperation = 'source-over';
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// handle bounds
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var boundsWidth = render.bounds.max.x - render.bounds.min.x,
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boundsHeight = render.bounds.max.y - render.bounds.min.y,
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boundsScaleX = boundsWidth / render.options.width,
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boundsScaleY = boundsHeight / render.options.height;
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if (options.hasBounds) {
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var boundsWidth = render.bounds.max.x - render.bounds.min.x,
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boundsHeight = render.bounds.max.y - render.bounds.min.y,
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boundsScaleX = boundsWidth / options.width,
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boundsScaleY = boundsHeight / options.height;
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// filter out bodies that are not in view
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for (i = 0; i < allBodies.length; i++) {
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var body = allBodies[i];
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if (options.hasBounds) {
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// revert view transforms
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context.setTransform(1, 0, 0, 1, 0, 0);
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context.setTransform(options.pixelRatio, 0, 0, options.pixelRatio, 0, 0);
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}
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};
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return canvas;
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};
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/**
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* Gets the pixel ratio of the canvas.
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* @method _getPixelRatio
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* @private
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* @param {HTMLElement} canvas
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* @return {Number} pixel ratio
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*/
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var _getPixelRatio = function(canvas) {
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var context = canvas.getContext('2d'),
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devicePixelRatio = window.devicePixelRatio || 1,
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backingStorePixelRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio
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|| context.msBackingStorePixelRatio || context.oBackingStorePixelRatio
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|| context.backingStorePixelRatio || 1;
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return devicePixelRatio / backingStorePixelRatio;
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};
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/**
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* Gets the requested texture (an Image) via its path
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* @method _getTexture
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})();
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; // End src/render/Render.js
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sprite.position.x = body.position.x;
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sprite.position.y = body.position.y;
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sprite.rotation = body.angle;
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sprite.scale.x = bodyRender.sprite.xScale || 1;
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sprite.scale.y = bodyRender.sprite.yScale || 1;
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} else {
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var primitiveId = 'b-' + body.id,
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primitive = render.primitives[primitiveId],
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})();
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; // End src/render/RenderPixi.js
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6
build/matter.min.js
vendored
6
build/matter.min.js
vendored
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