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https://github.com/liabru/matter-js.git
synced 2025-01-12 16:08:50 -05:00
further work on compound implementation
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parent
f554d6c9a6
commit
d2f79b4689
5 changed files with 128 additions and 71 deletions
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@ -244,21 +244,27 @@
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Demo.reset();
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var bodyA = Bodies.rectangle(100, 200, 50, 50),
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var bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true }),
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bodyB = Bodies.rectangle(200, 200, 50, 50),
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bodyC = Bodies.rectangle(300, 200, 50, 50),
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bodyD = Bodies.rectangle(400, 200, 50, 50),
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bodyE = Bodies.rectangle(550, 200, 50, 50),
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bodyF = Bodies.rectangle(700, 200, 50, 50),
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bodyG = Bodies.circle(400, 100, 25);
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bodyG = Bodies.circle(400, 100, 25),
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partA = Bodies.rectangle(600, 200, 120, 50),
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partB = Bodies.rectangle(660, 200, 50, 190),
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compound = Body.create({
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parts: [partA, partB],
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isStatic: true
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});
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World.add(_world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG]);
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World.add(_world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
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var counter = 0,
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scaleFactor = 1.01;
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_sceneEvents.push(
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Events.on(_engine, 'tick', function(event) {
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Events.on(_engine, 'beforeUpdate', function(event) {
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counter += 1;
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if (counter === 40)
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@ -266,6 +272,7 @@
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if (scaleFactor > 1) {
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Body.scale(bodyF, scaleFactor, scaleFactor);
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Body.scale(compound, 0.995, 0.995);
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// modify bodyE vertices
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bodyE.vertices[0].x -= 0.2;
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@ -277,7 +284,11 @@
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// make bodyA move up and down and rotate constantly
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Body.setPosition(bodyA, { x: 100, y: 300 + 100 * Math.sin(_engine.timing.timestamp * 0.005) });
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Body.setAngularVelocity(bodyA, 0.02);
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Body.rotate(bodyA, 0.02);
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// make compound body move up and down and rotate constantly
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Body.setPosition(compound, { x: 600, y: 300 + 100 * Math.sin(_engine.timing.timestamp * 0.005) });
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Body.rotate(compound, 0.02);
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// every 1.5 sec
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if (counter >= 60 * 1.5) {
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@ -293,9 +304,10 @@
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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.showAxes = true;
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renderOptions.showCollisions = true;
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renderOptions.showPositions = true;
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renderOptions.showConvexHulls = true;
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};
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Demo.compositeManipulation = function() {
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149
src/body/Body.js
149
src/body/Body.js
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@ -32,6 +32,7 @@ var Body = {};
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id: Common.nextId(),
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type: 'body',
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label: 'Body',
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parts: [],
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angle: 0,
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vertices: Vertices.fromPath('L 0 0 L 40 0 L 40 40 L 0 40'),
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position: { x: 0, y: 0 },
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@ -118,7 +119,7 @@ var Body = {};
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isStatic: body.isStatic,
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isSleeping: body.isSleeping,
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parent: body.parent || body,
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parts: body.parts || [body]
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parts: body.parts
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});
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Vertices.rotate(body.vertices, body.angle, body.position);
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@ -313,26 +314,31 @@ var Body = {};
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* @param {bool} [autoHull=true]
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*/
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Body.setParts = function(body, parts, autoHull) {
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autoHull = typeof autoHull !== 'undefined' ? autoHull : true;
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var i;
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// ensure the body is always at index 0
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var index = Common.indexOf(parts, body);
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if (index > -1) {
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parts.splice(index, 1);
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// add all the parts, ensuring that the first part is always the parent body
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parts = parts.slice(0);
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body.parts.length = 0;
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body.parts.push(body);
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body.parent = body;
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for (i = 0; i < parts.length; i++) {
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var part = parts[i];
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if (part !== body) {
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part.parent = body;
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body.parts.push(part);
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}
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}
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parts.unshift(body);
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body.parts = parts;
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if (parts.length === 1)
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if (body.parts.length === 1)
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return;
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var i;
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autoHull = typeof autoHull !== 'undefined' ? autoHull : true;
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// find the convex hull of all parts to set on the parent body
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if (autoHull) {
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var vertices = [];
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for (i = 1; i < parts.length; i++) {
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for (i = 0; i < parts.length; i++) {
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vertices = vertices.concat(parts[i].vertices);
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}
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@ -342,36 +348,22 @@ var Body = {};
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hullCentre = Vertices.centre(hull);
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Body.setVertices(body, hull);
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Body.setPosition(body, hullCentre);
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Vertices.translate(body.vertices, hullCentre);
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}
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// find the combined properties of all parts to set on the parent body
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var mass = 0,
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area = 0,
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inertia = 0,
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centroid = { x: 0, y: 0 };
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// sum the properties of all compound parts of the parent body
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var total = _totalProperties(body);
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for (i = 1; i < parts.length; i++) {
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var part = parts[i];
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part.parent = body;
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mass += part.mass;
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area += part.area;
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inertia += part.inertia;
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Vector.add(centroid, part.position, centroid);
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}
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centroid = Vector.div(centroid, parts.length - 1);
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body.area = area;
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body.area = total.area;
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body.parent = body;
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body.position.x = centroid.x;
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body.position.y = centroid.y;
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body.positionPrev.x = centroid.x;
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body.positionPrev.y = centroid.y;
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body.position.x = total.centre.x;
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body.position.y = total.centre.y;
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body.positionPrev.x = total.centre.x;
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body.positionPrev.y = total.centre.y;
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Body.setMass(body, mass);
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Body.setInertia(body, inertia);
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Body.setPosition(body, centroid);
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Body.setMass(body, total.mass);
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Body.setInertia(body, total.inertia);
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Body.setPosition(body, total.centre);
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};
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/**
