(function() { var Engine = Matter.Engine, World = Matter.World, Bodies = Matter.Bodies, Body = Matter.Body, Composite = Matter.Composite, Composites = Matter.Composites, Common = Matter.Common, Constraint = Matter.Constraint, Events = Matter.Events, Bounds = Matter.Bounds, Vector = Matter.Vector, Vertices = Matter.Vertices, MouseConstraint = Matter.MouseConstraint, Mouse = Matter.Mouse, Query = Matter.Query, Svg = Matter.Svg; Example.views = function(demo) { var engine = demo.engine, world = engine.world, sceneEvents = demo.sceneEvents, mouseConstraint = demo.mouseConstraint; var stack = Composites.stack(20, 20, 15, 4, 0, 0, function(x, y, column, row) { 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)); } }); World.add(world, stack); // get the centre of the viewport var viewportCentre = { x: engine.render.options.width * 0.5, y: engine.render.options.height * 0.5 }; // make the world bounds a little bigger than the render bounds world.bounds.min.x = -300; world.bounds.min.y = -300; world.bounds.max.x = 1100; world.bounds.max.y = 900; // keep track of current bounds scale (view zoom) var boundsScaleTarget = 1, boundsScale = { x: 1, y: 1 }; // use the engine tick event to control our view sceneEvents.push( Events.on(engine, 'beforeTick', function() { var world = engine.world, mouse = mouseConstraint.mouse, render = engine.render, translate; // mouse wheel controls zoom var scaleFactor = mouse.wheelDelta * -0.1; if (scaleFactor !== 0) { if ((scaleFactor < 0 && boundsScale.x >= 0.6) || (scaleFactor > 0 && boundsScale.x <= 1.4)) { boundsScaleTarget += scaleFactor; } } // if scale has changed if (Math.abs(boundsScale.x - boundsScaleTarget) > 0.01) { // smoothly tween scale factor scaleFactor = (boundsScaleTarget - boundsScale.x) * 0.2; boundsScale.x += scaleFactor; boundsScale.y += scaleFactor; // scale the render bounds render.bounds.max.x = render.bounds.min.x + render.options.width * boundsScale.x; render.bounds.max.y = render.bounds.min.y + render.options.height * boundsScale.y; // translate so zoom is from centre of view translate = { x: render.options.width * scaleFactor * -0.5, y: render.options.height * scaleFactor * -0.5 }; Bounds.translate(render.bounds, translate); // update mouse Mouse.setScale(mouse, boundsScale); Mouse.setOffset(mouse, render.bounds.min); } // get vector from mouse relative to centre of viewport var deltaCentre = Vector.sub(mouse.absolute, viewportCentre), centreDist = Vector.magnitude(deltaCentre); // translate the view if mouse has moved over 50px from the centre of viewport if (centreDist > 50) { // create a vector to translate the view, allowing the user to control view speed var direction = Vector.normalise(deltaCentre), speed = Math.min(10, Math.pow(centreDist - 50, 2) * 0.0002); translate = Vector.mult(direction, speed); // prevent the view moving outside the world bounds if (render.bounds.min.x + translate.x < world.bounds.min.x) translate.x = world.bounds.min.x - render.bounds.min.x; if (render.bounds.max.x + translate.x > world.bounds.max.x) translate.x = world.bounds.max.x - render.bounds.max.x; if (render.bounds.min.y + translate.y < world.bounds.min.y) translate.y = world.bounds.min.y - render.bounds.min.y; if (render.bounds.max.y + translate.y > world.bounds.max.y) translate.y = world.bounds.max.y - render.bounds.max.y; // move the view Bounds.translate(render.bounds, translate); // we must update the mouse too Mouse.setOffset(mouse, render.bounds.min); } }) ); // must enable renderOptions.hasBounds for views to work var renderOptions = engine.render.options; renderOptions.hasBounds = true; }; })();