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https://github.com/liabru/matter-js.git
synced 2024-12-25 13:39:06 -05:00
added Render.vertexNumbers, Render.bodyConvexHulls
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parent
243fce47c9
commit
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1 changed files with 126 additions and 76 deletions
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@ -46,7 +46,9 @@ var Render = {};
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showPositions: false,
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showAngleIndicator: false,
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showIds: false,
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showShadows: false
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showShadows: false,
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showVertexNumbers: false,
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showConvexHulls: false
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}
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};
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@ -177,6 +179,9 @@ var Render = {};
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// fully featured rendering of bodies
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Render.bodies(engine, bodies, context);
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} else {
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if (options.showConvexHulls)
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Render.bodyConvexHulls(engine, bodies, context);
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// optimised method for wireframes only
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Render.bodyWireframes(engine, bodies, context);
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}
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@ -199,6 +204,9 @@ var Render = {};
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if (options.showCollisions)
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Render.collisions(engine, engine.pairs.list, context);
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if (options.showVertexNumbers)
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Render.vertexNumbers(engine, bodies, context);
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Render.constraints(constraints, context);
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if (options.showBroadphase && engine.broadphase.controller === Grid)
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@ -372,69 +380,75 @@ var Render = {};
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var c = context,
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render = engine.render,
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options = render.options,
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body,
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part,
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i;
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for (i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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body = bodies[i];
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if (!body.render.visible)
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continue;
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if (body.render.sprite && body.render.sprite.texture && !options.wireframes) {
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// body sprite
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var sprite = body.render.sprite,
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texture = _getTexture(render, sprite.texture);
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// handle compound parts
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for (k = body.parts.length > 1 ? 1 : 0; k < body.parts.length; k++) {
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part = body.parts[k];
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if (options.showSleeping && body.isSleeping)
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c.globalAlpha = 0.5;
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if (part.render.sprite && part.render.sprite.texture && !options.wireframes) {
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// part sprite
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var sprite = part.render.sprite,
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texture = _getTexture(render, sprite.texture);
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c.translate(body.position.x, body.position.y);
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c.rotate(body.angle);
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if (options.showSleeping && part.isSleeping)
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c.globalAlpha = 0.5;
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c.drawImage(texture, texture.width * -0.5 * sprite.xScale, texture.height * -0.5 * sprite.yScale,
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texture.width * sprite.xScale, texture.height * sprite.yScale);
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c.translate(part.position.x, part.position.y);
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c.rotate(part.angle);
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// revert translation, hopefully faster than save / restore
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c.rotate(-body.angle);
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c.translate(-body.position.x, -body.position.y);
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c.drawImage(texture, texture.width * -0.5 * sprite.xScale, texture.height * -0.5 * sprite.yScale,
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texture.width * sprite.xScale, texture.height * sprite.yScale);
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if (options.showSleeping && body.isSleeping)
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c.globalAlpha = 1;
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} else {
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// body polygon
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if (body.circleRadius) {
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c.beginPath();
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c.arc(body.position.x, body.position.y, body.circleRadius, 0, 2 * Math.PI);
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// revert translation, hopefully faster than save / restore
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c.rotate(-part.angle);
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c.translate(-part.position.x, -part.position.y);
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if (options.showSleeping && part.isSleeping)
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c.globalAlpha = 1;
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} else {
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c.beginPath();
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c.moveTo(body.vertices[0].x, body.vertices[0].y);
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for (var j = 1; j < body.vertices.length; j++) {
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c.lineTo(body.vertices[j].x, body.vertices[j].y);
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}
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c.closePath();
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}
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if (!options.wireframes) {
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if (options.showSleeping && body.isSleeping) {
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c.fillStyle = Common.shadeColor(body.render.fillStyle, 50);
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// part polygon
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if (part.circleRadius) {
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c.beginPath();
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c.arc(part.position.x, part.position.y, part.circleRadius, 0, 2 * Math.PI);
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} else {
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c.fillStyle = body.render.fillStyle;
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c.beginPath();
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c.moveTo(part.vertices[0].x, part.vertices[0].y);
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for (var j = 1; j < part.vertices.length; j++) {
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c.lineTo(part.vertices[j].x, part.vertices[j].y);
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}
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c.closePath();
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}
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c.lineWidth = body.render.lineWidth;
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c.strokeStyle = body.render.strokeStyle;
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c.fill();
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c.stroke();
