mirror of
https://github.com/liabru/matter-js.git
synced 2024-12-28 14:09:01 -05:00
tweaks to collision filtering
This commit is contained in:
parent
3a32bdafd3
commit
5060c7626a
5 changed files with 106 additions and 47 deletions
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@ -49,6 +49,7 @@
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<option value="softBody">Basic Soft Bodies</option>
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<option value="softBody">Basic Soft Bodies</option>
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<option value="cloth">Cloth</option>
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<option value="cloth">Cloth</option>
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<option value="events">Events</option>
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<option value="events">Events</option>
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<option value="collisionFiltering">Collision Filtering</option>
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<option value="chains">Chains</option>
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<option value="chains">Chains</option>
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<option value="ballPool">Ball Pool</option>
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<option value="ballPool">Ball Pool</option>
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<option value="stack">Stack</option>
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<option value="stack">Stack</option>
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@ -61,7 +62,6 @@
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<option value="beachBalls">Beach Balls</option>
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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="stress">Stress 1</option>
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<option value="stress2">Stress 2</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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</select>
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<input id="demo-reset" value="Reset" type="submit">
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<input id="demo-reset" value="Reset" type="submit">
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</div>
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</div>
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@ -448,12 +448,12 @@
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Demo.chains = function() {
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Demo.chains = function() {
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var _world = _engine.world,
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var _world = _engine.world,
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groupId = Body.nextNonCollidingGroupId();
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group = Body.nextGroup(true);
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Demo.reset();
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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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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, { collisionFilter: {group: groupId} });
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return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
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});
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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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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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World.add(_world, ropeA);
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groupId = Body.nextNonCollidingGroupId();
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group = Body.nextGroup(true);
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var ropeB = Composites.stack(500, 100, 5, 2, 10, 10, function(x, y, column, row) {
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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, { collisionFilter: {group: groupId} });
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return Bodies.circle(x, y, 20, { collisionFilter: { group: group } });
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});
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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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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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Demo.bridge = function() {
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var _world = _engine.world,
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var _world = _engine.world,
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groupId = Body.nextNonCollidingGroupId();
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group = Body.nextGroup(true);
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Demo.reset();
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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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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, { collisionFilter: {group: groupId} });
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return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
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});
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});
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Composites.chain(bridge, 0.5, 0, -0.5, 0, { stiffness: 0.9 });
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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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Demo.reset();
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var groupId = Body.nextNonCollidingGroupId(),
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var group = Body.nextGroup(true),
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particleOptions = { friction: 0.00001, collisionFilter: { group: groupId }, render: { visible: false }},
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particleOptions = { friction: 0.00001, collisionFilter: { group: group }, render: { visible: false }},
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cloth = Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions);
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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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for (var i = 0; i < 20; i++) {
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@ -1234,39 +1234,92 @@
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Demo.collisionFiltering = function() {
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Demo.collisionFiltering = function() {
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var _world = _engine.world;
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var _world = _engine.world;
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// define our categories (as bit fields, there are up to 32 available)
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var defaultCategory = 0x0001,
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redCategory = 0x0002,
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greenCategory = 0x0004,
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blueCategory = 0x0008;
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var redColor = '#C44D58',
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blueColor = '#4ECDC4',
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greenColor = '#C7F464';
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Demo.reset();
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Demo.reset();
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var i;
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// create a stack with varying body categories (but these bodies can all collide with each other)
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World.add(_world,
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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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Composites.stack(275, 150, 5, 10, 10, 10, function(x, y, column, row) {
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var category = redCategory,
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color = redColor;
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if (row > 5) {
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category = blueCategory;
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color = blueColor;
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} else if (row > 2) {
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category = greenCategory;
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color = greenColor;
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}
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return Bodies.circle(x, y, 20, {
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return Bodies.circle(x, y, 20, {
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collisionFilter: {
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collisionFilter: {
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category: row < 7 ? 2 : 4
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category: category
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},
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},
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render: {
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render: {
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strokeStyle: row < 7 ? 'red' : 'green',
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strokeStyle: color,
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fillStyle: 'transparent'
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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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})
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})
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);
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);
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// this body will only collide with the walls and the green bodies
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World.add(_world,
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Bodies.circle(310, 40, 30, {
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collisionFilter: {
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mask: defaultCategory | greenCategory
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},
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render: {
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strokeStyle: Common.shadeColor(greenColor, -20),
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fillStyle: greenColor
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}
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})
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);
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// this body will only collide with the walls and the red bodies
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World.add(_world,
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World.add(_world,
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Bodies.circle(400, 40, 30, {
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Bodies.circle(400, 40, 30, {
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collisionFilter: {
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collisionFilter: {
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mask: 5
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mask: defaultCategory | redCategory
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},
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},
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render: {
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render: {
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fillStyle: 'blue'
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strokeStyle: Common.shadeColor(redColor, -20),
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fillStyle: redColor
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}
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})
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);
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// this body will only collide with the walls and the blue bodies
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World.add(_world,
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Bodies.circle(480, 40, 30, {
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collisionFilter: {
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mask: defaultCategory | blueCategory
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},
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render: {
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strokeStyle: Common.shadeColor(blueColor, -20),
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fillStyle: blueColor
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}
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}
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})
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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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var renderOptions = _engine.render.options;
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renderOptions.wireframes = false;
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renderOptions.wireframes = false;
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renderOptions.background = '#111';
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renderOptions.background = '#222';
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renderOptions.showCollisions = true;
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renderOptions.showAngleIndicator = false;
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};
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};
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// the functions for the demo interface and controls below
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// the functions for the demo interface and controls below
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@ -51,7 +51,7 @@ var Body = {};
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friction: 0.1,
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friction: 0.1,
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frictionAir: 0.01,
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frictionAir: 0.01,
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collisionFilter: {
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collisionFilter: {
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category: 1,
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category: 0x0001,
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mask: 0xFFFFFFFF,
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mask: 0xFFFFFFFF,
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group: 0
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group: 0
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},
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},
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@ -75,21 +75,18 @@ var Body = {};
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};
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};
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/**
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/**
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* Returns the next unique groupID number for which bodies will collide.
