0
0
Fork 0
mirror of https://github.com/liabru/matter-js.git synced 2024-12-26 13:49:01 -05:00

tweaks to collision filtering

This commit is contained in:
liabru 2014-07-29 13:14:31 +01:00
parent 3a32bdafd3
commit 5060c7626a
5 changed files with 106 additions and 47 deletions

View file

@ -49,6 +49,7 @@
<option value="softBody">Basic Soft Bodies</option>
<option value="cloth">Cloth</option>
<option value="events">Events</option>
<option value="collisionFiltering">Collision Filtering</option>
<option value="chains">Chains</option>
<option value="ballPool">Ball Pool</option>
<option value="stack">Stack</option>
@ -61,7 +62,6 @@
<option value="beachBalls">Beach Balls</option>
<option value="stress">Stress 1</option>
<option value="stress2">Stress 2</option>
<option value="collisionFiltering">Collision Filtering</option>
</select>
<input id="demo-reset" value="Reset" type="submit">
</div>

View file

@ -448,12 +448,12 @@
Demo.chains = function() {
var _world = _engine.world,
groupId = Body.nextNonCollidingGroupId();
group = Body.nextGroup(true);
Demo.reset();
var ropeA = Composites.stack(200, 100, 5, 2, 10, 10, function(x, y, column, row) {
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: {group: groupId} });
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
});
Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
@ -466,10 +466,10 @@
World.add(_world, ropeA);
groupId = Body.nextNonCollidingGroupId();
group = Body.nextGroup(true);
var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) {
return Bodies.circle(x, y, 20, { collisionFilter: {group: groupId} });
return Bodies.circle(x, y, 20, { collisionFilter: { group: group } });
});
Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
@ -485,12 +485,12 @@
Demo.bridge = function() {
var _world = _engine.world,
groupId = Body.nextNonCollidingGroupId();
group = Body.nextGroup(true);
Demo.reset();
var bridge = Composites.stack(150, 300, 9, 1, 10, 10, function(x, y, column, row) {
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: {group: groupId} });
return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
});
Composites.chain(bridge, 0.5, 0, -0.5, 0, { stiffness: 0.9 });
@ -937,8 +937,8 @@
Demo.reset();
var groupId = Body.nextNonCollidingGroupId(),
particleOptions = { friction: 0.00001, collisionFilter: { group: groupId }, render: { visible: false }},
var group = Body.nextGroup(true),
particleOptions = { friction: 0.00001, collisionFilter: { group: group }, render: { visible: false }},
cloth = Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions);
for (var i = 0; i < 20; i++) {
@ -1234,39 +1234,92 @@
Demo.collisionFiltering = function() {
var _world = _engine.world;
// define our categories (as bit fields, there are up to 32 available)
var defaultCategory = 0x0001,
redCategory = 0x0002,
greenCategory = 0x0004,
blueCategory = 0x0008;
var redColor = '#C44D58',
blueColor = '#4ECDC4',
greenColor = '#C7F464';
Demo.reset();
var i;
// create a stack with varying body categories (but these bodies can all collide with each other)
World.add(_world,
Composites.stack(275, 150, 5, 10, 10, 10, function(x, y, column, row) {
var category = redCategory,
color = redColor;
if (row > 5) {
category = blueCategory;
color = blueColor;
} else if (row > 2) {
category = greenCategory;
color = greenColor;
}
return Bodies.circle(x, y, 20, {
collisionFilter: {
category: row < 7 ? 2 : 4
category: category
},
render: {
strokeStyle: row < 7 ? 'red' : 'green',
strokeStyle: color,
fillStyle: 'transparent'
}
});
})
);
// this body will only collide with the walls and the green bodies
World.add(_world,
Bodies.circle(310, 40, 30, {
collisionFilter: {
mask: defaultCategory | greenCategory
},
render: {
strokeStyle: Common.shadeColor(greenColor, -20),
fillStyle: greenColor
}
})
);
// this body will only collide with the walls and the red bodies
World.add(_world,
Bodies.circle(400, 40, 30, {
collisionFilter: {
mask: 5
mask: defaultCategory | redCategory
},
render: {
fillStyle: 'blue'
strokeStyle: Common.shadeColor(redColor, -20),
fillStyle: redColor
}
})
);
// this body will only collide with the walls and the blue bodies
World.add(_world,
Bodies.circle(480, 40, 30, {
collisionFilter: {
mask: defaultCategory | blueCategory
},
render: {
strokeStyle: Common.shadeColor(blueColor, -20),
fillStyle: blueColor
}
})
);
var renderOptions = _engine.render.options;
renderOptions.wireframes = false;
renderOptions.background = '#111';
renderOptions.showCollisions = true;
renderOptions.background = '#222';
renderOptions.showAngleIndicator = false;
};
// the functions for the demo interface and controls below

