var Example = Example || {}; Example.collisionFiltering = function() { var Engine = Matter.Engine, Render = Matter.Render, Runner = Matter.Runner, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, 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: Math.min(document.documentElement.clientWidth, 800), height: Math.min(document.documentElement.clientHeight, 600), wireframes: false, background: '#111' } }); Render.run(render); // create runner var runner = Runner.create(); Runner.run(runner, engine); // define our categories (as bit fields, there are up to 32 available) var defaultCategory = 0x0001, redCategory = 0x0002, greenCategory = 0x0004, blueCategory = 0x0008; var redColor = '#C44D58', blueColor = '#4ECDC4', greenColor = '#C7F464'; // add floor World.add(world, Bodies.rectangle(400, 600, 900, 50, { isStatic: true, render: { fillStyle: 'transparent', lineWidth: 1 } })); // create a stack with varying body categories (but these bodies can all collide with each other) World.add(world, Composites.stack(275, 100, 5, 9, 10, 10, function(x, y, column, row) { var category = redCategory, color = redColor; if (row > 5) { category = blueCategory; color = blueColor; } else if (row > 2) { category = greenCategory; color = greenColor; } return Bodies.circle(x, y, 20, { collisionFilter: { category: category }, render: { strokeStyle: color, fillStyle: 'transparent', lineWidth: 1 } }); }) ); // this body will only collide with the walls and the green bodies World.add(world, Bodies.circle(310, 40, 30, { collisionFilter: { mask: defaultCategory | greenCategory }, render: { strokeStyle: Common.shadeColor(greenColor, -20), fillStyle: greenColor } }) ); // this body will only collide with the walls and the red bodies World.add(world, Bodies.circle(400, 40, 30, { collisionFilter: { mask: defaultCategory | redCategory }, render: { strokeStyle: Common.shadeColor(redColor, -20), fillStyle: redColor } }) ); // this body will only collide with the walls and the blue bodies World.add(world, Bodies.circle(480, 40, 30, { collisionFilter: { mask: defaultCategory | blueCategory }, render: { strokeStyle: Common.shadeColor(blueColor, -20), fillStyle: blueColor } }) ); // 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; // red category objects should not be draggable with the mouse mouseConstraint.collisionFilter.mask = defaultCategory | blueCategory | greenCategory; // 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); } }; };