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updated builds, note that "matter.js" is now the edge build

This commit is contained in:
liabru 2014-03-11 10:29:14 +00:00
parent 62ad79fa2c
commit d626793887
6 changed files with 4635 additions and 98 deletions

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@ -1,5 +1,5 @@
/**
* Matter.js 0.5.0 2014-02-28
* matter-0.5.0.js 0.5.0-alpha 2014-02-28
* http://brm.io/matter-js/
* License: MIT
*/

8
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@ -1,5 +1,5 @@
/**
* Matter.js 0.5.0 2014-02-28
* matter.js 0.5.0-edge 2014-03-11
* http://brm.io/matter-js/
* License: MIT
*/
@ -155,19 +155,30 @@ var Body = {};
* Description
* @method resetForcesAll
* @param {body[]} bodies
* @param {vector} gravity
*/
Body.resetForcesAll = function(bodies, gravity) {
Body.resetForcesAll = function(bodies) {
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (body.isStatic || body.isSleeping)
continue;
// reset force buffers
body.force.x = 0;
body.force.y = 0;
body.torque = 0;
}
};
/**
* Description
* @method applyGravityAll
* @param {body[]} bodies
* @param {vector} gravity
*/
Body.applyGravityAll = function(bodies, gravity) {
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (body.isStatic || body.isSleeping)
continue;
// apply gravity
body.force.y += body.mass * gravity.y * 0.001;
@ -913,77 +924,112 @@ var Manager = {};
(function() {
var _pairMaxIdleLife = 500;
var _pairMaxIdleLife = 1000;
/**
* Description
* @method updatePairs
* @param {object} pairs
* @param {pair[]} pairsList
* @param {pair[]} candidatePairs
* @param {metrics} metrics
* @param {detector} detector
* @return {bool} pairsUpdated flag
* @param {collision[]} collisions
*/
Manager.updatePairs = function(pairs, pairsList, candidatePairs, metrics, detector) {
var i;
Manager.updatePairs = function(pairs, collisions) {
var pairsList = pairs.list,
pairsTable = pairs.table,
collisionStart = pairs.collisionStart,
collisionEnd = pairs.collisionEnd,
collisionActive = pairs.collisionActive,
activePairIds = [],
collision,
pairId,
pair,
i;
// first set all pairs inactive
for (i = 0; i < pairsList.length; i++) {
var pair = pairsList[i];
Pair.setActive(pair, false);
}
// detect collisions in current step
var pairsUpdated = false,
collisions = detector(candidatePairs, metrics);
// clear collision state arrays, but maintain old reference
collisionStart.length = 0;
collisionEnd.length = 0;
collisionActive.length = 0;
// set collision pairs to active, or create if pair is new
for (i = 0; i < collisions.length; i++) {
var collision = collisions[i],
collision = collisions[i];
if (collision.collided) {
pairId = Pair.id(collision.bodyA, collision.bodyB);
if (pairId in pairs) {
Pair.update(pairs[pairId], collision);
} else {
pairs[pairId] = Pair.create(collision);
pairsUpdated = true;
activePairIds.push(pairId);
if (pairId in pairsTable) {
// pair already exists (but may or may not be active)
pair = pairsTable[pairId];
if (pair.isActive) {
// pair exists and is active
collisionActive.push(pair);
} else {
// pair exists but was inactive, so a collision has just started again
collisionStart.push(pair);
}
// update the pair
Pair.update(pair, collision);
} else {
// pair did not exist, create a new pair
pair = Pair.create(collision);
pairsTable[pairId] = pair;
// push the new pair
collisionStart.push(pair);
pairsList.push(pair);
}
}
}
// deactivate previously active pairs that are now inactive
for (i = 0; i < pairsList.length; i++) {
pair = pairsList[i];
if (pair.isActive && activePairIds.indexOf(pair.id) === -1) {
Pair.setActive(pair, false);
collisionEnd.push(pair);
}
}
return pairsUpdated;
