var Example = Example || {}; Example.raycasting = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, Query = Matter.Query, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, Events = Matter.Events, World = Matter.World, Vertices = Matter.Vertices, Bodies = Matter.Bodies; // create engine var engine = Engine.create(), world = engine.world; // create renderer var render = Render.create({ element: document.body, engine: engine, options: { width: Math.min(document.documentElement.clientWidth, 800), height: Math.min(document.documentElement.clientHeight, 600), showAngleIndicator: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add bodies var stack = Composites.stack(20, 20, 12, 4, 0, 0, function(x, y) { switch (Math.round(Common.random(0, 1))) { case 0: if (Common.random() < 0.8) { return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50)); } else { return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30)); } break; case 1: var sides = Math.round(Common.random(1, 8)); sides = (sides === 3) ? 4 : sides; return Bodies.polygon(x, y, sides, Common.random(20, 50)); } }); var star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'), concave = Bodies.fromVertices(200, 200, star); World.add(world, [ stack, concave, // walls Bodies.rectangle(400, 0, 800, 50, { isStatic: true }), Bodies.rectangle(400, 600, 800, 50, { isStatic: true }), Bodies.rectangle(800, 300, 50, 600, { isStatic: true }), Bodies.rectangle(0, 300, 50, 600, { isStatic: true }) ]); Events.on(render, 'afterRender', function() { var mouse = mouseConstraint.mouse, context = render.context, bodies = Composite.allBodies(engine.world), startPoint = { x: 400, y: 100 }, endPoint = mouse.position; var collisions = Query.ray(bodies, startPoint, endPoint); Render.startViewTransform(render); context.beginPath(); context.moveTo(startPoint.x, startPoint.y); context.lineTo(endPoint.x, endPoint.y); if (collisions.length > 0) { context.strokeStyle = '#fff'; } else { context.strokeStyle = '#555'; } context.lineWidth = 0.5; context.stroke(); for (var i = 0; i < collisions.length; i++) { var collision = collisions[i]; context.rect(collision.bodyA.position.x - 4.5, collision.bodyA.position.y - 4.5, 8, 8); } context.fillStyle = 'rgba(255,165,0,0.7)'; context.fill(); Render.endViewTransform(render); }); // add mouse control var mouse = Mouse.create(render.canvas), mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.2, render: { visible: false } } }); World.add(world, mouseConstraint); // keep the mouse in sync with rendering render.mouse = mouse; // fit the render viewport to the scene Render.lookAt(render, { min: { x: 0, y: 0 }, max: { x: 800, y: 600 } }); // context for MatterTools.Demo return { engine: engine, runner: runner, render: render, canvas: render.canvas, stop: function() { Matter.Render.stop(render); Matter.Runner.stop(runner); } }; };