var Example = Example || {}; Example.cloth = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Body = Matter.Body, Composites = Matter.Composites, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, Composite = Matter.Composite, 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 } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // see cloth function defined later in this file var cloth = Example.cloth.cloth(200, 200, 20, 12, 5, 5, false, 8); for (var i = 0; i < 20; i++) { cloth.bodies[i].isStatic = true; } Composite.add(world, [ cloth, Bodies.circle(300, 500, 80, { isStatic: true, render: { fillStyle: '#060a19' }}), Bodies.rectangle(500, 480, 80, 80, { isStatic: true, render: { fillStyle: '#060a19' }}), Bodies.rectangle(400, 609, 800, 50, { isStatic: true }) ]); // add mouse control var mouse = Mouse.create(render.canvas), mouseConstraint = MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.98, render: { visible: false } } }); Composite.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); } }; }; Example.cloth.title = 'Cloth'; Example.cloth.for = '>=0.14.2'; /** * Creates a simple cloth like object. * @method cloth * @param {number} xx * @param {number} yy * @param {number} columns * @param {number} rows * @param {number} columnGap * @param {number} rowGap * @param {boolean} crossBrace * @param {number} particleRadius * @param {} particleOptions * @param {} constraintOptions * @return {composite} A new composite cloth */ Example.cloth.cloth = function(xx, yy, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions) { var Body = Matter.Body, Bodies = Matter.Bodies, Common = Matter.Common, Composites = Matter.Composites; var group = Body.nextGroup(true); particleOptions = Common.extend({ inertia: Infinity, friction: 0.00001, collisionFilter: { group: group }, render: { visible: false }}, particleOptions); constraintOptions = Common.extend({ stiffness: 0.06, render: { type: 'line', anchors: false } }, constraintOptions); var cloth = Composites.stack(xx, yy, columns, rows, columnGap, rowGap, function(x, y) { return Bodies.circle(x, y, particleRadius, particleOptions); }); Composites.mesh(cloth, columns, rows, crossBrace, constraintOptions); cloth.label = 'Cloth Body'; return cloth; }; if (typeof module !== 'undefined') { module.exports = Example.cloth; }