};
/**
* Description
* @method removeOldPairs
* @param {object} pairs
* @param {pair[]} pairsList
* @return {bool} pairsRemoved flag
*/
Manager.removeOldPairs = function(pairs, pairsList) {
var timeNow = Common.now(),
pairsRemoved = false,
Manager.removeOldPairs = function(pairs) {
var pairsList = pairs.list,
pairsTable = pairs.table,
timeNow = Common.now(),
indexesToRemove = [],
pair,
collision,
pairIndex,
i;
for (i = 0; i < pairsList.length; i++) {
var pair = pairsList[i],
collision = pair.collision;
pair = pairsList[i];
collision = pair.collision;
// never remove sleeping pairs
if (collision.bodyA.isSleeping || collision.bodyB.isSleeping) {
pair.timestamp = timeNow;
pair.timeUpdated = timeNow;
continue;
}
// if pair is inactive for too long, remove it
if (timeNow - pair.timestamp > _pairMaxIdleLife) {
delete pairs[pair.id];
pairsRemoved = true;
// if pair is inactive for too long, mark it to be removed
if (timeNow - pair.timeUpdated > _pairMaxIdleLife) {
indexesToRemove.push(i);
}
}
return pairsRemoved;
// remove marked pairs
for (i = 0; i < indexesToRemove.length; i++) {
pairIndex = indexesToRemove[i];
pair = pairsList[pairIndex];
delete pairsTable[pair.id];
pairsList.splice(pairIndex, 1);
}
};
})();
@ -1011,15 +1057,19 @@ var Pair = {};
*/
Pair.create = function(collision) {
var bodyA = collision.bodyA,
bodyB = collision.bodyB;
bodyB = collision.bodyB,
timestamp = Common.now();
var pair = {
id: Pair.id(bodyA, bodyB),
bodyA: bodyA,
bodyB: bodyB,
contacts: {},
activeContacts: [],
separation: 0,
isActive: true,
timestamp: Common.now(),
timeCreated: timestamp,
timeUpdated: timestamp,
inverseMass: bodyA.inverseMass + bodyB.inverseMass,
friction: Math.min(bodyA.friction, bodyB.friction),
restitution: Math.max(bodyA.restitution, bodyB.restitution),
@ -1073,7 +1123,7 @@ var Pair = {};
Pair.setActive = function(pair, isActive) {
if (isActive) {
pair.isActive = true;
pair.timestamp = Common.now();
pair.timeUpdated = Common.now();
} else {
pair.isActive = false;
pair.activeContacts = [];
@ -1902,21 +1952,34 @@ var Common = {};
/**
* Description
* @method extend
* @param {} obj, obj, obj...
* @param {} obj
* @param {boolean} deep
* @return {} obj extended
*/
Common.extend = function(obj) {
var args = Array.prototype.slice.call(arguments, 1);
Common.extend = function(obj, deep) {
var argsStart,
args,
deepClone;
if (typeof deep === 'boolean') {
argsStart = 2;
deepClone = deep;
} else {
argsStart = 1;
deepClone = true;
}
args = Array.prototype.slice.call(arguments, argsStart);
for (var i = 0; i < args.length; i++) {
var source = args[i];
if (source) {
for (var prop in source) {
if (source[prop].constructor === Object) {
if (deepClone && source[prop].constructor === Object) {
if (!obj[prop] || obj[prop].constructor === Object) {
obj[prop] = obj[prop] || {};
Common.extend(obj[prop], source[prop]);
Common.extend(obj[prop], deepClone, source[prop]);
} else {
obj[prop] = source[prop];
}
@ -1930,6 +1993,17 @@ var Common = {};
return obj;
};
/**
* Creates a new clone of the object, if deep is true references will also be cloned
* @method clone
* @param {} obj
* @param {bool} deep
* @return {} obj cloned
*/
Common.clone = function(obj, deep) {
return Common.extend({}, deep, obj);
};
/**
* Description
* @method keys
@ -2123,11 +2197,17 @@ var Engine = {};
positionIterations: 6,
velocityIterations: 4,
constraintIterations: 1,
pairs: {},
pairsList: [],
pairs: {
table: {},
list: [],
collisionStart: [],
collisionActive: [],
collisionEnd: []
},
enableSleeping: false,
timeScale: 1,
input: {},
events: [],
timing: {
fps: _fps,
timestamp: 0,
@ -2167,16 +2247,6 @@ var Engine = {};
}
};