View file

@ -51,7 +51,7 @@ var Body = {};
friction: 0.1,
frictionAir: 0.01,
collisionFilter: {
category: 1,
category: 0x0001,
mask: 0xFFFFFFFF,
group: 0
},
@ -75,21 +75,18 @@ var Body = {};
};
/**
* Returns the next unique groupID number for which bodies will collide.
* @method nextCollidingGroupId
* @return {Number} Unique groupID
* Returns the next unique group index for which bodies will collide.
* If `isNonColliding` is `true`, returns the next unique group index for which bodies will _not_ collide.
* See `body.collisionFilter` for more information.
* @method nextGroup
* @param {bool} [isNonColliding=false]
* @return {Number} Unique group index
*/
Body.nextCollidingGroupId = function() {
return _nextCollidingGroupId++;
};
Body.nextGroup = function(isNonColliding) {
if (isNonColliding)
return _nextNonCollidingGroupId--;
/**
* Returns the next collisionFilter.group value for which bodies will not collide.
* @method nextNonCollidingGroupId
* @return {Number} Unique groupID
*/
Body.nextNonCollidingGroupId = function() {
return _nextNonCollidingGroupId--;
return _nextCollidingGroupId++;
};
/**
@ -699,6 +696,7 @@ var Body = {};
* value is used as a bit field and the category should have only one bit set, meaning that
* the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32
* different collision categories available.
*
* Each body also defines a collision bitmask, given by `collisionFilter.mask` which specifies
* the categories it collides with (the value is the bitwise AND value of all these categories).
*
@ -711,7 +709,7 @@ var Body = {};
*/
/**
* An Integer `Number`, see `collisionFilter`
* An Integer `Number`, see `body.collisionFilter` for more information.
*
* @property collisionFilter.group
* @type object
@ -719,7 +717,10 @@ var Body = {};
*/
/**
* An Integer `Number`, see `collisionFilter`
* A bit field that specifies the collision category this body belongs to.
* The category value should have only one bit set, for example `0x0001`.
* This means there are up to 32 unique collision categories available.
* See `body.collisionFilter` for more information.
*
* @property collisionFilter.category
* @type object
@ -727,7 +728,7 @@ var Body = {};
*/
/**
* An Integer `Number`, see `collisionFilter`
* An Integer `Number`, see `body.collisionFilter` for more information.
*
* @property collisionFilter.mask
* @type object

View file

@ -26,13 +26,10 @@ var Detector = {};
var bodyA = broadphasePairs[i][0],
bodyB = broadphasePairs[i][1];
var collisionFilterA = bodyA.collisionFilter,
collisionFilterB = bodyB.collisionFilter;
if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
continue;
if (!_pairCollides(collisionFilterA, collisionFilterB))
if (!Detector.canCollide(bodyA.collisionFilter, bodyB.collisionFilter))
continue;
metrics.midphaseTests += 1;
@ -88,11 +85,11 @@ var Detector = {};
// NOTE: could share a function for the below, but may drop performance?
if (bodyA.groupId && bodyB.groupId && bodyA.groupId === bodyB.groupId)
continue;
if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
continue;
if (!Detector.canCollide(bodyA.collisionFilter, bodyB.collisionFilter))
continue;
metrics.midphaseTests += 1;
@ -128,12 +125,20 @@ var Detector = {};
return collisions;
};
var _pairCollides = function(filterA, filterB) {
/**
* Returns `true` if both supplied collision filters will allow a collision to occur.
* See `body.collisionFilter` for more information.
* @method canCollide
* @param {} filterA
* @param {} filterB
* @return {bool} `true` if collision can occur
*/
Detector.canCollide = function(filterA, filterB) {
if (filterA.group === filterB.group && filterA.group !== 0)
return filterA.group > 0;
return ((filterA.mask & filterB.category) !== 0 && (filterB.mask & filterA.category) !== 0);
return (filterA.mask & filterB.category) !== 0 && (filterB.mask & filterA.category) !== 0;
};
})();

View file

@ -226,7 +226,7 @@ var Composites = {};
* @return {composite} A new composite car body
*/
Composites.car = function(xx, yy, width, height, wheelSize) {
var collisionFilterGroup = Body.nextNonCollidingGroupId(),
var group = Body.nextGroup(true),
wheelBase = -20,
wheelAOffset = -width * 0.5 + wheelBase,
wheelBOffset = width * 0.5 - wheelBase,
@ -235,7 +235,7 @@ var Composites = {};
var car = Composite.create({ label: 'Car' }),
body = Bodies.trapezoid(xx, yy, width, height, 0.3, {
collisionFilter: {
group: collisionFilterGroup
group: group
},
friction: 0.01,
chamfer: {
@ -245,7 +245,7 @@ var Composites = {};
var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
collisionFilter: {
group: collisionFilterGroup
group: group
},
restitution: 0.5,
friction: 0.9,
@ -254,7 +254,7 @@ var Composites = {};
var wheelB = Bodies.circle(xx + wheelBOffset, yy + wheelYOffset, wheelSize, {
collisionFilter: {
group: collisionFilterGroup
group: group
},
restitution: 0.5,
friction: 0.9,