mirror of
https://github.com/liabru/matter-js.git
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4213 lines
No EOL
123 KiB
JavaScript
4213 lines
No EOL
123 KiB
JavaScript
/**
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* matter-0.5.0.js 0.5.0-alpha 2014-02-28
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* http://brm.io/matter-js/
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* License: MIT
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*/
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/**
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Liam Brummitt
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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(function() {
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var Matter = {};
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// Begin Matter namespace closure
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// All Matter modules are included below during build
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// Outro.js then closes at the end of the file
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// Begin src/body/Body.js
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/**
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* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
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* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
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*
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* @class Body
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*/
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var Body = {};
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(function() {
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var _nextId = 0,
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_nextGroupId = 1;
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/**
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* Description to be written.
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* @method create
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* @param {} options
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* @return {body} body
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*/
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Body.create = function(options) {
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var defaults = {
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id: Body.nextId(),
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angle: 0,
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position: { x: 0, y: 0 },
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force: { x: 0, y: 0 },
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torque: 0,
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positionImpulse: { x: 0, y: 0 },
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speed: 0,
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angularSpeed: 0,
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velocity: { x: 0, y: 0 },
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angularVelocity: 0,
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isStatic: false,
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isSleeping: false,
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motion: 0,
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sleepThreshold: 60,
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density: 0.001,
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restitution: 0,
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friction: 0.1,
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frictionAir: 0.01,
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path: 'L 0 0 L 40 0 L 40 40 L 0 40',
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fillStyle: options.isStatic ? '#eeeeee' : Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58']),
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lineWidth: 1.5,
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groupId: 0,
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slop: 0.05
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};
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var body = Common.extend(defaults, options);
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Body.updateProperties(body);
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return body;
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};
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/**
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* Description
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* @method nextId
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* @return {Number} Unique bodyID
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*/
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Body.nextId = function() {
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return _nextId++;
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};
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/**
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* Description
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* @method nextGroupId
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* @return {Number} Unique groupID
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*/
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Body.nextGroupId = function() {
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return _nextGroupId++;
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};
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/**
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* Description
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* @method updateProperties
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* @param {body} body
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*/
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Body.updateProperties = function(body) {
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// calculated properties
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body.vertices = body.vertices || Vertices.fromPath(body.path);
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body.axes = body.axes || Axes.fromVertices(body.vertices);
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body.area = Vertices.area(body.vertices);
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body.bounds = Bounds.create(body.vertices);
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body.mass = body.mass || (body.density * body.area);
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body.inverseMass = 1 / body.mass;
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body.inertia = body.inertia || Vertices.inertia(body.vertices, body.mass);
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body.inverseInertia = 1 / body.inertia;
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body.positionPrev = body.positionPrev || { x: body.position.x, y: body.position.y };
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body.anglePrev = body.anglePrev || body.angle;
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body.strokeStyle = body.strokeStyle || Common.shadeColor(body.fillStyle, -20);
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// update geometry
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Vertices.create(body.vertices, body);
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var centre = Vertices.centre(body.vertices);
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Vertices.translate(body.vertices, body.position);
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Vertices.translate(body.vertices, centre, -1);
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Vertices.rotate(body.vertices, body.angle, body.position);
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Axes.rotate(body.axes, body.angle);
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Bounds.update(body.bounds, body.vertices, body.velocity);
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if (body.isStatic) {
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body.restitution = 0;
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body.friction = 1;
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body.mass = body.inertia = body.density = Infinity;
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body.inverseMass = body.inverseInertia = 0;
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body.lineWidth = 1;
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}
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Sleeping.set(body, body.isSleeping);
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};
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/**
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* Description
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* @method resetForcesAll
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* @param {body[]} bodies
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* @param {vector} gravity
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*/
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Body.resetForcesAll = function(bodies, gravity) {
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (body.isStatic || body.isSleeping)
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continue;
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// reset force buffers
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body.force.x = 0;
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body.force.y = 0;
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body.torque = 0;
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// apply gravity
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body.force.y += body.mass * gravity.y * 0.001;
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body.force.x += body.mass * gravity.x * 0.001;
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}
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};
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/**
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* Description
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* @method updateAll
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* @param {body[]} bodies
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* @param {number} deltaTime
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* @param {number} correction
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* @param {bounds} worldBounds
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*/
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Body.updateAll = function(bodies, deltaTime, correction, worldBounds) {
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (body.isStatic || body.isSleeping)
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continue;
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// don't update out of world bodies
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// TODO: viewports
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if (body.bounds.max.x < worldBounds.min.x || body.bounds.min.x > worldBounds.max.x
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|| body.bounds.max.y < worldBounds.min.y || body.bounds.min.y > worldBounds.max.y)
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continue;
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Body.update(body, deltaTime, correction);
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}
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};
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/**
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* Description
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* @method update
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* @param {body} body
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* @param {number} deltaTime
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* @param {number} correction
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*/
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Body.update = function(body, deltaTime, correction) {
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var deltaTimeSquared = deltaTime * deltaTime;
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// from the previous step
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var frictionAir = 1 - body.frictionAir,
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velocityPrevX = body.position.x - body.positionPrev.x,
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velocityPrevY = body.position.y - body.positionPrev.y;
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// update velocity with verlet integration
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body.velocity.x = (velocityPrevX * frictionAir * correction) + (body.force.x / body.mass) * deltaTimeSquared;
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body.velocity.y = (velocityPrevY * frictionAir * correction) + (body.force.y / body.mass) * deltaTimeSquared;
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body.positionPrev.x = body.position.x;
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body.positionPrev.y = body.position.y;
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body.position.x += body.velocity.x;
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body.position.y += body.velocity.y;
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// update angular velocity with verlet integration
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body.angularVelocity = ((body.angle - body.anglePrev) * frictionAir * correction) + (body.torque / body.inertia) * deltaTimeSquared;
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body.anglePrev = body.angle;
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body.angle += body.angularVelocity;
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// track speed and acceleration
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body.speed = Vector.magnitude(body.velocity);
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body.angularSpeed = Math.abs(body.angularVelocity);
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// transform the body geometry
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Vertices.translate(body.vertices, body.velocity);
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Vertices.rotate(body.vertices, body.angularVelocity, body.position);
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Axes.rotate(body.axes, body.angularVelocity);
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Bounds.update(body.bounds, body.vertices, body.velocity);
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};
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/**
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* Description
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* @method applyForce
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* @param {body} body
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* @param {vector} position
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* @param {vector} force
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*/
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Body.applyForce = function(body, position, force) {
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body.force.x += force.x;
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body.force.y += force.y;
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var offset = { x: position.x - body.position.x, y: position.y - body.position.y };
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body.torque += (offset.x * force.y - offset.y * force.x) * body.inverseInertia;
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};
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/**
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* Description
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* @method translate
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* @param {body} body
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* @param {vector} translation
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*/
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Body.translate = function(body, translation) {
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body.positionPrev.x += translation.x;
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body.positionPrev.y += translation.y;
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body.position.x += translation.x;
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body.position.y += translation.y;
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Vertices.translate(body.vertices, translation);
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Bounds.update(body.bounds, body.vertices, body.velocity);
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};
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/**
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* Description
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* @method rotate
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* @param {body} body
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* @param {number} angle
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*/
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Body.rotate = function(body, angle) {
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body.anglePrev += angle;
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body.angle += angle;
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Vertices.rotate(body.vertices, angle, body.position);
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Axes.rotate(body.axes, angle);
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Bounds.update(body.bounds, body.vertices, body.velocity);
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};
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})();
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; // End src/body/Body.js
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// Begin src/body/Composite.js
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/**
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* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
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* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
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*
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* @class Composite
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*/
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// TODO: composite translate, rotate
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var Composite = {};
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(function() {
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/**
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* Description
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* @method create
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* @param {} options
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* @return {composite} A new composite
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*/
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Composite.create = function(options) {
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return Common.extend({ bodies: [], constraints: [], composites: [] }, options);
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};
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/**
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* Description
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* @method add
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* @param {composite} compositeA
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* @param {composite} compositeB
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* @return {composite} The original compositeA with the objects from compositeB added
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*/
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Composite.add = function(compositeA, compositeB) {
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if (compositeA.bodies && compositeB.bodies)
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compositeA.bodies = compositeA.bodies.concat(compositeB.bodies);
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if (compositeA.constraints && compositeB.constraints)
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compositeA.constraints = compositeA.constraints.concat(compositeB.constraints);
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if (compositeA.composites && compositeB.composites)
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compositeA.composites = compositeA.composites.concat(compositeB.composites);
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return compositeA;
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};
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/**
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* Description
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* @method addBody
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* @param {composite} composite
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* @param {body} body
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* @return {composite} The original composite with the body added
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*/
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Composite.addBody = function(composite, body) {
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composite.bodies = composite.bodies || [];
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composite.bodies.push(body);
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return composite;
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};
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/**
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* Description
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* @method addConstraint
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* @param {composite} composite
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* @param {constraint} constraint
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* @return {composite} The original composite with the constraint added
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*/
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Composite.addConstraint = function(composite, constraint) {
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composite.constraints = composite.constraints || [];
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composite.constraints.push(constraint);
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return composite;
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};
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})();
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; // End src/body/Composite.js
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// Begin src/body/World.js
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/**
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* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
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* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
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*
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* @class World
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*/
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var World = {};
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(function() {
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/**
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* Description
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* @method create
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* @constructor
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* @param {} options
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* @return {world} A new world
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*/
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World.create = function(options) {
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var defaults = {
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gravity: { x: 0, y: 1 },
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bodies: [],
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constraints: [],
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bounds: {
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min: { x: 0, y: 0 },
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max: { x: 800, y: 600 }
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}
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};
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return Common.extend(defaults, options);
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};
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/**
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* Description
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* @method clear
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* @param {world} world
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* @param {boolean} keepStatic
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*/
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World.clear = function(world, keepStatic) {
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world.bodies = keepStatic ? world.bodies.filter(function(body) { return body.isStatic; }) : [];
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world.constraints = [];
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};
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// World is a Composite body
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// see src/module/Outro.js for these aliases:
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/**
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* An alias for Composite.add since World is also a Composite (see Outro.js)
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* @method addComposite
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* @param {world} world
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* @param {composite} composite
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* @return {world} The original world with the objects from composite added
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*/
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/**
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* An alias for Composite.addBody since World is also a Composite (see Outro.js)
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* @method addBody
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* @param {world} world
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* @param {body} body
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* @return {world} The original world with the body added
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*/
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/**
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* An alias for Composite.addConstraint since World is also a Composite (see Outro.js)
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* @method addConstraint
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* @param {world} world
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* @param {constraint} constraint
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* @return {world} The original world with the constraint added
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*/
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})();
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; // End src/body/World.js
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// Begin src/collision/Contact.js
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/**
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* _Internal Class_, not generally used outside of the engine's internals.
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*
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* @class Contact
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*/
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var Contact = {};
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(function() {
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|
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/**
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* Description
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* @method create
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* @param {vertex} vertex
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* @return {contact} A new contact
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*/
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Contact.create = function(vertex) {
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return {
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id: Contact.id(vertex),
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vertex: vertex,
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normalImpulse: 0,
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tangentImpulse: 0
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};
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};
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|
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/**
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* Description
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* @method id
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* @param {vertex} vertex
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* @return {Number} Unique contactID
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*/
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Contact.id = function(vertex) {
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return vertex.body.id + '_' + vertex.index;
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};
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})();
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; // End src/collision/Contact.js
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// Begin src/collision/Detector.js
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/**
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* _Internal Class_, not generally used outside of the engine's internals.
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*
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* @class Detector
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*/
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// TODO: speculative contacts
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var Detector = {};
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|
|
|
(function() {
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|
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/**
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* Description
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|
* @method collisions
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* @param {pair[]} pairs
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* @param {metrics} metrics
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* @return {array} collisions
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*/
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Detector.collisions = function(pairs, metrics) {
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var collisions = [];
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for (var i = 0; i < pairs.length; i++) {
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var bodyA = pairs[i][0],
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bodyB = pairs[i][1];
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// NOTE: could share a function for the below, but may drop performance?
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if (bodyA.groupId && bodyB.groupId && bodyA.groupId === bodyB.groupId)
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continue;
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|
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if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
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continue;
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metrics.midphaseTests += 1;
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|
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// mid phase
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if (Bounds.overlaps(bodyA.bounds, bodyB.bounds)) {
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|
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// narrow phase
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var collision = SAT.collides(bodyA, bodyB);
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metrics.narrowphaseTests += 1;
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|
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if (collision.collided) {
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collisions.push(collision);
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metrics.narrowDetections += 1;
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}
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}
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}
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return collisions;
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};
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|
|
/**
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* Description
|
|
* @method bruteForce
|
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* @param {body[]} bodies
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* @param {metrics} metrics
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* @return {array} collisions
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*/
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Detector.bruteForce = function(bodies, metrics) {
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var collisions = [];
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|
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for (var i = 0; i < bodies.length; i++) {
|
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for (var j = i + 1; j < bodies.length; j++) {
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var bodyA = bodies[i],
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bodyB = bodies[j];
|
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|
|
// NOTE: could share a function for the below, but may drop performance?