engine.events = {
tick: function(engine) {
Engine.update(engine, engine.timing.delta, engine.timing.correction);
},
render: function(engine) {
if (engine.render.options.enabled)
engine.render.controller.world(engine);
}
};
return engine;
};
@ -2188,6 +2258,7 @@ var Engine = {};
Engine.run = function(engine) {
var timing = engine.timing,
delta,
correction,
counterTimestamp = 0,
frameCounter = 0,
deltaHistory = [];
@ -2198,6 +2269,22 @@ var Engine = {};
if (!engine.enabled)
return;
// create an event object
var event = {
timestamp: timestamp
};
/**
* Fired at the start of a tick, before any updates to the engine or timing
*
* @event beforeTick
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
Events.trigger(engine, 'beforeTick', event);
delta = (timestamp - timing.timestamp) || _delta;
// optimistically filter delta over a few frames, to improve stability
@ -2209,20 +2296,138 @@ var Engine = {};
delta = delta < engine.timing.deltaMin ? engine.timing.deltaMin : delta;
delta = delta > engine.timing.deltaMax ? engine.timing.deltaMax : delta;
// verlet time correction
correction = delta / timing.delta;
// update engine timing object
timing.timestamp = timestamp;
timing.correction = delta / timing.delta;
timing.correction = correction;
timing.delta = delta;
// fps counter
frameCounter += 1;
if (timestamp - counterTimestamp >= 1000) {
timing.fps = frameCounter * ((timestamp - counterTimestamp) / 1000);
counterTimestamp = timestamp;
frameCounter = 0;
}
engine.events.tick(engine);
engine.events.render(engine);
/**
* Fired after engine timing updated, but just before engine state updated
*
* @event tick
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired just before an update
*
* @event beforeUpdate
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
Events.trigger(engine, 'tick beforeUpdate', event);
// update
Engine.update(engine, delta, correction);
var pairs = engine.pairs;
/**
* Fired after engine update, provides a list of all pairs that have started to collide in the current tick (if any)
*
* @event collisionStart
* @param {} event An event object
* @param {} event.pairs List of affected pairs
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
if (pairs.collisionStart.length > 0) {
Events.trigger(engine, 'collisionStart', {
pairs: pairs.collisionStart
});
}
/**
* Fired after engine update, provides a list of all pairs that are colliding in the current tick (if any)
*
* @event collisionActive
* @param {} event An event object
* @param {} event.pairs List of affected pairs
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
if (pairs.collisionActive.length > 0) {
Events.trigger(engine, 'collisionActive', {
pairs: pairs.collisionActive
});
}
/**
* Fired after engine update, provides a list of all pairs that have ended collision in the current tick (if any)
*
* @event collisionEnd
* @param {} event An event object
* @param {} event.pairs List of affected pairs
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
if (pairs.collisionEnd.length > 0) {
Events.trigger(engine, 'collisionEnd', {
pairs: pairs.collisionEnd
});
}
/**
* Fired after engine update and all collision events
*
* @event afterUpdate
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired just before rendering
*
* @event beforeRender
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
Events.trigger(engine, 'afterUpdate beforeRender', event);
// render
if (engine.render.options.enabled)
engine.render.controller.world(engine);
/**
* Fired after rendering
*
* @event afterRender
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired after engine update and after rendering
*
* @event afterTick