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} else {
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c.lineWidth = 1;
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c.strokeStyle = '#bbb';
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if (options.showSleeping && body.isSleeping)
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c.strokeStyle = 'rgba(255,255,255,0.2)';
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c.stroke();
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if (!options.wireframes) {
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if (options.showSleeping && part.isSleeping) {
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c.fillStyle = Common.shadeColor(part.render.fillStyle, 50);
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} else {
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c.fillStyle = part.render.fillStyle;
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}
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c.lineWidth = part.render.lineWidth;
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c.strokeStyle = part.render.strokeStyle;
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c.fill();
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c.stroke();
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} else {
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c.lineWidth = 1;
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c.strokeStyle = '#bbb';
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if (options.showSleeping && part.isSleeping)
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c.strokeStyle = 'rgba(255,255,255,0.2)';
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c.stroke();
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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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@ -447,49 +461,24 @@ var Render = {};
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*/
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Render.bodyWireframes = function(engine, bodies, context) {
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var c = context,
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body,
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part,
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i,
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j,
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k;
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c.beginPath();
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// render all bodies
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for (i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (!body.render.visible || body.parts.length === 1)
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continue;
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c.moveTo(body.vertices[0].x, body.vertices[0].y);
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for (j = 1; j < body.vertices.length; j++) {
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c.lineTo(body.vertices[j].x, body.vertices[j].y);
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}
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c.lineTo(body.vertices[0].x, body.vertices[0].y);
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}
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c.lineWidth = 1;
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c.strokeStyle = '#9E9277';
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c.stroke();
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for (i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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for (j = 0; j < body.vertices.length; j++) {
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c.fillStyle = 'yellow';
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c.fillText(j, body.vertices[j].x, body.vertices[j].y + 10);
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}
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}
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c.beginPath();
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for (i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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body = bodies[i];
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if (!body.render.visible)
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continue;
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// handle compound parts
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for (k = body.parts.length > 1 ? 1 : 0; k < body.parts.length; k++) {
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var part = body.parts[k];
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part = body.parts[k];
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c.moveTo(part.vertices[0].x, part.vertices[0].y);
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@ -506,6 +495,67 @@ var Render = {};
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c.stroke();
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};
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/**
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* Optimised method for drawing body convex hull wireframes in one pass
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* @private
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* @method bodyWireframes
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* @param {engine} engine
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* @param {body[]} bodies
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* @param {RenderingContext} context
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*/
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Render.bodyConvexHulls = function(engine, bodies, context) {
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var c = context,
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body,
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part,
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i,
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j,
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k;
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c.beginPath();
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// render convex hulls
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for (i = 0; i < bodies.length; i++) {
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body = bodies[i];
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if (!body.render.visible || body.parts.length === 1)
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continue;
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c.moveTo(body.vertices[0].x, body.vertices[0].y);
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for (j = 1; j < body.vertices.length; j++) {
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c.lineTo(body.vertices[j].x, body.vertices[j].y);
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}
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c.lineTo(body.vertices[0].x, body.vertices[0].y);
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}
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c.lineWidth = 1;
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c.strokeStyle = 'rgba(255,255,255,0.2)';
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c.stroke();
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};
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/**
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* Renders body vertex numbers.
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* @private
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* @method vertexNumbers
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* @param {engine} engine
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* @param {body[]} bodies
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* @param {RenderingContext} context
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*/
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Render.vertexNumbers = function(engine, bodies, context) {
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var c = context,
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i,
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j;
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for (i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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for (j = 0; j < body.vertices.length; j++) {
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c.fillStyle = 'yellow';
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c.fillText(j, body.vertices[j].x, body.vertices[j].y + 10);
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}
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}
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};
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/**
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* Draws body bounds
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* @private
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