|
|
|
|
if (bodyA.groupId && bodyB.groupId && bodyA.groupId === bodyB.groupId)
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continue;
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|
|
if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
|
|
continue;
|
|
|
|
metrics.midphaseTests += 1;
|
|
|
|
// mid phase
|
|
if (Bounds.overlaps(bodyA.bounds, bodyB.bounds)) {
|
|
|
|
// narrow phase
|
|
var collision = SAT.collides(bodyA, bodyB);
|
|
|
|
metrics.narrowphaseTests += 1;
|
|
|
|
if (collision.collided) {
|
|
collisions.push(collision);
|
|
metrics.narrowDetections += 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return collisions;
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/collision/Detector.js
|
|
|
|
|
|
// Begin src/collision/Grid.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Grid
|
|
*/
|
|
|
|
var Grid = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {number} bucketWidth
|
|
* @param {number} bucketHeight
|
|
* @return {grid} A new grid
|
|
*/
|
|
Grid.create = function(bucketWidth, bucketHeight) {
|
|
return {
|
|
buckets: {},
|
|
pairs: {},
|
|
pairsList: [],
|
|
bucketWidth: bucketWidth || 48,
|
|
bucketHeight: bucketHeight || 48
|
|
};
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {grid} grid
|
|
* @param {body[]} bodies
|
|
* @param {engine} engine
|
|
* @param {boolean} forceUpdate
|
|
*/
|
|
Grid.update = function(grid, bodies, engine, forceUpdate) {
|
|
var i, col, row,
|
|
world = engine.world,
|
|
buckets = grid.buckets,
|
|
bucket,
|
|
bucketId,
|
|
metrics = engine.metrics,
|
|
gridChanged = false;
|
|
|
|
metrics.broadphaseTests = 0;
|
|
|
|
for (i = 0; i < bodies.length; i++) {
|
|
var body = bodies[i];
|
|
|
|
if (body.isSleeping)
|
|
continue;
|
|
|
|
// don't update out of world bodies
|
|
if (body.bounds.max.x < 0 || body.bounds.min.x > world.bounds.width
|
|
|| body.bounds.max.y < 0 || body.bounds.min.y > world.bounds.height)
|
|
continue;
|
|
|
|
var newRegion = _getRegion(grid, body);
|
|
|
|
// if the body has changed grid region
|
|
if (!body.region || newRegion.id !== body.region.id || forceUpdate) {
|
|
|
|
metrics.broadphaseTests += 1;
|
|
|
|
if (!body.region || forceUpdate)
|
|
body.region = newRegion;
|
|
|
|
var union = _regionUnion(newRegion, body.region);
|
|
|
|
// update grid buckets affected by region change
|
|
// iterate over the union of both regions
|
|
for (col = union.startCol; col <= union.endCol; col++) {
|
|
for (row = union.startRow; row <= union.endRow; row++) {
|
|
bucketId = _getBucketId(col, row);
|
|
bucket = buckets[bucketId];
|
|
|
|
var isInsideNewRegion = (col >= newRegion.startCol && col <= newRegion.endCol
|
|
&& row >= newRegion.startRow && row <= newRegion.endRow);
|
|
|
|
var isInsideOldRegion = (col >= body.region.startCol && col <= body.region.endCol
|
|
&& row >= body.region.startRow && row <= body.region.endRow);
|
|
|
|
// remove from old region buckets
|
|
if (!isInsideNewRegion && isInsideOldRegion) {
|
|
if (isInsideOldRegion) {
|
|
if (bucket)
|
|
_bucketRemoveBody(grid, bucket, body);
|
|
}
|
|
}
|
|
|
|
// add to new region buckets
|
|
if (body.region === newRegion || (isInsideNewRegion && !isInsideOldRegion) || forceUpdate) {
|
|
if (!bucket)
|
|
bucket = _createBucket(buckets, bucketId);
|
|
_bucketAddBody(grid, bucket, body);
|
|
}
|
|
}
|
|
}
|
|
|
|
// set the new region
|
|
body.region = newRegion;
|
|
|
|
// flag changes so we can update pairs
|
|
gridChanged = true;
|
|
}
|
|
}
|
|
|
|
// update pairs list only if pairs changed (i.e. a body changed region)
|
|
if (gridChanged)
|
|
grid.pairsList = _createActivePairsList(grid);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method clear
|
|
* @param {grid} grid
|
|
*/
|
|
Grid.clear = function(grid) {
|
|
grid.buckets = {};
|
|
grid.pairs = {};
|
|
grid.pairsList = [];
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _regionUnion
|
|
* @private
|
|
* @param {} regionA
|
|
* @param {} regionB
|
|
* @return CallExpression
|
|
*/
|
|
var _regionUnion = function(regionA, regionB) {
|
|
var startCol = Math.min(regionA.startCol, regionB.startCol),
|
|
endCol = Math.max(regionA.endCol, regionB.endCol),
|
|
startRow = Math.min(regionA.startRow, regionB.startRow),
|
|
endRow = Math.max(regionA.endRow, regionB.endRow);
|
|
|
|
return _createRegion(startCol, endCol, startRow, endRow);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _getRegion
|
|
* @private
|
|
* @param {} grid
|
|
* @param {} body
|
|
* @return CallExpression
|
|
*/
|
|
var _getRegion = function(grid, body) {
|
|
var bounds = body.bounds,
|
|
startCol = Math.floor(bounds.min.x / grid.bucketWidth),
|
|
endCol = Math.floor(bounds.max.x / grid.bucketWidth),
|
|
startRow = Math.floor(bounds.min.y / grid.bucketHeight),
|
|
endRow = Math.floor(bounds.max.y / grid.bucketHeight);
|
|
|
|
return _createRegion(startCol, endCol, startRow, endRow);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _createRegion
|
|
* @private
|
|
* @param {} startCol
|
|
* @param {} endCol
|
|
* @param {} startRow
|
|
* @param {} endRow
|
|
* @return ObjectExpression
|
|
*/
|
|
var _createRegion = function(startCol, endCol, startRow, endRow) {
|
|
return {
|
|
id: startCol + ',' + endCol + ',' + startRow + ',' + endRow,
|
|
startCol: startCol,
|
|
endCol: endCol,
|
|
startRow: startRow,
|
|
endRow: endRow
|
|
};
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _getBucketId
|
|
* @private
|
|
* @param {} column
|
|
* @param {} row
|
|
* @return BinaryExpression
|
|
*/
|
|
var _getBucketId = function(column, row) {
|
|
return column + ',' + row;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _createBucket
|
|
* @private
|
|
* @param {} buckets
|
|
* @param {} bucketId
|
|
* @return bucket
|
|
*/
|
|
var _createBucket = function(buckets, bucketId) {
|
|
var bucket = buckets[bucketId] = [];
|
|
return bucket;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _bucketAddBody
|
|
* @private
|
|
* @param {} grid
|
|
* @param {} bucket
|
|
* @param {} body
|
|
*/
|
|
var _bucketAddBody = function(grid, bucket, body) {
|
|
// add new pairs
|
|
for (var i = 0; i < bucket.length; i++) {
|
|
var bodyB = bucket[i];
|
|
|
|
if (body.id === bodyB.id || (body.isStatic && bodyB.isStatic))
|
|
continue;
|
|
|
|
// keep track of the number of buckets the pair exists in
|
|
// important for Grid.update to work
|
|
var pairId = _getPairId(body, bodyB);
|
|
if (grid.pairs[pairId]) {
|
|
grid.pairs[pairId][2] += 1;
|
|
} else {
|
|
grid.pairs[pairId] = [body, bodyB, 1];
|
|
}
|
|
}
|
|
|
|
// add to bodies (after pairs, otherwise pairs with self)
|
|
bucket.push(body);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _bucketRemoveBody
|
|
* @private
|
|
* @param {} grid
|
|
* @param {} bucket
|
|
* @param {} body
|
|
*/
|
|
var _bucketRemoveBody = function(grid, bucket, body) {
|
|
// remove from bodies
|
|
for (var i = 0; i < bucket.length; i++) {
|
|
var bodyB = bucket[i];
|
|
|
|
// when position of body in bucket array is found, remove it
|
|
if (bodyB.id === body.id) {
|
|
bucket.splice(i, 1);
|
|
continue;
|
|
} else {
|
|
// keep track of the number of buckets the pair exists in
|
|
// important for Grid.update to work
|
|
var pairId = _getPairId(body, bodyB);
|
|
if (grid.pairs[pairId]) {
|
|
var pairCount = grid.pairs[pairId][2];
|
|
grid.pairs[pairId][2] = pairCount > 0 ? pairCount - 1 : 0;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _getPairId
|
|
* @private
|
|
* @param {} bodyA
|
|
* @param {} bodyB
|
|
*/
|
|
var _getPairId = function(bodyA, bodyB) {
|
|
if (bodyA.id < bodyB.id) {
|
|
return bodyA.id + ',' + bodyB.id;
|
|
} else {
|
|
return bodyB.id + ',' + bodyA.id;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _createActivePairsList
|
|
* @private
|
|
* @param {} grid
|
|
* @return pairs
|
|
*/
|
|
var _createActivePairsList = function(grid) {
|
|
var pairKeys,
|
|
pair,
|
|
pairs = [];
|
|
|
|
// grid.pairs is used as a hashmap
|
|
pairKeys = Common.keys(grid.pairs);
|
|
|
|
// iterate over grid.pairs
|
|
for (var k = 0; k < pairKeys.length; k++) {
|
|
pair = grid.pairs[pairKeys[k]];
|
|
|
|
// if pair exists in at least one bucket
|
|
// it is a pair that needs further collision testing so push it
|
|
if (pair[2] > 0)
|
|
pairs.push(pair);
|
|
}
|
|
|
|
return pairs;
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/collision/Grid.js
|
|
|
|
|
|
// Begin src/collision/Manager.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Manager
|
|
*/
|
|
|
|
var Manager = {};
|
|
|
|
(function() {
|
|
|
|
var _pairMaxIdleLife = 500;
|
|
|
|
/**
|
|
* Description
|
|
* @method updatePairs
|
|
* @param {object} pairs
|
|
* @param {pair[]} pairsList
|
|
* @param {pair[]} candidatePairs
|
|
* @param {metrics} metrics
|
|
* @param {detector} detector
|
|
* @return {bool} pairsUpdated flag
|
|
*/
|
|
Manager.updatePairs = function(pairs, pairsList, candidatePairs, metrics, detector) {
|
|
var i;
|
|
|
|
// first set all pairs inactive
|
|
for (i = 0; i < pairsList.length; i++) {
|
|
var pair = pairsList[i];
|
|
Pair.setActive(pair, false);
|
|
}
|
|
|
|
// detect collisions in current step
|
|
var pairsUpdated = false,
|
|
collisions = detector(candidatePairs, metrics);
|
|
|
|
// set collision pairs to active, or create if pair is new
|
|
for (i = 0; i < collisions.length; i++) {
|
|
var collision = collisions[i],
|
|
pairId = Pair.id(collision.bodyA, collision.bodyB);
|
|
|
|
if (pairId in pairs) {
|
|
Pair.update(pairs[pairId], collision);
|
|
} else {
|
|
pairs[pairId] = Pair.create(collision);
|
|
pairsUpdated = true;
|
|
}
|
|
}
|
|
|
|
return pairsUpdated;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method removeOldPairs
|
|
* @param {object} pairs
|
|
* @param {pair[]} pairsList
|
|
* @return {bool} pairsRemoved flag
|
|
*/
|
|
Manager.removeOldPairs = function(pairs, pairsList) {
|
|
var timeNow = Common.now(),
|
|
pairsRemoved = false,
|
|
i;
|
|
|
|
for (i = 0; i < pairsList.length; i++) {
|
|
var pair = pairsList[i],
|
|
collision = pair.collision;
|
|
|
|
// never remove sleeping pairs
|
|
if (collision.bodyA.isSleeping || collision.bodyB.isSleeping) {
|
|
pair.timestamp = timeNow;
|
|
continue;
|
|
}
|
|
|
|
// if pair is inactive for too long, remove it
|
|
if (timeNow - pair.timestamp > _pairMaxIdleLife) {
|
|
delete pairs[pair.id];
|
|
pairsRemoved = true;
|
|
}
|
|
}
|
|
|
|
return pairsRemoved;
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/collision/Manager.js
|
|
|
|
|
|
// Begin src/collision/Pair.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Pair
|
|
*/
|
|
|
|
var Pair = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {collision} collision
|
|
* @return {pair} A new pair
|
|
*/
|
|
Pair.create = function(collision) {
|
|
var bodyA = collision.bodyA,
|
|
bodyB = collision.bodyB;
|
|
|
|
var pair = {
|
|
id: Pair.id(bodyA, bodyB),
|
|
contacts: {},
|
|
activeContacts: [],
|
|
separation: 0,
|
|
isActive: true,
|
|
timestamp: Common.now(),
|
|
inverseMass: bodyA.inverseMass + bodyB.inverseMass,
|
|
friction: Math.min(bodyA.friction, bodyB.friction),
|
|
restitution: Math.max(bodyA.restitution, bodyB.restitution),
|
|
slop: Math.max(bodyA.slop, bodyB.slop)
|
|
};
|
|
|
|
Pair.update(pair, collision);
|
|
|
|
return pair;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {pair} pair
|
|
* @param {collision} collision
|
|
*/
|
|
Pair.update = function(pair, collision) {
|
|
var contacts = pair.contacts,
|
|
supports = collision.supports,
|
|
activeContacts = [];
|
|
|
|
pair.collision = collision;
|
|
|
|
if (collision.collided) {
|
|
for (var i = 0; i < supports.length; i++) {
|
|
var support = supports[i],
|
|
contactId = Contact.id(support);
|
|
|
|
if (contactId in contacts) {
|
|
activeContacts.push(contacts[contactId]);
|
|
} else {
|
|
activeContacts.push(contacts[contactId] = Contact.create(support));
|
|
}
|
|
}
|
|
|
|