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@ -382,14 +374,16 @@ var Body = {};
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*/
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Body.setPosition = function(body, position) {
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var delta = Vector.sub(position, body.position);
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body.position.x = position.x;
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body.position.y = position.y;
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body.positionPrev.x += delta.x;
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body.positionPrev.y += delta.y;
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Vertices.translate(body.vertices, delta);
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Bounds.update(body.bounds, body.vertices, body.velocity);
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for (var i = 0; i < body.parts.length; i++) {
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var part = body.parts[i];
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part.position.x += delta.x;
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part.position.y += delta.y;
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Vertices.translate(part.vertices, delta);
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Bounds.update(part.bounds, part.vertices, body.velocity);
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}
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};
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/**
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@ -400,13 +394,15 @@ var Body = {};
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*/
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Body.setAngle = function(body, angle) {
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var delta = angle - body.angle;
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body.angle = angle;
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body.anglePrev += delta;
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Vertices.rotate(body.vertices, delta, body.position);
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Axes.rotate(body.axes, delta);
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Bounds.update(body.bounds, body.vertices, body.velocity);
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for (var i = 0; i < body.parts.length; i++) {
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var part = body.parts[i];
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part.angle += delta;
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Vertices.rotate(part.vertices, delta, body.position);
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Axes.rotate(part.axes, delta);
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Bounds.update(part.bounds, part.vertices, body.velocity);
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}
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};
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/**
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@ -464,21 +460,35 @@ var Body = {};
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* @param {vector} [point]
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*/
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Body.scale = function(body, scaleX, scaleY, point) {
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for (var i = 0; i < body.parts.length; i++) {
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var part = body.parts[i];
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// scale vertices
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Vertices.scale(body.vertices, scaleX, scaleY, point);
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Vertices.scale(part.vertices, scaleX, scaleY, body.position);
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// update properties
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body.axes = Axes.fromVertices(body.vertices);
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body.area = Vertices.area(body.vertices);
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Body.setMass(body, body.density * body.area);
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part.axes = Axes.fromVertices(part.vertices);
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if (!body.isStatic) {
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part.area = Vertices.area(part.vertices);
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Body.setMass(part, body.density * part.area);
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// update inertia (requires vertices to be at origin)
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Vertices.translate(body.vertices, { x: -body.position.x, y: -body.position.y });
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Body.setInertia(body, Vertices.inertia(body.vertices, body.mass));
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Vertices.translate(body.vertices, { x: body.position.x, y: body.position.y });
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Vertices.translate(part.vertices, { x: -part.position.x, y: -part.position.y });
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Body.setInertia(part, Vertices.inertia(part.vertices, part.mass));
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Vertices.translate(part.vertices, { x: part.position.x, y: part.position.y });
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}
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// update bounds
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Bounds.update(body.bounds, body.vertices, body.velocity);
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Bounds.update(part.bounds, part.vertices, body.velocity);
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}
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if (!body.isStatic) {
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var total = _totalProperties(body);
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body.area = total.area;
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Body.setMass(body, total.mass);
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Body.setInertia(body, total.inertia);
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}
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};
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/**
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body.torque += (offset.x * force.y - offset.y * force.x) * body.inverseInertia;
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};
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/**
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* Returns the sums of the properties of all compound parts of the parent body.
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* @method _totalProperties
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* @private
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* @param {body} body
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* @return {}
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*/
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var _totalProperties = function(body) {
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var properties = {
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mass: 0,
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area: 0,
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inertia: 0,
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centre: { x: 0, y: 0 }
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};
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// sum the properties of all compound parts of the parent body
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for (var i = body.parts.length === 1 ? 0 : 1; i < body.parts.length; i++) {
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var part = body.parts[i];
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properties.mass += part.mass;
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properties.area += part.area;
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properties.inertia += part.inertia;
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Vector.add(properties.centre, part.position, properties.centre);
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}
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properties.centre = Vector.div(properties.centre, body.parts.length - 1);
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return properties;
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};
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/*
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*
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* Properties Documentation
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@ -78,6 +78,12 @@ var Composite = {};
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switch (obj.type) {
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case 'body':
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// skip adding compound parts
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if (obj.parent !== obj) {
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Common.log('Composite.add: skipped adding a compound body part (you must add its parent instead)', 'warn');
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break;
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}
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Composite.addBody(composite, obj);
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break;
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case 'constraint':
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@ -67,8 +67,8 @@ var Sleeping = {};
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continue;
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var collision = pair.collision,
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bodyA = collision.bodyA,
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bodyB = collision.bodyB;
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bodyA = collision.bodyA.parent,
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bodyB = collision.bodyB.parent;
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// don't wake if at least one body is static
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if ((bodyA.isSleeping && bodyB.isSleeping) || bodyA.isStatic || bodyB.isStatic)
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@ -399,7 +399,7 @@ var Render = {};
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var sprite = part.render.sprite,
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texture = _getTexture(render, sprite.texture);
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if (options.showSleeping && part.isSleeping)
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if (options.showSleeping && body.isSleeping)
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c.globalAlpha = 0.5;
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c.translate(part.position.x, part.position.y);
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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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if (options.showSleeping && body.isSleeping)
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c.globalAlpha = 1;
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} else {
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// part polygon
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@ -429,7 +429,7 @@ var Render = {};
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}
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if (!options.wireframes) {
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if (options.showSleeping && part.isSleeping) {
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if (options.showSleeping && body.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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} 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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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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}
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