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* Returns the next unique group index for which bodies will collide.
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* @method nextCollidingGroupId
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* If `isNonColliding` is `true`, returns the next unique group index for which bodies will _not_ collide.
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* @return {Number} Unique groupID
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* See `body.collisionFilter` for more information.
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* @method nextGroup
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* @param {bool} [isNonColliding=false]
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* @return {Number} Unique group index
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*/
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*/
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Body.nextCollidingGroupId = function() {
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Body.nextGroup = function(isNonColliding) {
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return _nextCollidingGroupId++;
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if (isNonColliding)
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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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return _nextNonCollidingGroupId--;
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return _nextCollidingGroupId++;
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};
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};
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/**
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/**
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@ -699,6 +696,7 @@ var Body = {};
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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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* 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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* 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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* different collision categories available.
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*
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* Each body also defines a collision bitmask, given by `collisionFilter.mask` which specifies
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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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* the categories it collides with (the value is the bitwise AND value of all these categories).
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*
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*
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*/
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*/
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/**
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/**
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* An Integer `Number`, see `collisionFilter`
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* An Integer `Number`, see `body.collisionFilter` for more information.
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*
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*
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* @property collisionFilter.group
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* @property collisionFilter.group
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* @type object
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* @type object
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@ -719,7 +717,10 @@ var Body = {};
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*/
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*/
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/**
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/**
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* An Integer `Number`, see `collisionFilter`
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* A bit field that specifies the collision category this body belongs to.
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* The category value should have only one bit set, for example `0x0001`.
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* This means there are up to 32 unique collision categories available.
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* See `body.collisionFilter` for more information.
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*
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*
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* @property collisionFilter.category
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* @property collisionFilter.category
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* @type object
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* @type object
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@ -727,7 +728,7 @@ var Body = {};
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*/
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*/
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/**
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/**
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* An Integer `Number`, see `collisionFilter`
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* An Integer `Number`, see `body.collisionFilter` for more information.
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*
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*
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* @property collisionFilter.mask
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* @property collisionFilter.mask
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* @type object
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* @type object
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@ -26,13 +26,10 @@ var Detector = {};
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var bodyA = broadphasePairs[i][0],
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var bodyA = broadphasePairs[i][0],
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bodyB = broadphasePairs[i][1];
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bodyB = broadphasePairs[i][1];
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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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if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
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continue;
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continue;
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if (!_pairCollides(collisionFilterA, collisionFilterB))
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if (!Detector.canCollide(bodyA.collisionFilter, bodyB.collisionFilter))
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continue;
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continue;
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metrics.midphaseTests += 1;
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metrics.midphaseTests += 1;
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// NOTE: could share a function for the below, but may drop performance?
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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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if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
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continue;
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continue;
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if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
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if (!Detector.canCollide(bodyA.collisionFilter, bodyB.collisionFilter))
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continue;
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continue;
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metrics.midphaseTests += 1;
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metrics.midphaseTests += 1;
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return collisions;
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return collisions;
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};
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};
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var _pairCollides = function(filterA, filterB) {
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/**
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* Returns `true` if both supplied collision filters will allow a collision to occur.
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* See `body.collisionFilter` for more information.
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* @method canCollide
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* @param {} filterA
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* @param {} filterB
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* @return {bool} `true` if collision can occur
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*/
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Detector.canCollide = function(filterA, filterB) {
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if (filterA.group === filterB.group && filterA.group !== 0)
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if (filterA.group === filterB.group && filterA.group !== 0)
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return filterA.group > 0;
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return filterA.group > 0;
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return ((filterA.mask & filterB.category) !== 0 && (filterB.mask & filterA.category) !== 0);
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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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})();
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})();
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* @return {composite} A new composite car body
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* @return {composite} A new composite car body
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*/
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*/
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Composites.car = function(xx, yy, width, height, wheelSize) {
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Composites.car = function(xx, yy, width, height, wheelSize) {
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var collisionFilterGroup = Body.nextNonCollidingGroupId(),
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var group = Body.nextGroup(true),
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wheelBase = -20,
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wheelBase = -20,
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wheelAOffset = -width * 0.5 + wheelBase,
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wheelAOffset = -width * 0.5 + wheelBase,
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wheelBOffset = 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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var car = Composite.create({ label: 'Car' }),
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body = Bodies.trapezoid(xx, yy, width, height, 0.3, {
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body = Bodies.trapezoid(xx, yy, width, height, 0.3, {
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collisionFilter: {
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collisionFilter: {
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group: collisionFilterGroup
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group: group
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},
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},
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friction: 0.01,
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friction: 0.01,
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chamfer: {
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chamfer: {
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@ -245,7 +245,7 @@ var Composites = {};
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var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
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var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
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collisionFilter: {
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collisionFilter: {
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group: collisionFilterGroup
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group: group
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},
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},
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restitution: 0.5,
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restitution: 0.5,
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friction: 0.9,
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friction: 0.9,
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var wheelB = Bodies.circle(xx + wheelBOffset, yy + wheelYOffset, wheelSize, {
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var wheelB = Bodies.circle(xx + wheelBOffset, yy + wheelYOffset, wheelSize, {
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collisionFilter: {
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collisionFilter: {
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group: collisionFilterGroup
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group: group
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},
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},
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restitution: 0.5,
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restitution: 0.5,
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friction: 0.9,
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friction: 0.9,
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