pair.activeContacts = activeContacts;
|
|
pair.separation = collision.depth;
|
|
Pair.setActive(pair, true);
|
|
} else {
|
|
Pair.setActive(pair, false);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method setActive
|
|
* @param {pair} pair
|
|
* @param {bool} isActive
|
|
*/
|
|
Pair.setActive = function(pair, isActive) {
|
|
if (isActive) {
|
|
pair.isActive = true;
|
|
pair.timestamp = Common.now();
|
|
} else {
|
|
pair.isActive = false;
|
|
pair.activeContacts = [];
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method id
|
|
* @param {body} bodyA
|
|
* @param {body} bodyB
|
|
* @return {number} Unique pairId
|
|
*/
|
|
Pair.id = function(bodyA, bodyB) {
|
|
if (bodyA.id < bodyB.id) {
|
|
return bodyA.id + '_' + bodyB.id;
|
|
} else {
|
|
return bodyB.id + '_' + bodyA.id;
|
|
}
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/collision/Pair.js
|
|
|
|
|
|
// Begin src/collision/Resolver.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Resolver
|
|
*/
|
|
|
|
var Resolver = {};
|
|
|
|
(function() {
|
|
|
|
var _restingThresh = 4,
|
|
_positionDampen = 0.2,
|
|
_positionWarming = 0.6;
|
|
|
|
/**
|
|
* Description
|
|
* @method solvePosition
|
|
* @param {pair[]} pairs
|
|
*/
|
|
Resolver.solvePosition = function(pairs) {
|
|
var i,
|
|
pair,
|
|
collision,
|
|
bodyA,
|
|
bodyB,
|
|
vertex,
|
|
vertexCorrected,
|
|
normal,
|
|
bodyBtoA;
|
|
|
|
// find impulses required to resolve penetration
|
|
for (i = 0; i < pairs.length; i++) {
|
|
pair = pairs[i];
|
|
|
|
if (!pair.isActive)
|
|
continue;
|
|
|
|
collision = pair.collision;
|
|
bodyA = collision.bodyA;
|
|
bodyB = collision.bodyB;
|
|
vertex = collision.supports[0];
|
|
vertexCorrected = collision.supportCorrected;
|
|
normal = collision.normal;
|
|
|
|
// get current separation between body edges involved in collision
|
|
bodyBtoA = Vector.sub(Vector.add(bodyB.positionImpulse, vertex),
|
|
Vector.add(bodyA.positionImpulse, vertexCorrected));
|
|
|
|
pair.separation = Vector.dot(normal, bodyBtoA);
|
|
}
|
|
|
|
for (i = 0; i < pairs.length; i++) {
|
|
pair = pairs[i];
|
|
|
|
if (!pair.isActive)
|
|
continue;
|
|
|
|
collision = pair.collision;
|
|
bodyA = collision.bodyA;
|
|
bodyB = collision.bodyB;
|
|
normal = collision.normal;
|
|
positionImpulse = (pair.separation * _positionDampen) - pair.slop;
|
|
|
|
if (bodyA.isStatic || bodyB.isStatic)
|
|
positionImpulse *= 2;
|
|
|
|
if (!(bodyA.isStatic || bodyA.isSleeping)) {
|
|
bodyA.positionImpulse.x += normal.x * positionImpulse;
|
|
bodyA.positionImpulse.y += normal.y * positionImpulse;
|
|
}
|
|
|
|
if (!(bodyB.isStatic || bodyB.isSleeping)) {
|
|
bodyB.positionImpulse.x -= normal.x * positionImpulse;
|
|
bodyB.positionImpulse.y -= normal.y * positionImpulse;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method postSolvePosition
|
|
* @param {body[]} bodies
|
|
*/
|
|
Resolver.postSolvePosition = function(bodies) {
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
var body = bodies[i];
|
|
|
|
if (body.positionImpulse.x !== 0 || body.positionImpulse.y !== 0) {
|
|
// move the body without changing velocity
|
|
body.position.x += body.positionImpulse.x;
|
|
body.position.y += body.positionImpulse.y;
|
|
body.positionPrev.x += body.positionImpulse.x;
|
|
body.positionPrev.y += body.positionImpulse.y;
|
|
|
|
// update body geometry
|
|
Vertices.translate(body.vertices, body.positionImpulse);
|
|
Bounds.update(body.bounds, body.vertices, body.velocity);
|
|
|
|
// dampen accumulator to warm the next step
|
|
body.positionImpulse.x *= _positionWarming;
|
|
body.positionImpulse.y *= _positionWarming;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method preSolveVelocity
|
|
* @param {pair[]} pairs
|
|
*/
|
|
Resolver.preSolveVelocity = function(pairs) {
|
|
var impulse = {},
|
|
i,
|
|
j,
|
|
pair,
|
|
contacts,
|
|
collision,
|
|
bodyA,
|
|
bodyB,
|
|
normal,
|
|
tangent,
|
|
contact,
|
|
contactVertex,
|
|
normalImpulse,
|
|
tangentImpulse,
|
|
offset;
|
|
|
|
for (i = 0; i < pairs.length; i++) {
|
|
pair = pairs[i];
|
|
|
|
if (!pair.isActive)
|
|
continue;
|
|
|
|
contacts = pair.activeContacts;
|
|
collision = pair.collision;
|
|
bodyA = collision.bodyA;
|
|
bodyB = collision.bodyB;
|
|
normal = collision.normal;
|
|
tangent = collision.tangent;
|
|
|
|
// resolve each contact
|
|
for (j = 0; j < contacts.length; j++) {
|
|
contact = contacts[j];
|
|
contactVertex = contact.vertex;
|
|
normalImpulse = contact.normalImpulse;
|
|
tangentImpulse = contact.tangentImpulse;
|
|
|
|
// total impulse from contact
|
|
impulse.x = (normal.x * normalImpulse) + (tangent.x * tangentImpulse);
|
|
impulse.y = (normal.y * normalImpulse) + (tangent.y * tangentImpulse);
|
|
|
|
// apply impulse from contact
|
|
if (!(bodyA.isStatic || bodyA.isSleeping)) {
|
|
offset = Vector.sub(contactVertex, bodyA.position);
|
|
bodyA.positionPrev.x += impulse.x * bodyA.inverseMass;
|
|
bodyA.positionPrev.y += impulse.y * bodyA.inverseMass;
|
|
bodyA.anglePrev += Vector.cross(offset, impulse) * bodyA.inverseInertia;
|
|
}
|
|
|
|
if (!(bodyB.isStatic || bodyB.isSleeping)) {
|
|
offset = Vector.sub(contactVertex, bodyB.position);
|
|
bodyB.positionPrev.x -= impulse.x * bodyB.inverseMass;
|
|
bodyB.positionPrev.y -= impulse.y * bodyB.inverseMass;
|
|
bodyB.anglePrev -= Vector.cross(offset, impulse) * bodyB.inverseInertia;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method solveVelocity
|
|
* @param {pair[]} pairs
|
|
*/
|
|
Resolver.solveVelocity = function(pairs) {
|
|
var impulse = {};
|
|
|
|
for (var i = 0; i < pairs.length; i++) {
|
|
var pair = pairs[i];
|
|
|
|
if (!pair.isActive)
|
|
continue;
|
|
|
|
var collision = pair.collision,
|
|
bodyA = collision.bodyA,
|
|
bodyB = collision.bodyB,
|
|
normal = collision.normal,
|
|
tangent = collision.tangent,
|
|
contacts = pair.activeContacts,
|
|
contactShare = 1 / contacts.length;
|
|
|
|
// update body velocities
|
|
bodyA.velocity.x = bodyA.position.x - bodyA.positionPrev.x;
|
|
bodyA.velocity.y = bodyA.position.y - bodyA.positionPrev.y;
|
|
bodyB.velocity.x = bodyB.position.x - bodyB.positionPrev.x;
|
|
bodyB.velocity.y = bodyB.position.y - bodyB.positionPrev.y;
|
|
bodyA.angularVelocity = bodyA.angle - bodyA.anglePrev;
|
|
bodyB.angularVelocity = bodyB.angle - bodyB.anglePrev;
|
|
|
|
// resolve each contact
|
|
for (var j = 0; j < contacts.length; j++) {
|
|
var contact = contacts[j],
|
|
contactVertex = contact.vertex,
|
|
offsetA = Vector.sub(contactVertex, bodyA.position),
|
|
offsetB = Vector.sub(contactVertex, bodyB.position),
|
|
velocityPointA = Vector.add(bodyA.velocity, Vector.mult(Vector.perp(offsetA), bodyA.angularVelocity)),
|
|
velocityPointB = Vector.add(bodyB.velocity, Vector.mult(Vector.perp(offsetB), bodyB.angularVelocity)),
|
|
relativeVelocity = Vector.sub(velocityPointA, velocityPointB),
|
|
normalVelocity = Vector.dot(normal, relativeVelocity);
|
|
|
|
var tangentVelocity = Vector.dot(tangent, relativeVelocity),
|
|
tangentSpeed = Math.abs(tangentVelocity),
|
|
tangentVelocityDirection = Common.sign(tangentVelocity);
|
|
|
|
// raw impulses
|
|
var normalImpulse = (1 + pair.restitution) * normalVelocity,
|
|
normalForce = Common.clamp(pair.separation + normalVelocity, 0, 1);
|
|
|
|
// coulomb friction
|
|
var tangentImpulse = tangentVelocity;
|
|
if (tangentSpeed > normalForce * pair.friction)
|
|
tangentImpulse = normalForce * pair.friction * tangentVelocityDirection;
|
|
|
|
// modify impulses accounting for mass, inertia and offset
|
|
var oAcN = Vector.cross(offsetA, normal),
|
|
oBcN = Vector.cross(offsetB, normal),
|
|
share = contactShare / (pair.inverseMass + bodyA.inverseInertia * oAcN * oAcN + bodyB.inverseInertia * oBcN * oBcN);
|
|
normalImpulse *= share;
|
|
tangentImpulse *= share;
|
|
|
|
// handle high velocity and resting collisions separately
|
|
if (normalVelocity < 0 && normalVelocity * normalVelocity > _restingThresh) {
|
|
// high velocity so clear cached contact impulse
|
|
contact.normalImpulse = 0;
|
|
contact.tangentImpulse = 0;
|
|
} else {
|
|
// solve resting collision constraints using Erin Catto's method (GDC08)
|
|
|
|
// impulse constraint, tends to 0
|
|
var contactNormalImpulse = contact.normalImpulse;
|
|
contact.normalImpulse = Math.min(contact.normalImpulse + normalImpulse, 0);
|
|
normalImpulse = contact.normalImpulse - contactNormalImpulse;
|
|
|
|
// tangent impulse, tends to -maxFriction or maxFriction
|
|
var contactTangentImpulse = contact.tangentImpulse;
|
|
contact.tangentImpulse = Common.clamp(contact.tangentImpulse + tangentImpulse, -tangentSpeed, tangentSpeed);
|
|
tangentImpulse = contact.tangentImpulse - contactTangentImpulse;
|
|
}
|
|
|
|
// total impulse from contact
|
|
impulse.x = (normal.x * normalImpulse) + (tangent.x * tangentImpulse);
|
|
impulse.y = (normal.y * normalImpulse) + (tangent.y * tangentImpulse);
|
|
|
|
// apply impulse from contact
|
|
if (!(bodyA.isStatic || bodyA.isSleeping)) {
|
|
bodyA.positionPrev.x += impulse.x * bodyA.inverseMass;
|
|
bodyA.positionPrev.y += impulse.y * bodyA.inverseMass;
|
|
bodyA.anglePrev += Vector.cross(offsetA, impulse) * bodyA.inverseInertia;
|
|
}
|
|
|
|
if (!(bodyB.isStatic || bodyB.isSleeping)) {
|
|
bodyB.positionPrev.x -= impulse.x * bodyB.inverseMass;
|
|
bodyB.positionPrev.y -= impulse.y * bodyB.inverseMass;
|
|
bodyB.anglePrev -= Vector.cross(offsetB, impulse) * bodyB.inverseInertia;
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/collision/Resolver.js
|
|
|
|
|
|
// Begin src/collision/SAT.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class SAT
|
|
*/
|
|
|
|
|
|
// TODO: true circles and curves
|
|
// TODO: cache the previously found axis and body, and start there first for faster early out
|
|
|
|
var SAT = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method collides
|
|
* @param {body} bodyA
|
|
* @param {body} bodyB
|
|
* @return {collision} collision
|
|
*/
|
|
SAT.collides = function(bodyA, bodyB) {
|
|
var overlapAB,
|
|
overlapBA,
|
|
minOverlap,
|
|
collision = { collided: false, bodyA: bodyA, bodyB: bodyB};
|
|
|
|
overlapAB = _overlapAxes(bodyA.vertices, bodyB.vertices, bodyA.axes);
|
|
|
|
if (overlapAB.overlap === 0)
|
|
return collision;
|
|
|
|
overlapBA = _overlapAxes(bodyB.vertices, bodyA.vertices, bodyB.axes);
|
|
|
|
if (overlapBA.overlap === 0)
|
|
return collision;
|
|
|
|
if (overlapAB.overlap < overlapBA.overlap) {
|
|
minOverlap = overlapAB;
|
|
} else {
|
|
minOverlap = overlapBA;
|
|
collision.bodyA = bodyB;
|
|
collision.bodyB = bodyA;
|
|
}
|
|
|
|
collision.collided = true;
|
|
collision.normal = minOverlap.axis;
|
|
collision.depth = minOverlap.overlap;
|
|
|
|
bodyA = collision.bodyA;
|
|
bodyB = collision.bodyB;
|
|
|
|
// ensure normal is facing away from bodyA
|
|
if (Vector.dot(collision.normal, Vector.sub(bodyB.position, bodyA.position)) > 0)
|
|
collision.normal = Vector.neg(collision.normal);
|
|
|
|
collision.tangent = Vector.perp(collision.normal);
|
|
|
|
collision.penetration = {
|
|
x: collision.normal.x * collision.depth,
|
|
y: collision.normal.y * collision.depth
|
|
};
|
|
|
|
// find support points, there is always either exactly one or two
|
|
var verticesB = _findSupports(bodyA, bodyB, collision.normal),
|
|
supports = [verticesB[0]];
|
|
|
|
if (Vertices.contains(bodyA.vertices, verticesB[1])) {
|
|
supports.push(verticesB[1]);
|
|
} else {
|
|
var verticesA = _findSupports(bodyB, bodyA, Vector.neg(collision.normal));
|
|
|
|
if (Vertices.contains(bodyB.vertices, verticesA[0])) {
|
|
supports.push(verticesA[0]);
|
|
}
|
|
|
|
if (supports.length < 2 && Vertices.contains(bodyB.vertices, verticesA[1])) {
|
|
supports.push(verticesA[1]);
|
|
}
|
|
}
|
|
|
|
collision.supports = supports;
|
|
collision.supportCorrected = Vector.sub(verticesB[0], collision.penetration);
|
|
|
|
return collision;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _overlapAxes
