var Example = Example || {}; Example.constraints = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Composites = Matter.Composites, Common = Matter.Common, Constraint = Matter.Constraint, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, World = Matter.World, 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: 800, height: 600, showAngleIndicator: true } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // add stiff global constraint var body = Bodies.polygon(150, 200, 5, 30); var constraint = Constraint.create({ pointA: { x: 150, y: 100 }, bodyB: body, pointB: { x: -10, y: -10 } }); World.add(world, [body, constraint]); // add soft global constraint var body = Bodies.polygon(280, 100, 3, 30); var constraint = Constraint.create({ pointA: { x: 280, y: 120 }, bodyB: body, pointB: { x: -10, y: -7 }, stiffness: 0.001 }); World.add(world, [body, constraint]); // add damped soft global constraint var body = Bodies.polygon(400, 100, 4, 30); var constraint = Constraint.create({ pointA: { x: 400, y: 120 }, bodyB: body, pointB: { x: -10, y: -10 }, stiffness: 0.001, damping: 0.05 }); World.add(world, [body, constraint]); // add revolute constraint var body = Bodies.rectangle(600, 200, 200, 20); var ball = Bodies.circle(550, 150, 20); var constraint = Constraint.create({ pointA: { x: 600, y: 200 }, bodyB: body, length: 0 }); World.add(world, [body, ball, constraint]); // add revolute multi-body constraint var body = Bodies.rectangle(500, 400, 100, 20, { collisionFilter: { group: -1 } }); var ball = Bodies.circle(600, 400, 20, { collisionFilter: { group: -1 } }); var constraint = Constraint.create({ bodyA: body, bodyB: ball }); World.add(world, [body, ball, constraint]); // add stiff multi-body constraint var bodyA = Bodies.polygon(100, 400, 6, 20); var bodyB = Bodies.polygon(200, 400, 1, 50); var constraint = Constraint.create({ bodyA: bodyA, pointA: { x: -10, y: -10 }, bodyB: bodyB, pointB: { x: -10, y: -10 } }); World.add(world, [bodyA, bodyB, constraint]); // add soft global constraint var bodyA = Bodies.polygon(300, 400, 4, 20); var bodyB = Bodies.polygon(400, 400, 3, 30); var constraint = Constraint.create({ bodyA: bodyA, pointA: { x: -10, y: -10 }, bodyB: bodyB, pointB: { x: -10, y: -7 }, stiffness: 0.001 }); World.add(world, [bodyA, bodyB, constraint]); // add damped soft global constraint var bodyA = Bodies.polygon(500, 400, 6, 30); var bodyB = Bodies.polygon(600, 400, 7, 60); var constraint = Constraint.create({ bodyA: bodyA, pointA: { x: -10, y: -10 }, bodyB: bodyB, pointB: { x: -10, y: -10 }, stiffness: 0.001, damping: 0.1 }); World.add(world, [bodyA, bodyB, constraint]); World.add(world, [ // 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 }) ]); // add mouse control var mouse = Mouse.create(render.canvas), mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { // allow bodies on mouse to rotate angularStiffness: 0, 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); } }; };