mirror of
https://github.com/liabru/matter-js.git
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Merge branch 'collision-filters' of https://github.com/GustavCarlson/matter-js into GustavCarlson-collision-filters
This commit is contained in:
commit
3a32bdafd3
5 changed files with 139 additions and 34 deletions
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@ -61,10 +61,11 @@
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<option value="beachBalls">Beach Balls</option>
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<option value="stress">Stress 1</option>
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<option value="stress2">Stress 2</option>
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<option value="collisionFiltering">Collision Filtering</option>
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</select>
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<input id="demo-reset" value="Reset" type="submit">
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</div>
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<div id="canvas-container"></div>
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</div>
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</body>
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</html>
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</html>
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@ -448,12 +448,12 @@
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Demo.chains = function() {
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var _world = _engine.world,
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groupId = Body.nextGroupId();
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groupId = Body.nextNonCollidingGroupId();
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Demo.reset();
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var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y, column, row) {
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return Bodies.rectangle(x, y, 50, 20, { groupId: groupId });
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return Bodies.rectangle(x, y, 50, 20, { collisionFilter: {group: groupId} });
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});
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Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
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@ -466,10 +466,10 @@
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World.add(_world, ropeA);
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groupId = Body.nextGroupId();
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groupId = Body.nextNonCollidingGroupId();
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var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) {
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return Bodies.circle(x, y, 20, { groupId: groupId });
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return Bodies.circle(x, y, 20, { collisionFilter: {group: groupId} });
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});
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Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
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@ -485,12 +485,12 @@
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Demo.bridge = function() {
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var _world = _engine.world,
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groupId = Body.nextGroupId();
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groupId = Body.nextNonCollidingGroupId();
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Demo.reset();
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var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y, column, row) {
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return Bodies.rectangle(x, y, 50, 20, { groupId: groupId });
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return Bodies.rectangle(x, y, 50, 20, { collisionFilter: {group: groupId} });
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});
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Composites.chain(bridge, 0.5, 0, -0.5, 0, { stiffness: 0.9 });
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@ -937,8 +937,8 @@
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Demo.reset();
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var groupId = Body.nextGroupId(),
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particleOptions = { friction: 0.00001, groupId: groupId, render: { visible: false }},
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var groupId = Body.nextNonCollidingGroupId(),
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particleOptions = { friction: 0.00001, collisionFilter: { group: groupId }, render: { visible: false }},
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cloth = Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions);
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for (var i = 0; i < 20; i++) {
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@ -1231,6 +1231,44 @@
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var renderOptions = _engine.render.options;
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};
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Demo.collisionFiltering = function() {
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var _world = _engine.world;
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Demo.reset();
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var i;
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World.add(_world,
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Composites.stack(275, 150, 5, 10, 10, 10, function(x, y, column, row) {
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return Bodies.circle(x, y, 20, {
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collisionFilter: {
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category: row < 7 ? 2 : 4
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},
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render: {
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strokeStyle: row < 7 ? 'red' : 'green',
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fillStyle: 'transparent'
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}
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});
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})
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);
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World.add(_world,
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Bodies.circle(400, 40, 30, {
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collisionFilter: {
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mask: 5
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},
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render: {
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fillStyle: 'blue'
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}
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})
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);
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var renderOptions = _engine.render.options;
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renderOptions.wireframes = false;
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renderOptions.background = '#111';
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renderOptions.showCollisions = true;
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};
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// the functions for the demo interface and controls below
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Demo.initControls = function() {
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@ -1400,4 +1438,4 @@
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renderOptions.showDebug = true;
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};
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})();
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})();
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@ -15,7 +15,8 @@ var Body = {};
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Body._inertiaScale = 4;
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var _nextGroupId = 1;
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var _nextCollidingGroupId = 1,
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_nextNonCollidingGroupId = -1;
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/**
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* Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.
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@ -49,7 +50,11 @@ var Body = {};
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restitution: 0,
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friction: 0.1,
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frictionAir: 0.01,
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groupId: 0,
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collisionFilter: {
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category: 1,
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mask: 0xFFFFFFFF,
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group: 0
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},
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slop: 0.05,
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timeScale: 1,
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render: {
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@ -70,12 +75,21 @@ var Body = {};
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};
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/**
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* Returns the next unique groupID number.
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* @method nextGroupId
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* Returns the next unique groupID number for which bodies will collide.
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* @method nextCollidingGroupId
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* @return {Number} Unique groupID
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*/
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Body.nextGroupId = function() {
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return _nextGroupId++;
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Body.nextCollidingGroupId = function() {
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return _nextCollidingGroupId++;
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};
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/**
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* Returns the next collisionFilter.group value for which bodies will not collide.