|
|
* @private
|
|
* @param {} verticesA
|
|
* @param {} verticesB
|
|
* @param {} axes
|
|
* @return result
|
|
*/
|
|
var _overlapAxes = function(verticesA, verticesB, axes) {
|
|
var projectionA = {},
|
|
projectionB = {},
|
|
result = { overlap: Number.MAX_VALUE },
|
|
overlap,
|
|
axis;
|
|
|
|
for (var i = 0; i < axes.length; i++) {
|
|
axis = axes[i];
|
|
|
|
_projectToAxis(projectionA, verticesA, axis);
|
|
_projectToAxis(projectionB, verticesB, axis);
|
|
|
|
overlap = projectionA.min < projectionB.min
|
|
? projectionA.max - projectionB.min
|
|
: projectionB.max - projectionA.min;
|
|
|
|
if (overlap <= 0)
|
|
return { overlap: 0 };
|
|
|
|
if (overlap < result.overlap) {
|
|
result.overlap = overlap;
|
|
result.axis = axis;
|
|
}
|
|
}
|
|
|
|
return result;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _projectToAxis
|
|
* @private
|
|
* @param {} projection
|
|
* @param {} vertices
|
|
* @param {} axis
|
|
*/
|
|
var _projectToAxis = function(projection, vertices, axis) {
|
|
var min = Vector.dot(vertices[0], axis),
|
|
max = min;
|
|
|
|
for (var i = 1; i < vertices.length; i += 1) {
|
|
var dot = Vector.dot(vertices[i], axis);
|
|
|
|
if (dot > max) {
|
|
max = dot;
|
|
} else if (dot < min) {
|
|
min = dot;
|
|
}
|
|
}
|
|
|
|
projection.min = min;
|
|
projection.max = max;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _findSupports
|
|
* @private
|
|
* @param {} bodyA
|
|
* @param {} bodyB
|
|
* @param {} normal
|
|
* @return ArrayExpression
|
|
*/
|
|
var _findSupports = function(bodyA, bodyB, normal) {
|
|
var nearestDistance = Number.MAX_VALUE,
|
|
vertexToBody = { x: 0, y: 0 },
|
|
vertices = bodyB.vertices,
|
|
bodyAPosition = bodyA.position,
|
|
distance,
|
|
vertex,
|
|
vertexA = vertices[0],
|
|
vertexB = vertices[1];
|
|
|
|
// find closest vertex on bodyB
|
|
for (var i = 0; i < vertices.length; i++) {
|
|
vertex = vertices[i];
|
|
vertexToBody.x = vertex.x - bodyAPosition.x;
|
|
vertexToBody.y = vertex.y - bodyAPosition.y;
|
|
distance = -Vector.dot(normal, vertexToBody);
|
|
|
|
if (distance < nearestDistance) {
|
|
nearestDistance = distance;
|
|
vertexA = vertex;
|
|
}
|
|
}
|
|
|
|
// find next closest vertex using the two connected to it
|
|
var prevIndex = vertexA.index - 1 >= 0 ? vertexA.index - 1 : vertices.length - 1;
|
|
vertex = vertices[prevIndex];
|
|
vertexToBody.x = vertex.x - bodyAPosition.x;
|
|
vertexToBody.y = vertex.y - bodyAPosition.y;
|
|
nearestDistance = -Vector.dot(normal, vertexToBody);
|
|
vertexB = vertex;
|
|
|
|
var nextIndex = (vertexA.index + 1) % vertices.length;
|
|
vertex = vertices[nextIndex];
|
|
vertexToBody.x = vertex.x - bodyAPosition.x;
|
|
vertexToBody.y = vertex.y - bodyAPosition.y;
|
|
distance = -Vector.dot(normal, vertexToBody);
|
|
if (distance < nearestDistance) {
|
|
nearestDistance = distance;
|
|
vertexB = vertex;
|
|
}
|
|
|
|
return [vertexA, vertexB];
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/collision/SAT.js
|
|
|
|
|
|
// Begin src/constraint/Constraint.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Constraint
|
|
*/
|
|
|
|
// TODO: fix instabillity issues with torque
|
|
// TODO: linked constraints
|
|
// TODO: breakable constraints
|
|
// TODO: collidable constraints
|
|
// TODO: allow constrained bodies to sleep
|
|
// TODO: handle 0 length constraints properly
|
|
// TODO: impulse caching and warming
|
|
|
|
var Constraint = {};
|
|
|
|
(function() {
|
|
|
|
var _minLength = 0.000001;
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {} options
|
|
* @return {constraint} constraint
|
|
*/
|
|
Constraint.create = function(options) {
|
|
var constraint = options;
|
|
|
|
// if bodies defined but no points, use body centre
|
|
if (constraint.bodyA && !constraint.pointA)
|
|
constraint.pointA = { x: 0, y: 0 };
|
|
if (constraint.bodyB && !constraint.pointB)
|
|
constraint.pointB = { x: 0, y: 0 };
|
|
|
|
// calculate static length using initial world space points
|
|
var initialPointA = constraint.bodyA ? Vector.add(constraint.bodyA.position, constraint.pointA) : constraint.pointA,
|
|
initialPointB = constraint.bodyB ? Vector.add(constraint.bodyB.position, constraint.pointB) : constraint.pointB,
|
|
length = Vector.magnitude(Vector.sub(initialPointA, initialPointB));
|
|
|
|
constraint.length = constraint.length || length || _minLength;
|
|
|
|
// option defaults
|
|
constraint.lineWidth = constraint.lineWidth || 2;
|
|
constraint.strokeStyle = constraint.strokeStyle || '#666';
|
|
constraint.stiffness = constraint.stiffness || 1;
|
|
constraint.angularStiffness = constraint.angularStiffness || 0;
|
|
constraint.angleA = constraint.bodyA ? constraint.bodyA.angle : constraint.angleA;
|
|
constraint.angleB = constraint.bodyB ? constraint.bodyB.angle : constraint.angleB;
|
|
|
|
return constraint;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method updateAll
|
|
* @param {constraint[]} constraints
|
|
*/
|
|
Constraint.updateAll = function(constraints) {
|
|
for (var i = 0; i < constraints.length; i++) {
|
|
Constraint.update(constraints[i]);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {constraint} constraint
|
|
*/
|
|
Constraint.update = function(constraint) {
|
|
var bodyA = constraint.bodyA,
|
|
bodyB = constraint.bodyB,
|
|
pointA = constraint.pointA,
|
|
pointB = constraint.pointB;
|
|
|
|
// update reference angle
|
|
if (bodyA && !bodyA.isStatic) {
|
|
constraint.pointA = Vector.rotate(pointA, bodyA.angle - constraint.angleA);
|
|
constraint.angleA = bodyA.angle;
|
|
}
|
|
|
|
// update reference angle
|
|
if (bodyB && !bodyB.isStatic) {
|
|
constraint.pointB = Vector.rotate(pointB, bodyB.angle - constraint.angleB);
|
|
constraint.angleB = bodyB.angle;
|
|
}
|
|
|
|
var pointAWorld = pointA,
|
|
pointBWorld = pointB;
|
|
|
|
if (bodyA) pointAWorld = Vector.add(bodyA.position, pointA);
|
|
if (bodyB) pointBWorld = Vector.add(bodyB.position, pointB);
|
|
|
|
if (!pointAWorld || !pointBWorld)
|
|
return;
|
|
|
|
var delta = Vector.sub(pointAWorld, pointBWorld),
|
|
currentLength = Vector.magnitude(delta);
|
|
|
|
// prevent singularity
|
|
if (currentLength === 0)
|
|
currentLength = _minLength;
|
|
|
|
// solve distance constraint with Gauss-Siedel method
|
|
var difference = (currentLength - constraint.length) / currentLength,
|
|
normal = Vector.div(delta, currentLength),
|
|
force = Vector.mult(delta, difference * 0.5 * constraint.stiffness);
|
|
|
|
var velocityPointA,
|
|
velocityPointB,
|
|
offsetA,
|
|
offsetB,
|
|
oAn,
|
|
oBn,
|
|
bodyADenom,
|
|
bodyBDenom;
|
|
|
|
if (bodyA && !bodyA.isStatic) {
|
|
// point body offset
|
|
offsetA = {
|
|
x: pointAWorld.x - bodyA.position.x + force.x,
|
|
y: pointAWorld.y - bodyA.position.y + force.y
|
|
};
|
|
|
|
// update velocity
|
|
bodyA.velocity.x = bodyA.position.x - bodyA.positionPrev.x;
|
|
bodyA.velocity.y = bodyA.position.y - bodyA.positionPrev.y;
|
|
bodyA.angularVelocity = bodyA.angle - bodyA.anglePrev;
|
|
|
|
// find point velocity and body mass
|
|
velocityPointA = Vector.add(bodyA.velocity, Vector.mult(Vector.perp(offsetA), bodyA.angularVelocity));
|
|
oAn = Vector.dot(offsetA, normal);
|
|
bodyADenom = bodyA.inverseMass + bodyA.inverseInertia * oAn * oAn;
|
|
} else {
|
|
velocityPointA = { x: 0, y: 0 };
|
|
bodyADenom = bodyA ? bodyA.inverseMass : 0;
|
|
}
|
|
|
|
if (bodyB && !bodyB.isStatic) {
|
|
// point body offset
|
|
offsetB = {
|
|
x: pointBWorld.x - bodyB.position.x - force.x,
|
|
y: pointBWorld.y - bodyB.position.y - force.y
|
|
};
|
|
|
|
// update velocity
|
|
bodyB.velocity.x = bodyB.position.x - bodyB.positionPrev.x;
|
|
bodyB.velocity.y = bodyB.position.y - bodyB.positionPrev.y;
|
|
bodyB.angularVelocity = bodyB.angle - bodyB.anglePrev;
|
|
|
|
// find point velocity and body mass
|
|
velocityPointB = Vector.add(bodyB.velocity, Vector.mult(Vector.perp(offsetB), bodyB.angularVelocity));
|
|
oBn = Vector.dot(offsetB, normal);
|
|
bodyBDenom = bodyB.inverseMass + bodyB.inverseInertia * oBn * oBn;
|
|
} else {
|
|
velocityPointB = { x: 0, y: 0 };
|
|
bodyBDenom = bodyB ? bodyB.inverseMass : 0;
|
|
}
|
|
|
|
var relativeVelocity = Vector.sub(velocityPointB, velocityPointA),
|
|
normalImpulse = Vector.dot(normal, relativeVelocity) / (bodyADenom + bodyBDenom);
|
|
|
|
if (normalImpulse > 0) normalImpulse = 0;
|
|
|
|
var normalVelocity = {
|
|
x: normal.x * normalImpulse,
|
|
y: normal.y * normalImpulse
|
|
};
|
|
|
|
var torque;
|
|
|
|
if (bodyA && !bodyA.isStatic) {
|
|
torque = Vector.cross(offsetA, normalVelocity) * bodyA.inverseInertia * (1 - constraint.angularStiffness);
|
|
|
|
Sleeping.set(bodyA, false);
|
|
|
|
// clamp to prevent instabillity
|
|
// TODO: solve this properlly
|
|
torque = Common.clamp(torque, -0.01, 0.01);
|
|
|
|
// apply forces
|
|
bodyA.position.x -= force.x;
|
|
bodyA.position.y -= force.y;
|
|
bodyA.angle += torque;
|
|
|
|
// update geometry
|
|
Vertices.translate(bodyA.vertices, force, -1);
|
|
Vertices.rotate(bodyA.vertices, torque, bodyA.position);
|
|
Axes.rotate(bodyA.axes, torque);
|
|
Bounds.update(bodyA.bounds, bodyA.vertices, bodyA.velocity);
|
|
}
|
|
|
|
if (bodyB && !bodyB.isStatic) {
|
|
torque = Vector.cross(offsetB, normalVelocity) * bodyB.inverseInertia * (1 - constraint.angularStiffness);
|
|
|
|
Sleeping.set(bodyB, false);
|
|
|
|
// clamp to prevent instabillity
|
|
// TODO: solve this properlly
|
|
torque = Common.clamp(torque, -0.01, 0.01);
|
|
|
|
// apply forces
|
|
bodyB.position.x += force.x;
|
|
bodyB.position.y += force.y;
|
|
bodyB.angle -= torque;
|
|
|
|
// update geometry
|
|
Vertices.translate(bodyB.vertices, force);
|
|
Vertices.rotate(bodyB.vertices, -torque, bodyB.position);
|
|
Axes.rotate(bodyB.axes, -torque);
|
|
Bounds.update(bodyB.bounds, bodyB.vertices, bodyB.velocity);
|
|
}
|
|
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/constraint/Constraint.js
|
|
|
|
|
|
// Begin src/constraint/MouseConstraint.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class MouseConstraint
|
|
*/
|
|
|
|
var MouseConstraint = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {mouse} mouse
|
|
* @return {MouseConstraint} A new MouseConstraint
|
|
*/
|
|
MouseConstraint.create = function(mouse) {
|
|
var constraint = Constraint.create({
|
|
pointA: mouse.position,
|
|
pointB: { x: 0, y: 0 },
|
|
length: 0.01,
|
|
stiffness: 0.1,
|
|
angularStiffness: 1,
|
|
strokeStyle: 'lightgreen',
|
|
lineWidth: 3
|
|
});
|
|
|
|
return {
|
|
mouse: mouse,
|
|
dragBody: null,
|
|
dragPoint: null,
|
|
constraints: [constraint]
|
|
};
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {MouseConstraint} mouseConstraint
|
|
* @param {body[]} bodies
|
|
*/
|
|
MouseConstraint.update = function(mouseConstraint, bodies) {
|
|
var mouse = mouseConstraint.mouse,
|
|
constraint = mouseConstraint.constraints[0];
|
|
|
|
if (mouse.button === 0 || mouse.button === 2) {
|
|
if (!constraint.bodyB) {
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
var body = bodies[i];
|
|
if (Bounds.contains(body.bounds, mouse.position)
|
|
&& Vertices.contains(body.vertices, mouse.position)) {
|
|
constraint.pointA = mouse.position;
|
|
constraint.bodyB = body;
|
|
constraint.pointB = { x: mouse.position.x - body.position.x, y: mouse.position.y - body.position.y };
|
|
constraint.angleB = body.angle;
|
|
Sleeping.set(body, false);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
constraint.bodyB = null;
|
|
constraint.pointB = null;
|
|
}
|
|
|
|
if (constraint.bodyB) {
|
|
Sleeping.set(constraint.bodyB, false);
|
|
constraint.pointA = mouse.position;
|
|
}
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/constraint/MouseConstraint.js
|
|
|
|
|
|
// Begin src/core/Common.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Common
|
|
*/
|
|
|
|
var Common = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method extend
|
|
* @param {} obj, obj, obj...