* @param {} event An event object
* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
Events.trigger(engine, 'afterTick afterRender', event);
})();
};
@ -2240,16 +2445,23 @@ var Engine = {};
broadphasePairs = [],
i;
Body.resetForcesAll(world.bodies, world.gravity);
Metrics.reset(engine.metrics);
if (engine.enableSleeping)
Sleeping.update(world.bodies);
Body.applyGravityAll(world.bodies, world.gravity);
MouseConstraint.update(engine.mouseConstraint, world.bodies, engine.input);
Body.updateAll(world.bodies, delta * engine.timeScale, correction, world.bounds);
// update all constraints
for (i = 0; i < engine.constraintIterations; i++) {
Constraint.updateAll(world.constraints);
}
// broadphase pass: find potential collision pairs
if (broadphase.controller) {
broadphase.controller.update(broadphase.instance, world.bodies, engine);
broadphasePairs = broadphase.instance.pairsList;
@ -2257,33 +2469,35 @@ var Engine = {};
broadphasePairs = world.bodies;
}
var pairsUpdated = Manager.updatePairs(engine.pairs, engine.pairsList, broadphasePairs, engine.metrics, broadphase.detector),
pairsRemoved = Manager.removeOldPairs(engine.pairs, engine.pairsList);
if (pairsUpdated || pairsRemoved)
engine.pairsList = Common.values(engine.pairs);
// narrowphase pass: find actual collisions, then create or update collision pairs
var collisions = broadphase.detector(broadphasePairs, engine.metrics);
// update pairs
var pairs = engine.pairs;
Manager.updatePairs(pairs, collisions);
Manager.removeOldPairs(pairs);
// wake up bodies involved in collisions
if (engine.enableSleeping)
Sleeping.afterCollisions(engine.pairsList);
Sleeping.afterCollisions(pairs.list);
// iteratively resolve velocity between collisions
Resolver.preSolveVelocity(engine.pairsList);
Resolver.preSolveVelocity(pairs.list);
for (i = 0; i < engine.velocityIterations; i++) {
Resolver.solveVelocity(engine.pairsList);
Resolver.solveVelocity(pairs.list);
}
// iteratively resolve position between collisions
for (i = 0; i < engine.positionIterations; i++) {
Resolver.solvePosition(engine.pairsList);
Resolver.solvePosition(pairs.list);
}
Resolver.postSolvePosition(world.bodies);
if (engine.enableSleeping)
Sleeping.update(world.bodies);
Metrics.update(engine.metrics, engine);
// clear force buffers
Body.resetForcesAll(world.bodies);
return engine;
};
@ -2327,8 +2541,8 @@ var Engine = {};
Engine.clear = function(engine) {
var world = engine.world;
engine.pairs = {};
engine.pairsList = [];
engine.pairs.table = {};
engine.pairs.list = [];
World.addComposite(engine.world, engine.mouseConstraint);
@ -2347,6 +2561,95 @@ var Engine = {};
; // End src/core/Engine.js
// Begin src/core/Events.js
/**
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
*
* @class Events
*/
var Events = {};
(function() {
/**
* Subscribes a callback function to the given object's eventName
* @method on
* @param {} object
* @param {string} eventNames
* @param {function} callback
*/
Events.on = function(object, eventNames, callback) {
var names = eventNames.split(' '),
name;
for (var i = 0; i < names.length; i++) {
name = names[i];
object.events = object.events || {};
object.events[name] = object.events[name] || [];
object.events[name].push(callback);
}
};
/**
* Fires all the callbacks subscribed to the given object's eventName, in the order they subscribed, if any
* @method fire
* @param {} object
* @param {string} eventNames
* @param {} event
*/
Events.trigger = function(object, eventNames, event) {
var names,
name,
callbacks,
eventClone;
if (object.events) {
event = event || {};
names = eventNames.split(' ');
for (var i = 0; i < names.length; i++) {
name = names[i];