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* @method nextNonCollidingGroupId
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* @return {Number} Unique groupID
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*/
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Body.nextNonCollidingGroupId = function() {
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return _nextNonCollidingGroupId--;
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};
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/**
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@ -672,18 +686,56 @@ var Body = {};
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*/
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/**
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* An integer `Number` that specifies the collision group the body belongs to.
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* Bodies with the same `groupId` are considered _as-one_ body and therefore do not interact.
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* This allows for creation of segmented bodies that can self-intersect, such as a rope.
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* The default value 0 means the body does not belong to a group, and can interact with all other bodies.
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* An `Object` that specifies the collision filtering properties of this body.
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*
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* @property groupId
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* @type number
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* Collisions between two bodies will obey the following rules:
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* - If the two bodies have the same non-zero value of `collisionFilter.group`,
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* they will always collide if the value is positive, and they will never collide
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* if the value is negative.
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* - If the two bodies have different values of `collisionFilter.group` or if one
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* (or both) of the bodies has a value of 0, then the category/mask rules apply as follows:
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*
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* Each body belongs to a collision category, given by `collisionFilter.category`. This
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* value is used as a bit field and the category should have only one bit set, meaning that
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* the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32
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* different collision categories available.
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* Each body also defines a collision bitmask, given by `collisionFilter.mask` which specifies
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* the categories it collides with (the value is the bitwise AND value of all these categories).
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*
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* Using the category/mask rules, two bodies `A` and `B` collide if each includes the other's
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* category in its mask, i.e. `(categoryA & maskB) !== 0` and `(categoryB & maskA) !== 0`
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* are both true.
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*
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* @property collisionFilter
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* @type object
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*/
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/**
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* An Integer `Number`, see `collisionFilter`
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*
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* @property collisionFilter.group
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* @type object
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* @default 0
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*/
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/**
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* A `Number` that specifies a tollerance on how far a body is allowed to 'sink' or rotate into other bodies.
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* An Integer `Number`, see `collisionFilter`
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*
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* @property collisionFilter.category
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* @type object
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* @default 1
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*/
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/**
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* An Integer `Number`, see `collisionFilter`
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*
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* @property collisionFilter.mask
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* @type object
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* @default -1
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*/
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/**
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* A `Number` that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies.
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* Avoid changing this value unless you understand the purpose of `slop` in physics engines.
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* The default should generally suffice, although very large bodies may require larger values for stable stacking.
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*
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* @type bounds
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*/
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})();
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})();
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@ -26,13 +26,14 @@ var Detector = {};
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var bodyA = broadphasePairs[i][0],
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bodyB = broadphasePairs[i][1];
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// NOTE: could share a function for the below, but may drop performance?
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if (bodyA.groupId && bodyB.groupId && bodyA.groupId === bodyB.groupId)
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continue;
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var collisionFilterA = bodyA.collisionFilter,
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collisionFilterB = bodyB.collisionFilter;
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if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
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continue;
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if (!_pairCollides(collisionFilterA, collisionFilterB))
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continue;
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metrics.midphaseTests += 1;
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return collisions;
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};
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var _pairCollides = function(filterA, filterB) {
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if (filterA.group === filterB.group && filterA.group !== 0)
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return filterA.group > 0;
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})();
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return ((filterA.mask & filterB.category) !== 0 && (filterB.mask & filterA.category) !== 0);
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};
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})();
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@ -226,7 +226,7 @@ var Composites = {};
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* @return {composite} A new composite car body
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*/
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Composites.car = function(xx, yy, width, height, wheelSize) {
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var groupId = Body.nextGroupId(),
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var collisionFilterGroup = Body.nextNonCollidingGroupId(),
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wheelBase = -20,
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wheelAOffset = -width * 0.5 + wheelBase,
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wheelBOffset = width * 0.5 - wheelBase,
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var car = Composite.create({ label: 'Car' }),
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body = Bodies.trapezoid(xx, yy, width, height, 0.3, {
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groupId: groupId,
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collisionFilter: {
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group: collisionFilterGroup
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},
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friction: 0.01,
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chamfer: {
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radius: 10
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@ -242,14 +244,18 @@ var Composites = {};
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});
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var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
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groupId: groupId,
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collisionFilter: {
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group: collisionFilterGroup
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},
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restitution: 0.5,
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friction: 0.9,
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density: 0.01
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});
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var wheelB = Bodies.circle(xx + wheelBOffset, yy + wheelYOffset, wheelSize, {
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groupId: groupId,
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collisionFilter: {
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group: collisionFilterGroup
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},
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restitution: 0.5,
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friction: 0.9,
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density: 0.01
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@ -308,4 +314,4 @@ var Composites = {};
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return softBody;
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};
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})();
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})();
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