|
|
* @return {} obj extended
|
|
*/
|
|
Common.extend = function(obj) {
|
|
var args = Array.prototype.slice.call(arguments, 1);
|
|
|
|
for (var i = 0; i < args.length; i++) {
|
|
var source = args[i];
|
|
|
|
if (source) {
|
|
for (var prop in source) {
|
|
if (source[prop].constructor === Object) {
|
|
if (!obj[prop] || obj[prop].constructor === Object) {
|
|
obj[prop] = obj[prop] || {};
|
|
Common.extend(obj[prop], source[prop]);
|
|
} else {
|
|
obj[prop] = source[prop];
|
|
}
|
|
} else {
|
|
obj[prop] = source[prop];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return obj;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method keys
|
|
* @param {} obj
|
|
* @return {string[]} keys
|
|
*/
|
|
Common.keys = function(obj) {
|
|
if (Object.keys)
|
|
return Object.keys(obj);
|
|
|
|
// avoid hasOwnProperty for performance
|
|
var keys = [];
|
|
for (var key in obj)
|
|
keys.push(key);
|
|
return keys;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method values
|
|
* @param {} obj
|
|
* @return {array} Array of the objects property values
|
|
*/
|
|
Common.values = function(obj) {
|
|
var values = [];
|
|
|
|
if (Object.keys) {
|
|
var keys = Object.keys(obj);
|
|
for (var i = 0; i < keys.length; i++) {
|
|
values.push(obj[keys[i]]);
|
|
}
|
|
return values;
|
|
}
|
|
|
|
// avoid hasOwnProperty for performance
|
|
for (var key in obj)
|
|
values.push(obj[key]);
|
|
return values;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method shadeColor
|
|
* @param {string} color
|
|
* @param {number} percent
|
|
* @return {string} A hex colour string made by lightening or darkening color by percent
|
|
*/
|
|
Common.shadeColor = function(color, percent) {
|
|
// http://stackoverflow.com/questions/5560248/programmatically-lighten-or-darken-a-hex-color
|
|
var colorInteger = parseInt(color.slice(1),16),
|
|
amount = Math.round(2.55 * percent),
|
|
R = (colorInteger >> 16) + amount,
|
|
B = (colorInteger >> 8 & 0x00FF) + amount,
|
|
G = (colorInteger & 0x0000FF) + amount;
|
|
return "#" + (0x1000000 + (R < 255 ? R < 1 ? 0 : R :255) * 0x10000
|
|
+ (B < 255 ? B < 1 ? 0 : B : 255) * 0x100
|
|
+ (G < 255 ? G < 1 ? 0 : G : 255)).toString(16).slice(1);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method shuffle
|
|
* @param {array} array
|
|
* @return {array} array shuffled randomly
|
|
*/
|
|
Common.shuffle = function(array) {
|
|
for (var i = array.length - 1; i > 0; i--) {
|
|
var j = Math.floor(Math.random() * (i + 1));
|
|
var temp = array[i];
|
|
array[i] = array[j];
|
|
array[j] = temp;
|
|
}
|
|
return array;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method choose
|
|
* @param {array} choices
|
|
* @return {object} A random choice object from the array
|
|
*/
|
|
Common.choose = function(choices) {
|
|
return choices[Math.floor(Math.random() * choices.length)];
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method isElement
|
|
* @param {object} obj
|
|
* @return {boolean} True if the object is a HTMLElement, otherwise false
|
|
*/
|
|
Common.isElement = function(obj) {
|
|
// http://stackoverflow.com/questions/384286/javascript-isdom-how-do-you-check-if-a-javascript-object-is-a-dom-object
|
|
try {
|
|
return obj instanceof HTMLElement;
|
|
}
|
|
catch(e){
|
|
return (typeof obj==="object") &&
|
|
(obj.nodeType===1) && (typeof obj.style === "object") &&
|
|
(typeof obj.ownerDocument ==="object");
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method clamp
|
|
* @param {number} value
|
|
* @param {number} min
|
|
* @param {number} max
|
|
* @return {number} The value clamped between min and max inclusive
|
|
*/
|
|
Common.clamp = function(value, min, max) {
|
|
if (value < min)
|
|
return min;
|
|
if (value > max)
|
|
return max;
|
|
return value;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method sign
|
|
* @param {number} value
|
|
* @return {number} -1 if negative, +1 if 0 or positive
|
|
*/
|
|
Common.sign = function(value) {
|
|
return value < 0 ? -1 : 1;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method now
|
|
* @return {Date} the current DateTime
|
|
*/
|
|
Common.now = Date.now || function() {
|
|
// http://stackoverflow.com/questions/221294/how-do-you-get-a-timestamp-in-javascript
|
|
return +(new Date());
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method random
|
|
* @param {number} min
|
|
* @param {number} max
|
|
* @return {number} A random number between min and max inclusive
|
|
*/
|
|
Common.random = function(min, max) {
|
|
return min + Math.random() * (max - min);
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/core/Common.js
|
|
|
|
|
|
// Begin src/core/Engine.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Engine
|
|
*/
|
|
|
|
// TODO: multiple event handlers, before & after handlers
|
|
// TODO: viewports
|
|
// TODO: frameskipping
|
|
|
|
var Engine = {};
|
|
|
|
(function() {
|
|
|
|
var _fps = 60,
|
|
_deltaSampleSize = 8,
|
|
_delta = 1000 / _fps;
|
|
|
|
var _requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame
|
|
|| window.mozRequestAnimationFrame || window.msRequestAnimationFrame
|
|
|| function(callback){ window.setTimeout(function() { callback(Common.now()); }, _delta); };
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {HTMLElement} element
|
|
* @param {object} options
|
|
* @return {engine} engine
|
|
*/
|
|
Engine.create = function(element, options) {
|
|
var defaults = {
|
|
enabled: true,
|
|
positionIterations: 6,
|
|
velocityIterations: 4,
|
|
constraintIterations: 1,
|
|
pairs: {},
|
|
pairsList: [],
|
|
enableSleeping: false,
|
|
timeScale: 1,
|
|
input: {},
|
|
timing: {
|
|
fps: _fps,
|
|
timestamp: 0,
|
|
delta: _delta,
|
|
correction: 1,
|
|
deltaMin: 1000 / _fps,
|
|
deltaMax: 1000 / (_fps * 0.5)
|
|
}
|
|
};
|
|
|
|
var engine = Common.extend(defaults, options);
|
|
engine = Common.isElement(element) ? (engine || {}) : element;
|
|
|
|
// create default renderer only if no custom renderer set
|
|
// but still allow engine.render.engine to pass through if set
|
|
if (!engine.render || (engine.render && !engine.render.controller)) {
|
|
engine.render = Render.create(engine.render);
|
|
if (Common.isElement(element))
|
|
element.appendChild(engine.render.canvas);
|
|
}
|
|
|
|
engine.world = World.create(engine.world);
|
|
engine.metrics = engine.metrics || Metrics.create();
|
|
engine.input.mouse = engine.input.mouse || Mouse.create(engine.render.canvas);
|
|
engine.mouseConstraint = engine.mouseConstraint || MouseConstraint.create(engine.input.mouse);
|
|
World.addComposite(engine.world, engine.mouseConstraint);
|
|
|
|
engine.broadphase = engine.broadphase || {
|
|
current: 'grid',
|
|
grid: {
|
|
controller: Grid,
|
|
instance: Grid.create(),
|
|
detector: Detector.collisions
|
|
},
|
|
bruteForce: {
|
|
detector: Detector.bruteForce
|
|
}
|
|
};
|
|
|
|
engine.events = {
|
|
tick: function(engine) {
|
|
Engine.update(engine, engine.timing.delta, engine.timing.correction);
|
|
},
|
|
render: function(engine) {
|
|
if (engine.render.options.enabled)
|
|
engine.render.controller.world(engine);
|
|
}
|
|
};
|
|
|
|
return engine;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method run
|
|
* @param {engine} engine
|
|
*/
|
|
Engine.run = function(engine) {
|
|
var timing = engine.timing,
|
|
delta,
|
|
counterTimestamp = 0,
|
|
frameCounter = 0,
|
|
deltaHistory = [];
|
|
|
|
(function render(timestamp){
|
|
_requestAnimationFrame(render);
|
|
|
|
if (!engine.enabled)
|
|
return;
|
|
|
|
delta = (timestamp - timing.timestamp) || _delta;
|
|
|
|
// optimistically filter delta over a few frames, to improve stability
|
|
deltaHistory.push(delta);
|
|
deltaHistory = deltaHistory.slice(-_deltaSampleSize);
|
|
delta = Math.min.apply(null, deltaHistory);
|
|
|
|
// limit delta
|
|
delta = delta < engine.timing.deltaMin ? engine.timing.deltaMin : delta;
|
|
delta = delta > engine.timing.deltaMax ? engine.timing.deltaMax : delta;
|
|
|
|
timing.timestamp = timestamp;
|
|
timing.correction = delta / timing.delta;
|
|
timing.delta = delta;
|
|
|
|
frameCounter += 1;
|
|
|
|
if (timestamp - counterTimestamp >= 1000) {
|
|
timing.fps = frameCounter * ((timestamp - counterTimestamp) / 1000);
|
|
counterTimestamp = timestamp;
|
|
frameCounter = 0;
|
|
}
|
|
|
|
engine.events.tick(engine);
|
|
engine.events.render(engine);
|
|
})();
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {engine} engine
|
|
* @param {number} delta
|
|
* @param {number} correction
|
|
* @return engine
|
|
*/
|
|
Engine.update = function(engine, delta, correction) {
|
|
var world = engine.world,
|
|
broadphase = engine.broadphase[engine.broadphase.current],
|
|
broadphasePairs = [],
|
|
i;
|
|
|
|
Body.resetForcesAll(world.bodies, world.gravity);
|
|
Metrics.reset(engine.metrics);
|
|
|
|
MouseConstraint.update(engine.mouseConstraint, world.bodies, engine.input);
|
|
Body.updateAll(world.bodies, delta * engine.timeScale, correction, world.bounds);
|
|
|
|
for (i = 0; i < engine.constraintIterations; i++) {
|
|
Constraint.updateAll(world.constraints);
|
|
}
|
|
|
|
if (broadphase.controller) {
|
|
broadphase.controller.update(broadphase.instance, world.bodies, engine);
|
|
broadphasePairs = broadphase.instance.pairsList;
|
|
} else {
|
|
broadphasePairs = world.bodies;
|
|
}
|
|
|
|
var pairsUpdated = Manager.updatePairs(engine.pairs, engine.pairsList, broadphasePairs, engine.metrics, broadphase.detector),
|
|
pairsRemoved = Manager.removeOldPairs(engine.pairs, engine.pairsList);
|
|
|
|
if (pairsUpdated || pairsRemoved)
|
|
engine.pairsList = Common.values(engine.pairs);
|
|
|
|
// wake up bodies involved in collisions
|
|
if (engine.enableSleeping)
|
|
Sleeping.afterCollisions(engine.pairsList);
|
|
|
|
// iteratively resolve velocity between collisions
|
|
Resolver.preSolveVelocity(engine.pairsList);
|
|
for (i = 0; i < engine.velocityIterations; i++) {
|
|
Resolver.solveVelocity(engine.pairsList);
|
|
}
|
|
|
|
// iteratively resolve position between collisions
|
|
for (i = 0; i < engine.positionIterations; i++) {
|
|
Resolver.solvePosition(engine.pairsList);
|
|
}
|
|
Resolver.postSolvePosition(world.bodies);
|
|
|
|
if (engine.enableSleeping)
|
|
Sleeping.update(world.bodies);
|
|
|
|
Metrics.update(engine.metrics, engine);
|
|
|
|
return engine;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method merge
|
|
* @param {engine} engineA
|
|
* @param {engine} engineB
|
|
*/
|
|
Engine.merge = function(engineA, engineB) {
|
|
Common.extend(engineA, engineB);
|
|
|
|
if (engineB.world) {
|
|
engineA.world = engineB.world;
|
|
|
|
Engine.clear(engineA);
|
|
|
|
var bodies = engineA.world.bodies;
|
|
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
var body = bodies[i];
|
|
Sleeping.set(body, false);
|
|
body.id = Body.nextId();
|
|
}
|
|
|
|
var broadphase = engineA.broadphase[engineA.broadphase.current];
|
|
|
|
if (broadphase.controller === Grid) {
|
|
var grid = broadphase.instance;
|
|
Grid.clear(grid);
|
|
Grid.update(grid, engineA.world.bodies, engineA, true);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method clear
|
|
* @param {engine} engine
|
|
*/
|
|
Engine.clear = function(engine) {
|
|
var world = engine.world;
|
|
|
|
engine.pairs = {};
|
|
engine.pairsList = [];
|
|
|
|
World.addComposite(engine.world, engine.mouseConstraint);
|
|
|
|
var broadphase = engine.broadphase[engine.broadphase.current];
|
|
|
|
if (broadphase.controller === Grid)
|
|
Grid.clear(broadphase.instance);
|
|
|
|
if (broadphase.controller) {
|
|
broadphase.controller.update(broadphase.instance, world.bodies, engine, true);
|
|
}
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/core/Engine.js
|
|
|
|
|
|
// Begin src/core/Metrics.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Metrics
|
|
*/
|
|
|
|
var Metrics = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @return {metrics} A new metrics
|
|
*/
|
|
Metrics.create = function() {
|
|
return {
|
|
narrowDetections: 0,
|
|
narrowphaseTests: 0,
|
|
midphaseTests: 0,
|
|
broadphaseTests: 0,
|
|
narrowEff: 0.0001,
|
|
midEff: 0.0001,
|
|
broadEff: 0.0001,
|
|
collisions: 0,
|
|
buckets: 0,
|
|
bodies: 0,
|
|
pairs: 0
|
|
};
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method reset
|
|
* @param {metrics} metrics
|
|
*/
|
|
Metrics.reset = function(metrics) {
|
|
metrics.narrowDetections = 0;
|
|
metrics.narrowphaseTests = 0;
|
|
metrics.midphaseTests = 0;
|
|
metrics.broadphaseTests = 0;
|
|
metrics.narrowEff = 0;
|
|
metrics.midEff = 0;
|
|
metrics.broadEff = 0;
|
|
metrics.collisions = 0;
|
|
metrics.buckets = 0;
|
|
metrics.pairs = 0;
|
|
metrics.bodies = 0;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {metrics} metrics
|
|
* @param {engine} engine
|
|
*/
|
|
Metrics.update = function(metrics, engine) {
|
|
var world = engine.world,
|
|
broadphase = engine.broadphase[engine.broadphase.current];
|
|
|
|
metrics.collisions = metrics.narrowDetections;
|
|
metrics.pairs = engine.pairsList.length;
|
|
metrics.bodies = world.bodies.length;
|
|
metrics.midEff = (metrics.narrowDetections / (metrics.midphaseTests || 1)).toFixed(2);
|
|
metrics.narrowEff = (metrics.narrowDetections / (metrics.narrowphaseTests || 1)).toFixed(2);
|
|
metrics.broadEff = (1 - (metrics.broadphaseTests / (world.bodies.length || 1))).toFixed(2);
|
|
if (broadphase.instance)
|
|
metrics.buckets = Common.keys(broadphase.instance.buckets).length;
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/core/Metrics.js
|
|
|
|
|
|
// Begin src/core/Mouse.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Mouse
|
|
*/
|
|
|
|
var Mouse;
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @param {HTMLElement} element
|
|
*/
|
|
Mouse = function(element) {
|
|
var mouse = this;
|
|
|
|
element = element || document.body;
|
|
|
|
this.position = { x: 0, y: 0 };
|
|
this.mousedownPosition = { x: 0, y: 0 };
|
|
this.mouseupPosition = { x: 0, y: 0 };
|
|
this.button = -1;
|
|
|
|
var mousemove = function(event) {
|
|
var position = _getRelativeMousePosition(event, element),
|
|
touches = event.changedTouches;
|
|
|
|
if (touches) {
|
|
mouse.button = 0;
|
|
event.preventDefault();
|
|
}
|
|
|
|
mouse.position = position;
|
|
};
|
|
|
|
var mousedown = function(event) {
|
|
var position = _getRelativeMousePosition(event, element),
|
|
touches = event.changedTouches;
|
|
|
|
if (touches) {
|
|
mouse.button = 0;
|
|
event.preventDefault();
|
|
} else {
|
|
mouse.button = event.button;
|
|
}
|
|
|
|
mouse.position = mouse.mousedownPosition = position;
|
|
};
|
|
|
|
var mouseup = function(event) {
|
|
var position = _getRelativeMousePosition(event, element),
|
|
touches = event.changedTouches;
|
|
|
|
if (touches) {
|
|
event.preventDefault();
|
|
}
|
|
|
|
mouse.button = -1;
|
|
|
|
mouse.position = mouse.mouseupPosition = position;
|
|
};
|
|
|
|
element.addEventListener('mousemove', mousemove);
|