if (name in object.events) {
callbacks = object.events[name];
eventClone = Common.clone(event, false);
eventClone.name = name;
eventClone.source = object;
for (var j = 0; j < callbacks.length; j++) {
callbacks[j].apply(object, [eventClone]);
}
}
}
}
};
/**
* Clears all callbacks for the given event names if supplied, otherwise all events
* @method clear
* @param {} object
* @param {string} eventNames
*/
Events.clear = function(object, eventNames) {
if (!eventNames) {
object.events = {};
return;
}
var names = eventNames.split(' ');
for (var i = 0; i < names.length; i++) {
object.events[names[i]] = [];
}
};
})();
; // End src/core/Events.js
// Begin src/core/Metrics.js
/**
@ -2410,7 +2713,7 @@ var Metrics = {};
broadphase = engine.broadphase[engine.broadphase.current];
metrics.collisions = metrics.narrowDetections;
metrics.pairs = engine.pairsList.length;
metrics.pairs = engine.pairs.list.length;
metrics.bodies = world.bodies.length;
metrics.midEff = (metrics.narrowDetections / (metrics.midphaseTests || 1)).toFixed(2);
metrics.narrowEff = (metrics.narrowDetections / (metrics.narrowphaseTests || 1)).toFixed(2);
@ -2569,6 +2872,12 @@ var Sleeping = {};
var body = bodies[i],
motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed;
// wake up bodies if they have a force applied
if (body.force.x > 0 || body.force.y > 0) {
Sleeping.set(body, false);
continue;
}
var minMotion = Math.min(body.motion, motion),
maxMotion = Math.max(body.motion, motion);
@ -2594,11 +2903,17 @@ var Sleeping = {};
Sleeping.afterCollisions = function(pairs) {
// wake up bodies involved in collisions
for (var i = 0; i < pairs.length; i++) {
var pair = pairs[i],
collision = pair.collision,
var pair = pairs[i];
// don't wake inactive pairs
if (!pair.isActive)
continue;
var collision = pair.collision,
bodyA = collision.bodyA,
bodyB = collision.bodyB;
// don't wake if at least one body is static
if ((bodyA.isSleeping && bodyB.isSleeping) || bodyA.isStatic || bodyB.isStatic)
continue;
@ -3790,8 +4105,8 @@ var Render = {};
Render.constraint(world.constraints[i], context);
if (options.showCollisions)
for (i = 0; i < engine.pairsList.length; i++)
Render.collision(engine, engine.pairsList[i], context);
for (i = 0; i < engine.pairs.list.length; i++)
Render.collision(engine, engine.pairs.list[i], context);
if (options.showBroadphase && engine.broadphase.current === 'grid')
Render.grid(engine, engine.broadphase[engine.broadphase.current].instance, context);
@ -3826,7 +4141,7 @@ var Render = {};
text += "\n";
text += "collisions: " + engine.metrics.collisions + space;
text += "pairs: " + engine.pairs.length + space;
text += "pairs: " + engine.pairs.list.length + space;
text += "broad: " + engine.metrics.broadEff + space;
text += "mid: " + engine.metrics.midEff + space;
text += "narrow: " + engine.metrics.narrowEff + space;
@ -4187,6 +4502,7 @@ Matter.Vector = Vector;
Matter.Vertices = Vertices;
Matter.Gui = Gui;
Matter.Render = Render;
Matter.Events = Events;
// CommonJS module
if (typeof exports !== 'undefined') {

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@ -6,7 +6,7 @@
<meta name="robots" content="noindex">
<script type="text/javascript" src="./js/lib/dat.gui.min.js"></script>
<script type="text/javascript" src="./js/lib/resurrect.js"></script>
<script type="text/javascript" src="./js/lib/matter.js"></script>
<script type="text/javascript" src="./js/lib/matter-0.5.0.js"></script>
<script type="text/javascript" src="./js/Demo.js"></script>
<link rel="stylesheet" href="./css/style.css" type="text/css">
<title>Matter.js Physics Engine Demo</title>

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