|
element.addEventListener('mousedown', mousedown);
|
|
element.addEventListener('mouseup', mouseup);
|
|
|
|
element.addEventListener('touchmove', mousemove);
|
|
element.addEventListener('touchstart', mousedown);
|
|
element.addEventListener('touchend', mouseup);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {HTMLElement} element
|
|
* @return {mouse} A new mouse
|
|
*/
|
|
Mouse.create = function(element) {
|
|
return new Mouse(element);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _getRelativeMousePosition
|
|
* @private
|
|
* @param {} event
|
|
* @param {} element
|
|
* @return ObjectExpression
|
|
*/
|
|
var _getRelativeMousePosition = function(event, element) {
|
|
var elementBounds = element.getBoundingClientRect(),
|
|
scrollX = (window.pageXOffset !== undefined) ? window.pageXOffset : (document.documentElement || document.body.parentNode || document.body).scrollLeft,
|
|
scrollY = (window.pageYOffset !== undefined) ? window.pageYOffset : (document.documentElement || document.body.parentNode || document.body).scrollTop,
|
|
touches = event.changedTouches,
|
|
x, y;
|
|
|
|
if (touches) {
|
|
x = touches[0].pageX - elementBounds.left - scrollX;
|
|
y = touches[0].pageY - elementBounds.top - scrollY;
|
|
} else {
|
|
x = event.pageX - elementBounds.left - scrollX;
|
|
y = event.pageY - elementBounds.top - scrollY;
|
|
}
|
|
|
|
return {
|
|
x: x / (element.clientWidth / element.width),
|
|
y: y / (element.clientHeight / element.height)
|
|
};
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/core/Mouse.js
|
|
|
|
|
|
// Begin src/core/Sleeping.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Sleeping
|
|
*/
|
|
|
|
var Sleeping = {};
|
|
|
|
(function() {
|
|
|
|
var _motionWakeThreshold = 0.18,
|
|
_motionSleepThreshold = 0.08,
|
|
_minBias = 0.9;
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {body[]} bodies
|
|
*/
|
|
Sleeping.update = function(bodies) {
|
|
// update bodies sleeping status
|
|
for (var i = 0; i < bodies.length; i++) {
|
|
var body = bodies[i],
|
|
motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed;
|
|
|
|
var minMotion = Math.min(body.motion, motion),
|
|
maxMotion = Math.max(body.motion, motion);
|
|
|
|
// biased average motion estimation between frames
|
|
body.motion = _minBias * minMotion + (1 - _minBias) * maxMotion;
|
|
|
|
if (body.sleepThreshold > 0 && body.motion < _motionSleepThreshold) {
|
|
body.sleepCounter += 1;
|
|
|
|
if (body.sleepCounter >= body.sleepThreshold)
|
|
Sleeping.set(body, true);
|
|
} else if (body.sleepCounter > 0) {
|
|
body.sleepCounter -= 1;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method afterCollisions
|
|
* @param {pair[]} pairs
|
|
*/
|
|
Sleeping.afterCollisions = function(pairs) {
|
|
// wake up bodies involved in collisions
|
|
for (var i = 0; i < pairs.length; i++) {
|
|
var pair = pairs[i],
|
|
collision = pair.collision,
|
|
bodyA = collision.bodyA,
|
|
bodyB = collision.bodyB;
|
|
|
|
if ((bodyA.isSleeping && bodyB.isSleeping) || bodyA.isStatic || bodyB.isStatic)
|
|
continue;
|
|
|
|
if (bodyA.isSleeping || bodyB.isSleeping) {
|
|
var sleepingBody = (bodyA.isSleeping && !bodyA.isStatic) ? bodyA : bodyB,
|
|
movingBody = sleepingBody === bodyA ? bodyB : bodyA;
|
|
|
|
if (!sleepingBody.isStatic && movingBody.motion > _motionWakeThreshold) {
|
|
Sleeping.set(sleepingBody, false);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method set
|
|
* @param {body} body
|
|
* @param {boolean} isSleeping
|
|
*/
|
|
Sleeping.set = function(body, isSleeping) {
|
|
if (isSleeping) {
|
|
body.isSleeping = true;
|
|
body.sleepCounter = body.sleepThreshold;
|
|
|
|
body.positionImpulse.x = 0;
|
|
body.positionImpulse.y = 0;
|
|
|
|
body.positionPrev.x = body.position.x;
|
|
body.positionPrev.y = body.position.y;
|
|
|
|
body.anglePrev = body.angle;
|
|
body.speed = 0;
|
|
body.angularSpeed = 0;
|
|
body.motion = 0;
|
|
} else {
|
|
body.isSleeping = false;
|
|
body.sleepCounter = 0;
|
|
}
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/core/Sleeping.js
|
|
|
|
|
|
// Begin src/factory/Bodies.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Bodies
|
|
*/
|
|
|
|
// TODO: true circle bodies
|
|
|
|
var Bodies = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method rectangle
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @param {object} options
|
|
* @return {body} A new rectangle body
|
|
*/
|
|
Bodies.rectangle = function(x, y, width, height, options) {
|
|
options = options || {};
|
|
|
|
var rectangle = {
|
|
position: { x: x, y: y },
|
|
path: 'L 0 0 L ' + width + ' 0 L ' + width + ' ' + height + ' L 0 ' + height
|
|
};
|
|
|
|
return Body.create(Common.extend({}, rectangle, options));
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method trapezoid
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @param {number} slope
|
|
* @param {object} options
|
|
* @return {body} A new trapezoid body
|
|
*/
|
|
Bodies.trapezoid = function(x, y, width, height, slope, options) {
|
|
options = options || {};
|
|
|
|
slope *= 0.5;
|
|
var roof = (1 - (slope * 2)) * width;
|
|
|
|
var x1 = width * slope,
|
|
x2 = x1 + roof,
|
|
x3 = x2 + x1;
|
|
|
|
var trapezoid = {
|
|
position: { x: x, y: y },
|
|
path: 'L 0 0 L ' + x1 + ' ' + (-height) + ' L ' + x2 + ' ' + (-height) + ' L ' + x3 + ' 0'
|
|
};
|
|
|
|
return Body.create(Common.extend({}, trapezoid, options));
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method circle
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} radius
|
|
* @param {object} options
|
|
* @param {number} maxSides
|
|
* @return {body} A new circle body
|
|
*/
|
|
Bodies.circle = function(x, y, radius, options, maxSides) {
|
|
options = options || {};
|
|
|
|
// approximate circles with polygons until true circles implemented in SAT
|
|
|
|
maxSides = maxSides || 25;
|
|
var sides = Math.ceil(Math.max(10, Math.min(maxSides, radius)));
|
|
|
|
// optimisation: always use even number of sides (half the number of unique axes)
|
|
if (sides % 2 === 1)
|
|
sides += 1;
|
|
|
|
// flag for better rendering
|
|
options.circleRadius = radius;
|
|
|
|
return Bodies.polygon(x, y, sides, radius, options);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method polygon
|
|
* @param {number} x
|
|
* @param {number} y
|
|
* @param {number} sides
|
|
* @param {number} radius
|
|
* @param {object} options
|
|
* @return {body} A new regular polygon body
|
|
*/
|
|
Bodies.polygon = function(x, y, sides, radius, options) {
|
|
options = options || {};
|
|
|
|
if (sides < 3)
|
|
return Bodies.circle(x, y, radius, options);
|
|
|
|
var theta = 2 * Math.PI / sides,
|
|
path = '',
|
|
offset = theta * 0.5;
|
|
|
|
for (var i = 0; i < sides; i += 1) {
|
|
var angle = offset + (i * theta),
|
|
xx = Math.cos(angle) * radius,
|
|
yy = Math.sin(angle) * radius;
|
|
|
|
path += 'L ' + xx.toFixed(3) + ' ' + yy.toFixed(3) + ' ';
|
|
}
|
|
|
|
var polygon = {
|
|
position: { x: x, y: y },
|
|
path: path
|
|
};
|
|
|
|
return Body.create(Common.extend({}, polygon, options));
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/factory/Bodies.js
|
|
|
|
|
|
// Begin src/factory/Composites.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Composites
|
|
*/
|
|
|
|
var Composites = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method stack
|
|
* @param {number} xx
|
|
* @param {number} yy
|
|
* @param {number} columns
|
|
* @param {number} rows
|
|
* @param {number} columnGap
|
|
* @param {number} rowGap
|
|
* @param {function} callback
|
|
* @return {composite} A new composite containing objects created in the callback
|
|
*/
|
|
Composites.stack = function(xx, yy, columns, rows, columnGap, rowGap, callback) {
|
|
var stack = Composite.create(),
|
|
x = xx,
|
|
y = yy,
|
|
lastBody,
|
|
i = 0;
|
|
|
|
for (var row = 0; row < rows; row++) {
|
|
var maxHeight = 0;
|
|
|
|
for (var column = 0; column < columns; column++) {
|
|
var body = callback(x, y, column, row, lastBody, i);
|
|
|
|
if (body) {
|
|
var bodyHeight = body.bounds.max.y - body.bounds.min.y,
|
|
bodyWidth = body.bounds.max.x - body.bounds.min.x;
|
|
|
|
if (bodyHeight > maxHeight)
|
|
maxHeight = bodyHeight;
|
|
|
|
Body.translate(body, { x: bodyWidth * 0.5, y: bodyHeight * 0.5 });
|
|
|
|
x = body.bounds.max.x + columnGap;
|
|
|
|
Composite.addBody(stack, body);
|
|
|
|
lastBody = body;
|
|
i += 1;
|
|
}
|
|
}
|
|
|
|
y += maxHeight + rowGap;
|
|
x = xx;
|
|
}
|
|
|
|
return stack;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method chain
|
|
* @param {composite} composite
|
|
* @param {number} xOffsetA
|
|
* @param {number} yOffsetA
|
|
* @param {number} xOffsetB
|
|
* @param {number} yOffsetB
|
|
* @param {object} options
|
|
* @return {composite} A new composite containing objects chained together with constraints
|
|
*/
|
|
Composites.chain = function(composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options) {
|
|
var bodies = composite.bodies;
|
|
|
|
for (var i = 1; i < bodies.length; i++) {
|
|
var bodyA = bodies[i - 1],
|
|
bodyB = bodies[i],
|
|
bodyAHeight = bodyA.bounds.max.y - bodyA.bounds.min.y,
|
|
bodyAWidth = bodyA.bounds.max.x - bodyA.bounds.min.x,
|
|
bodyBHeight = bodyB.bounds.max.y - bodyB.bounds.min.y,
|
|
bodyBWidth = bodyB.bounds.max.x - bodyB.bounds.min.x;
|
|
|
|
var defaults = {
|
|
bodyA: bodyA,
|
|
pointA: { x: bodyAWidth * xOffsetA, y: bodyAHeight * yOffsetA },
|
|
bodyB: bodyB,
|
|
pointB: { x: bodyBWidth * xOffsetB, y: bodyBHeight * yOffsetB }
|
|
};
|
|
|
|
var constraint = Common.extend(defaults, options);
|
|
|
|
Composite.addConstraint(composite, Constraint.create(constraint));
|
|
}
|
|
|
|
return composite;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method pyramid
|
|
* @param {number} xx
|
|
* @param {number} yy
|
|
* @param {number} columns
|
|
* @param {number} rows
|
|
* @param {number} columnGap
|
|
* @param {number} rowGap
|
|
* @param {function} callback
|
|
* @return {composite} A new composite containing objects created in the callback
|
|
*/
|
|
Composites.pyramid = function(xx, yy, columns, rows, columnGap, rowGap, callback) {
|
|
return Composites.stack(xx, yy, columns, rows, columnGap, rowGap, function(x, y, column, row, lastBody, i) {
|
|
var actualRows = Math.min(rows, Math.ceil(columns / 2)),
|
|
lastBodyWidth = lastBody ? lastBody.bounds.max.x - lastBody.bounds.min.x : 0;
|
|
|
|
if (row > actualRows)
|
|
return;
|
|
|
|
// reverse row order
|
|
row = actualRows - row;
|
|
|
|
var start = row,
|
|
end = columns - 1 - row;
|
|
|
|
if (column < start || column > end)
|
|
return;
|
|
|
|
// retroactively fix the first body's position, since width was unknown
|
|
if (i === 1) {
|
|
Body.translate(lastBody, { x: (column + (columns % 2 === 1 ? 1 : -1)) * lastBodyWidth, y: 0 });
|
|
}
|
|
|
|
var xOffset = lastBody ? column * lastBodyWidth : 0;
|
|
|
|
return callback(xx + xOffset + column * columnGap, y, column, row, lastBody, i);
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method newtonsCradle
|
|
* @param {number} xx
|
|
* @param {number} yy
|
|
* @param {number} number
|
|
* @param {number} size
|
|
* @param {number} length
|
|
* @return {composite} A new composite newtonsCradle body
|
|
*/
|
|
Composites.newtonsCradle = function(xx, yy, number, size, length) {
|
|
var newtonsCradle = Composite.create();
|
|
|
|
for (var i = 0; i < number; i++) {
|
|
var separation = 1.9,
|
|
circle = Bodies.circle(xx + i * (size * separation), yy + length, size,
|
|
{ restitution: 1, friction: 0, frictionAir: 0.0001, slop: 0.01 }),
|
|
constraint = Constraint.create({ pointA: { x: xx + i * (size * separation), y: yy }, bodyB: circle });
|
|
|
|
Composite.addBody(newtonsCradle, circle);
|
|
Composite.addConstraint(newtonsCradle, constraint);
|
|
}
|
|
|
|
return newtonsCradle;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method car
|
|
* @param {number} xx
|
|
* @param {number} yy
|
|
* @param {number} width
|
|
* @param {number} height
|
|
* @param {number} wheelSize
|
|
* @return {composite} A new composite car body
|
|
*/
|
|
Composites.car = function(xx, yy, width, height, wheelSize) {
|
|
var groupId = Body.nextGroupId(),
|
|
wheelBase = -20,
|
|
wheelAOffset = -width * 0.5 + wheelBase,
|
|
wheelBOffset = width * 0.5 - wheelBase,
|
|
wheelYOffset = 0;
|
|
|
|
var car = Composite.create(),
|
|
body = Bodies.trapezoid(xx, yy, width, height, 0.3, { groupId: groupId, friction: 0.01 });
|
|
|
|
var wheelA = Bodies.circle(xx + wheelAOffset, yy + wheelYOffset, wheelSize, {
|
|
groupId: groupId,
|
|
restitution: 0.5,
|
|
friction: 0.9,
|
|
density: 0.01
|
|
});
|
|
|
|
var wheelB = Bodies.circle(xx + wheelBOffset, yy + wheelYOffset, wheelSize, {
|
|
groupId: groupId,
|
|
restitution: 0.5,
|
|
friction: 0.9,
|
|
density: 0.01
|
|
});
|
|
|
|
var axelA = Constraint.create({
|
|
bodyA: body,
|
|
pointA: { x: wheelAOffset, y: wheelYOffset },
|
|
bodyB: wheelA,
|
|
stiffness: 0.5
|
|
});
|
|
|
|
var axelB = Constraint.create({
|
|
bodyA: body,
|
|
pointA: { x: wheelBOffset, y: wheelYOffset },
|
|
bodyB: wheelB,
|
|
stiffness: 0.5
|
|
});
|
|
|
|
Composite.addBody(car, body);
|
|
Composite.addBody(car, wheelA);
|
|
Composite.addBody(car, wheelB);
|
|
Composite.addConstraint(car, axelA);
|
|
Composite.addConstraint(car, axelB);
|
|
|
|
return car;
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/factory/Composites.js
|
|
|
|
|
|
// Begin src/geometry/Axes.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Axes
|
|
*/
|
|
|
|
var Axes = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method fromVertices
|
|
* @param {vertices} vertices
|
|
* @return {axes} A new axes from the given vertices
|
|
*/
|
|
Axes.fromVertices = function(vertices) {
|
|
var axes = {};
|
|
|
|
// find the unique axes, using edge normal gradients
|
|
for (var i = 0; i < vertices.length; i++) {
|
|
var j = (i + 1) % vertices.length,
|
|
normal = Vector.normalise({
|
|
x: vertices[j].y - vertices[i].y,
|
|
y: vertices[i].x - vertices[j].x
|
|
}),
|
|
gradient = (normal.y === 0) ? Infinity : (normal.x / normal.y);
|
|
|
|
// limit precision
|
|
gradient = gradient.toFixed(3).toString();
|
|
|
|
axes[gradient] = normal;
|
|
}
|
|
|
|
return Common.values(axes);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method rotate
|
|
* @param {axes} axes
|
|
* @param {number} angle
|
|
*/
|
|
Axes.rotate = function(axes, angle) {
|
|
if (angle === 0)
|
|
return;
|
|
|
|
var cos = Math.cos(angle),
|
|
sin = Math.sin(angle);
|
|
|
|
for (var i = 0; i < axes.length; i++) {
|
|
var axis = axes[i],
|
|
xx;
|
|
xx = axis.x * cos - axis.y * sin;
|
|
axis.y = axis.x * sin + axis.y * cos;
|
|
axis.x = xx;
|
|
}
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/geometry/Axes.js
|
|
|
|
|
|
// Begin src/geometry/Bounds.js
|
|
|
|
/**
|
|
* _Internal Class_, not generally used outside of the engine's internals.
|
|
*
|
|
* @class Bounds
|
|
*/
|
|
|
|
var Bounds = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {vertices} vertices
|
|
* @return {bounds} A new bounds object
|
|
*/
|
|
Bounds.create = function(vertices) {
|
|
var bounds = {
|
|
min: { x: 0, y: 0 },
|
|
max: { x: 0, y: 0 }
|
|
};
|
|
Bounds.update(bounds, vertices);
|
|
return bounds;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {bounds} bounds
|
|
* @param {vertices} vertices
|
|
* @param {vector} velocity
|
|
*/
|
|
Bounds.update = function(bounds, vertices, velocity) {
|
|
bounds.min.x = Number.MAX_VALUE;
|
|
bounds.max.x = Number.MIN_VALUE;
|
|
bounds.min.y = Number.MAX_VALUE;
|
|
bounds.max.y = Number.MIN_VALUE;
|
|
|
|
for (var i = 0; i < vertices.length; i++) {
|
|
var vertex = vertices[i];
|
|
if (vertex.x > bounds.max.x) bounds.max.x = vertex.x;
|
|
if (vertex.x < bounds.min.x) bounds.min.x = vertex.x;
|
|
if (vertex.y > bounds.max.y) bounds.max.y = vertex.y;
|
|
if (vertex.y < bounds.min.y) bounds.min.y = vertex.y;
|
|
}
|
|
|
|
if (velocity) {
|
|
if (velocity.x > 0) {
|
|
bounds.max.x += velocity.x;
|
|
} else {
|
|
bounds.min.x += velocity.x;
|
|
}
|
|
|
|
if (velocity.y > 0) {
|
|
bounds.max.y += velocity.y;
|
|
} else {
|
|
bounds.min.y += velocity.y;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method contains
|
|
* @param {bounds} bounds
|
|
* @param {vector} point
|
|
* @return {boolean} True if the bounds contain the point, otherwise false
|
|
*/
|
|
Bounds.contains = function(bounds, point) {
|
|
return point.x >= bounds.min.x && point.x <= bounds.max.x
|
|
&& point.y >= bounds.min.y && point.y <= bounds.max.y;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method overlaps
|
|
* @param {bounds} boundsA
|
|
* @param {bounds} boundsB
|
|
* @return {boolean} True if the bounds overlap, otherwise false
|
|
*/
|
|
Bounds.overlaps = function(boundsA, boundsB) {
|
|
return (boundsA.min.x <= boundsB.max.x && boundsA.max.x >= boundsB.min.x
|
|
&& boundsA.max.y >= boundsB.min.y && boundsA.min.y <= boundsB.max.y);
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/geometry/Bounds.js
|
|
|
|
|
|
// Begin src/geometry/Vector.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Vector
|
|
*/
|
|
|
|
// TODO: consider params for reusing vector objects
|
|
|
|
var Vector = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method magnitude
|
|
* @param {vector} vector
|
|
* @return {number} The magnitude of the vector
|
|
*/
|
|
Vector.magnitude = function(vector) {
|
|
return Math.sqrt((vector.x * vector.x) + (vector.y * vector.y));
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method magnitudeSquared
|
|
* @param {vector} vector
|
|
* @return {number} The squared magnitude of the vector
|
|
*/
|
|
Vector.magnitudeSquared = function(vector) {
|
|
return (vector.x * vector.x) + (vector.y * vector.y);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method rotate
|
|
* @param {vector} vector
|
|
* @param {number} angle
|
|
* @return {vector} A new vector rotated
|
|
*/
|
|
Vector.rotate = function(vector, angle) {
|
|
var cos = Math.cos(angle), sin = Math.sin(angle);
|
|
return {
|
|
x: vector.x * cos - vector.y * sin,
|
|
y: vector.x * sin + vector.y * cos
|
|
};
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method rotateAbout
|
|
* @param {vector} vector
|
|
* @param {number} angle
|
|
* @param {vector} point
|
|
* @return {vector} A new vector rotated about the point
|
|
*/
|
|
Vector.rotateAbout = function(vector, angle, point) {
|
|
var cos = Math.cos(angle), sin = Math.sin(angle);
|
|
return {
|
|
x: point.x + ((vector.x - point.x) * cos - (vector.y - point.y) * sin),
|
|
y: point.y + ((vector.x - point.x) * sin + (vector.y - point.y) * cos)
|
|
};
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method normalise
|
|
* @param {vector} vector
|
|
* @return {vector} A new vector normalised
|
|
*/
|
|
Vector.normalise = function(vector) {
|
|
var magnitude = Vector.magnitude(vector);
|
|
if (magnitude === 0)
|
|
return { x: 0, y: 0 };
|
|
return { x: vector.x / magnitude, y: vector.y / magnitude };
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method dot
|
|
* @param {vector} vectorA
|
|
* @param {vector} vectorB
|
|
* @return {number} The dot product of the two vectors
|
|
*/
|
|
Vector.dot = function(vectorA, vectorB) {
|
|
return (vectorA.x * vectorB.x) + (vectorA.y * vectorB.y);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method cross
|
|
* @param {vector} vectorA
|
|
* @param {vector} vectorB
|
|
* @return {number} The cross product of the two vectors
|
|
*/
|
|
Vector.cross = function(vectorA, vectorB) {
|
|
return (vectorA.x * vectorB.y) - (vectorA.y * vectorB.x);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method add
|
|
* @param {vector} vectorA
|
|
* @param {vector} vectorB
|
|
* @return {vector} A new vector added
|
|
*/
|
|
Vector.add = function(vectorA, vectorB) {
|
|
return { x: vectorA.x + vectorB.x, y: vectorA.y + vectorB.y };
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method sub
|
|
* @param {vector} vectorA
|
|
* @param {vector} vectorB
|
|
* @return {vector} A new vector subtracted
|
|
*/
|
|
Vector.sub = function(vectorA, vectorB) {
|
|
return { x: vectorA.x - vectorB.x, y: vectorA.y - vectorB.y };
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method mult
|
|
* @param {vector} vector
|
|
* @param {number} scalar
|
|
* @return {vector} A new vector multiplied by scalar
|
|
*/
|
|
Vector.mult = function(vector, scalar) {
|
|
return { x: vector.x * scalar, y: vector.y * scalar };
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method div
|
|
* @param {vector} vector
|
|
* @param {number} scalar
|
|
* @return {vector} A new vector divided by scalar
|
|
*/
|
|
Vector.div = function(vector, scalar) {
|
|
return { x: vector.x / scalar, y: vector.y / scalar };
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method perp
|
|
* @param {vector} vector
|
|
* @param {bool} negate
|
|
* @return {vector} The perpendicular vector
|
|
*/
|
|
Vector.perp = function(vector, negate) {
|
|
negate = negate === true ? -1 : 1;
|
|
return { x: negate * -vector.y, y: negate * vector.x };
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method neg
|
|
* @param {vector} vector
|
|
* @return {vector} The negated vector
|
|
*/
|
|
Vector.neg = function(vector) {
|
|
return { x: -vector.x, y: -vector.y };
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/geometry/Vector.js
|
|
|
|
|
|
// Begin src/geometry/Vertices.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Vertices
|
|
*/
|
|
|
|
// TODO: convex decomposition - http://mnbayazit.com/406/bayazit
|
|
|
|
var Vertices = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {vertices} vertices
|
|
* @param {body} body
|
|
*/
|
|
Vertices.create = function(vertices, body) {
|
|
for (var i = 0; i < vertices.length; i++) {
|
|
vertices[i].index = i;
|
|
vertices[i].body = body;
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method fromPath
|
|
* @param {string} path
|
|
* @return {vertices} vertices
|
|
*/
|
|
Vertices.fromPath = function(path) {
|
|
var pathPattern = /L\s*([\-\d\.]*)\s*([\-\d\.]*)/ig,
|
|
vertices = [];
|
|
|
|
path.replace(pathPattern, function(match, x, y) {
|
|
vertices.push({ x: parseFloat(x, 10), y: parseFloat(y, 10) });
|
|
});
|
|
|
|
return vertices;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method centre
|
|
* @param {vertices} vertices
|
|
* @return {vector} The centre point
|
|
*/
|
|
Vertices.centre = function(vertices) {
|
|
var cx = 0, cy = 0;
|
|
|
|
for (var i = 0; i < vertices.length; i++) {
|
|
cx += vertices[i].x;
|
|
cy += vertices[i].y;
|
|
}
|
|
|
|
return { x: cx / vertices.length, y: cy / vertices.length };
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method area
|
|
* @param {vertices} vertices
|
|
* @return {number} The area
|
|
*/
|
|
Vertices.area = function(vertices) {
|
|
var area = 0,
|
|
j = vertices.length - 1;
|
|
|
|
for (var i = 0; i < vertices.length; i++) {
|
|
area += (vertices[j].x - vertices[i].x) * (vertices[j].y + vertices[i].y);
|
|
j = i;
|
|
}
|
|
|
|
return Math.abs(area) / 2;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method inertia
|
|
* @param {vertices} vertices
|
|
* @param {number} mass
|
|
* @return {number} The polygon's moment of inertia, using second moment of area
|
|
*/
|
|
Vertices.inertia = function(vertices, mass) {
|
|
var numerator = 0,
|
|
denominator = 0,
|
|
v = vertices,
|
|
cross,
|
|
j;
|
|
|
|
// find the polygon's moment of inertia, using second moment of area
|
|
// http://www.physicsforums.com/showthread.php?t=25293
|
|
for (var n = 0; n < v.length; n++) {
|
|
j = (n + 1) % v.length;
|
|
cross = Math.abs(Vector.cross(v[j], v[n]));
|
|
numerator += cross * (Vector.dot(v[j], v[j]) + Vector.dot(v[j], v[n]) + Vector.dot(v[n], v[n]));
|
|
denominator += cross;
|
|
}
|
|
|
|
return (mass / 6) * (numerator / denominator);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method translate
|
|
* @param {vertices} vertices
|
|
* @param {vector} vector
|
|
* @param {number} scalar
|
|
*/
|
|
Vertices.translate = function(vertices, vector, scalar) {
|
|
var i;
|
|
if (scalar) {
|
|
for (i = 0; i < vertices.length; i++) {
|
|
vertices[i].x += vector.x * scalar;
|
|
vertices[i].y += vector.y * scalar;
|
|
}
|
|
} else {
|
|
for (i = 0; i < vertices.length; i++) {
|
|
vertices[i].x += vector.x;
|
|
vertices[i].y += vector.y;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method rotate
|
|
* @param {vertices} vertices
|
|
* @param {number} angle
|
|
* @param {vector} point
|
|
*/
|
|
Vertices.rotate = function(vertices, angle, point) {
|
|
if (angle === 0)
|
|
return;
|
|
|
|
var cos = Math.cos(angle),
|
|
sin = Math.sin(angle);
|
|
|
|
for (var i = 0; i < vertices.length; i++) {
|
|
var vertice = vertices[i],
|
|
dx = vertice.x - point.x,
|
|
dy = vertice.y - point.y;
|
|
|
|
vertice.x = point.x + (dx * cos - dy * sin);
|
|
vertice.y = point.y + (dx * sin + dy * cos);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method contains
|
|
* @param {vertices} vertices
|
|
* @param {vector} point
|
|
* @return {boolean} True if the vertices contains point, otherwise false
|
|
*/
|
|
Vertices.contains = function(vertices, point) {
|
|
for (var i = 0; i < vertices.length; i++) {
|
|
var vertice = vertices[i],
|
|
nextVertice = vertices[(i + 1) % vertices.length];
|
|
if ((point.x - vertice.x) * (nextVertice.y - vertice.y) + (point.y - vertice.y) * (vertice.x - nextVertice.x) > 0) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/geometry/Vertices.js
|
|
|
|
|
|
// Begin src/render/Gui.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Gui
|
|
*/
|
|
|
|
var Gui = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {engine} engine
|
|
* @param {object} options
|
|
* @return {gui} A container for a configured dat.gui
|
|
*/
|
|
Gui.create = function(engine, options) {
|
|
var _datGuiSupported = window.dat && window.localStorage,
|
|
_serializer;
|
|
|
|
if (!_datGuiSupported) {
|
|
console.log("Could not create GUI. Check dat.gui library is loaded first.");
|
|
return;
|
|
}
|
|
|
|
var datGui = new dat.GUI(options);
|
|
|
|
if (Resurrect) {
|
|
_serializer = new Resurrect({ prefix: '$' });
|
|
_serializer.parse = _serializer.resurrect;
|
|
} else {
|
|
_serializer = JSON;
|
|
}
|
|
|
|
var gui = {
|
|
datGui: datGui,
|
|
amount: 1,
|
|
size: 40,
|
|
sides: 4,
|
|
density: 0.001,
|
|
restitution: 0,
|
|
friction: 0.1,
|
|
frictionAir: 0.01
|
|
};
|
|
|
|
var funcs = {
|
|
|
|
addBody: function() {
|
|
var options = {
|
|
density: gui.density,
|
|
friction: gui.friction,
|
|
frictionAir: gui.frictionAir,
|
|
restitution: gui.restitution
|
|
};
|
|
|
|
for (var i = 0; i < gui.amount; i++) {
|
|
World.addBody(engine.world, Bodies.polygon(120 + i * gui.size + i * 50, 200, gui.sides, gui.size, options));
|
|
}
|
|
},
|
|
|
|
clear: function() {
|
|
World.clear(engine.world, true);
|
|
Engine.clear(engine);
|
|
},
|
|
|
|
save: function() {
|
|
if (localStorage && _serializer) {
|
|
localStorage.setItem('world', _serializer.stringify(engine.world));
|
|
}
|
|
},
|
|
|
|
load: function() {
|
|
var loadedWorld;
|
|
|
|
if (localStorage && _serializer) {
|
|
loadedWorld = _serializer.parse(localStorage.getItem('world'));
|
|
}
|
|
|
|
if (loadedWorld) {
|
|
Engine.merge(engine, { world: loadedWorld });
|
|
}
|
|
}
|
|
};
|
|
|
|
var metrics = datGui.addFolder('Metrics');
|
|
metrics.add(engine.timing, 'fps').listen();
|
|
metrics.add(engine.timing, 'delta').listen();
|
|
metrics.add(engine.timing, 'correction').listen();
|
|
metrics.add(engine.metrics, 'bodies').listen();
|
|
metrics.add(engine.metrics, 'collisions').listen();
|
|
metrics.add(engine.metrics, 'pairs').listen();
|
|
metrics.add(engine.metrics, 'broadEff').listen();
|
|
metrics.add(engine.metrics, 'midEff').listen();
|
|
metrics.add(engine.metrics, 'narrowEff').listen();
|
|
metrics.close();
|
|
|
|
var controls = datGui.addFolder('Add Body');
|
|
controls.add(gui, 'amount', 1, 5).step(1);
|
|
controls.add(gui, 'size', 5, 150).step(1);
|
|
controls.add(gui, 'sides', 1, 8).step(1);
|
|
controls.add(gui, 'density', 0.0001, 0.01).step(0.001);
|
|
controls.add(gui, 'friction', 0, 1).step(0.05);
|
|
controls.add(gui, 'frictionAir', 0, gui.frictionAir * 10).step(gui.frictionAir / 10);
|
|
controls.add(gui, 'restitution', 0, 1).step(0.1);
|
|
controls.add(funcs, 'addBody');
|
|
controls.open();
|
|
|
|
var worldGui = datGui.addFolder('World');
|
|
worldGui.add(funcs, 'load');
|
|
worldGui.add(funcs, 'save');
|
|
worldGui.add(funcs, 'clear');
|
|
worldGui.open();
|
|
|
|
var gravity = worldGui.addFolder('Gravity');
|
|
gravity.add(engine.world.gravity, 'x', -1, 1).step(0.01);
|
|
gravity.add(engine.world.gravity, 'y', -1, 1).step(0.01);
|
|
gravity.open();
|
|
|
|
var physics = datGui.addFolder('Engine');
|
|
physics.add(engine, 'enableSleeping');
|
|
physics.add(engine.broadphase, 'current', ['grid', 'bruteForce']);
|
|
physics.add(engine, 'timeScale', 0.1, 2).step(0.1);
|
|
physics.add(engine, 'velocityIterations', 1, 10).step(1);
|
|
physics.add(engine, 'positionIterations', 1, 10).step(1);
|
|
physics.add(engine, 'enabled');
|
|
physics.open();
|
|
|
|
var render = datGui.addFolder('Render');
|
|
render.add(engine.render.options, 'wireframes');
|
|
render.add(engine.render.options, 'showDebug');
|
|
render.add(engine.render.options, 'showPositions');
|
|
render.add(engine.render.options, 'showBroadphase');
|
|
render.add(engine.render.options, 'showBounds');
|
|
render.add(engine.render.options, 'showVelocity');
|
|
render.add(engine.render.options, 'showCollisions');
|
|
render.add(engine.render.options, 'showAxes');
|
|
render.add(engine.render.options, 'showAngleIndicator');
|
|
render.add(engine.render.options, 'showSleeping');
|
|
render.add(engine.render.options, 'showIds');
|
|
render.add(engine.render.options, 'showShadows');
|
|
render.add(engine.render.options, 'enabled');
|
|
render.open();
|
|
|
|
//datGui.remember(world)
|
|
|
|
return gui;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method update
|
|
* @param {gui} gui
|
|
* @param {datGui} datGui
|
|
*/
|
|
Gui.update = function(gui, datGui) {
|
|
var i;
|
|
datGui = datGui || gui.datGui;
|
|
|
|
for (i in datGui.__folders) {
|
|
Gui.update(gui, datGui.__folders[i]);
|
|
}
|
|
|
|
for (i in datGui.__controllers) {
|
|
var controller = datGui.__controllers[i];
|
|
if (controller.updateDisplay)
|
|
controller.updateDisplay();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method closeAll
|
|
* @param {gui} gui
|
|
*/
|
|
Gui.closeAll = function(gui) {
|
|
var datGui = gui.datGui;
|
|
|
|
for (var i in datGui.__folders) {
|
|
datGui.__folders[i].close();
|
|
}
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/render/Gui.js
|
|
|
|
|
|
// Begin src/render/Render.js
|
|
|
|
/**
|
|
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
|
|
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
|
|
*
|
|
* @class Render
|
|
*/
|
|
|
|
// TODO: viewports
|
|
// TODO: two.js, pixi.js
|
|
|
|
var Render = {};
|
|
|
|
(function() {
|
|
|
|
/**
|
|
* Description
|
|
* @method create
|
|
* @param {object} options
|
|
* @return {render} A new renderer
|
|
*/
|
|
Render.create = function(options) {
|
|
var defaults = {
|
|
controller: Render,
|
|
options: {
|
|
width: 800,
|
|
height: 600,
|
|
background: '#fafafa',
|
|
wireframeBackground: '#222',
|
|
enabled: true,
|
|
wireframes: true,
|
|
showSleeping: true,
|
|
showDebug: false,
|
|
showBroadphase: false,
|
|
showBounds: false,
|
|
showVelocity: false,
|
|
showCollisions: false,
|
|
showAxes: false,
|
|
showPositions: false,
|
|
showAngleIndicator: false,
|
|
showIds: false,
|
|
showShadows: false
|
|
}
|
|
};
|
|
|
|
var render = Common.extend(defaults, options);
|
|
|
|
render.canvas = render.canvas || _createCanvas(render.options.width, render.options.height);
|
|
render.context = render.canvas.getContext('2d');
|
|
|
|
return render;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method world
|
|
* @param {engine} engine
|
|
*/
|
|
Render.world = function(engine) {
|
|
var render = engine.render,
|
|
world = engine.world,
|
|
canvas = render.canvas,
|
|
context = render.context,
|
|
options = render.options,
|
|
i;
|
|
|
|
if (options.wireframes) {
|
|
context.fillStyle = options.wireframeBackground;
|
|
} else {
|
|
context.fillStyle = options.background;
|
|
}
|
|
|
|
context.fillRect(0, 0, canvas.width, canvas.height);
|
|
|
|
if (options.showShadows && !options.wireframes)
|
|
for (i = 0; i < world.bodies.length; i++)
|
|
Render.bodyShadow(engine, world.bodies[i], context);
|
|
|
|
for (i = 0; i < world.bodies.length; i++)
|
|
Render.body(engine, world.bodies[i], context);
|
|
|
|
for (i = 0; i < world.constraints.length; i++)
|
|
Render.constraint(world.constraints[i], context);
|
|
|
|
if (options.showCollisions)
|
|
for (i = 0; i < engine.pairsList.length; i++)
|
|
Render.collision(engine, engine.pairsList[i], context);
|
|
|
|
if (options.showBroadphase && engine.broadphase.current === 'grid')
|
|
Render.grid(engine, engine.broadphase[engine.broadphase.current].instance, context);
|
|
|
|
if (options.showDebug)
|
|
Render.debug(engine, context);
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method debug
|
|
* @param {engine} engine
|
|
* @param {RenderingContext} context
|
|
*/
|
|
Render.debug = function(engine, context) {
|
|
var c = context,
|
|
world = engine.world,
|
|
render = engine.render,
|
|
options = render.options,
|
|
space = " ";
|
|
|
|
if (engine.timing.timestamp - (render.debugTimestamp || 0) >= 500) {
|
|
var text = "";
|
|
text += "delta: " + engine.timing.delta.toFixed(3) + space;
|
|
text += "fps: " + Math.round(engine.timing.fps) + space;
|
|
text += "correction: " + engine.timing.correction.toFixed(3) + space;
|
|
text += "bodies: " + world.bodies.length + space;
|
|
|
|
if (engine.broadphase.controller === Grid)
|
|
text += "buckets: " + engine.metrics.buckets + space;
|
|
|
|
text += "\n";
|
|
|
|
text += "collisions: " + engine.metrics.collisions + space;
|
|
text += "pairs: " + engine.pairs.length + space;
|
|
text += "broad: " + engine.metrics.broadEff + space;
|
|
text += "mid: " + engine.metrics.midEff + space;
|
|
text += "narrow: " + engine.metrics.narrowEff + space;
|
|
render.debugString = text;
|
|
render.debugTimestamp = engine.timing.timestamp;
|
|
}
|
|
|
|
if (render.debugString) {
|
|
c.font = "12px Arial";
|
|
|
|
if (options.wireframes) {
|
|
c.fillStyle = 'rgba(255,255,255,0.5)';
|
|
} else {
|
|
c.fillStyle = 'rgba(0,0,0,0.5)';
|
|
}
|
|
|
|
var split = render.debugString.split('\n');
|
|
|
|
for (var i = 0; i < split.length; i++) {
|
|
c.fillText(split[i], 50, 50 + i * 18);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method constraint
|
|
* @param {constraint} constraint
|
|
* @param {RenderingContext} context
|
|
*/
|
|
Render.constraint = function(constraint, context) {
|
|
var bodyA = constraint.bodyA,
|
|
bodyB = constraint.bodyB,
|
|
c = context;
|
|
|
|
if (!constraint.pointA || !constraint.pointB)
|
|
return;
|
|
|
|
if (bodyA) {
|
|
c.beginPath();
|
|
c.moveTo(bodyA.position.x + constraint.pointA.x, bodyA.position.y + constraint.pointA.y);
|
|
} else {
|
|
c.beginPath();
|
|
c.moveTo(constraint.pointA.x, constraint.pointA.y);
|
|
}
|
|
|
|
if (bodyB) {
|
|
c.lineTo(bodyB.position.x + constraint.pointB.x, bodyB.position.y + constraint.pointB.y);
|
|
} else {
|
|
c.lineTo(constraint.pointB.x, constraint.pointB.y);
|
|
}
|
|
|
|
c.lineWidth = constraint.lineWidth;
|
|
c.strokeStyle = constraint.strokeStyle;
|
|
c.stroke();
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method bodyShadow
|
|
* @param {engine} engine
|
|
* @param {body} body
|
|
* @param {RenderingContext} context
|
|
*/
|
|
Render.bodyShadow = function(engine, body, context) {
|
|
var c = context,
|
|
render = engine.render;
|
|
|
|
if (body.circleRadius) {
|
|
c.beginPath();
|
|
c.arc(body.position.x, body.position.y, body.circleRadius, 0, 2 * Math.PI);
|
|
c.closePath();
|
|
} else {
|
|
c.beginPath();
|
|
c.moveTo(body.vertices[0].x, body.vertices[0].y);
|
|
for (var j = 1; j < body.vertices.length; j++) {
|
|
c.lineTo(body.vertices[j].x, body.vertices[j].y);
|
|
}
|
|
c.closePath();
|
|
}
|
|
|
|
var distanceX = body.position.x - render.options.width * 0.5,
|
|
distanceY = body.position.y - render.options.height * 0.2,
|
|
distance = Math.abs(distanceX) + Math.abs(distanceY);
|
|
|
|
c.shadowColor = 'rgba(0,0,0,0.15)';
|
|
c.shadowOffsetX = 0.05 * distanceX;
|
|
c.shadowOffsetY = 0.05 * distanceY;
|
|
c.shadowBlur = 1 + 12 * Math.min(1, distance / 1000);
|
|
|
|
c.fill();
|
|
|
|
c.shadowColor = null;
|
|
c.shadowOffsetX = null;
|
|
c.shadowOffsetY = null;
|
|
c.shadowBlur = null;
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method body
|
|
* @param {engine} engine
|
|
* @param {body} body
|
|
* @param {RenderingContext} context
|
|
*/
|
|
Render.body = function(engine, body, context) {
|
|
var c = context,
|
|
render = engine.render,
|
|
options = render.options;
|
|
|
|
// body bounds
|
|
if (options.showBounds) {
|
|
c.beginPath();
|
|
c.rect(body.bounds.min.x, body.bounds.min.y, body.bounds.max.x - body.bounds.min.x, body.bounds.max.y - body.bounds.min.y);
|
|
c.lineWidth = 1;
|
|
if (options.wireframes) {
|
|
c.strokeStyle = 'rgba(255,255,255,0.08)';
|
|
} else {
|
|
c.strokeStyle = 'rgba(0,0,0,0.1)';
|
|
}
|
|
c.stroke();
|
|
}
|
|
|
|
// body polygon
|
|
if (body.circleRadius) {
|
|
c.beginPath();
|
|
c.arc(body.position.x, body.position.y, body.circleRadius, 0, 2 * Math.PI);
|
|
c.closePath();
|
|
} else {
|
|
c.beginPath();
|
|
c.moveTo(body.vertices[0].x, body.vertices[0].y);
|
|
for (var j = 1; j < body.vertices.length; j++) {
|
|
c.lineTo(body.vertices[j].x, body.vertices[j].y);
|
|
}
|
|
c.closePath();
|
|
}
|
|
|
|
if (!options.wireframes) {
|
|
c.fillStyle = body.fillStyle;
|
|
if (options.showSleeping && body.isSleeping)
|
|
c.fillStyle = Common.shadeColor(body.fillStyle, 50);
|
|
c.lineWidth = body.lineWidth;
|
|
c.strokeStyle = body.strokeStyle;
|
|
c.fill();
|
|
c.stroke();
|
|
} else {
|
|
c.lineWidth = 1;
|
|
c.strokeStyle = '#bbb';
|
|
if (options.showSleeping && body.isSleeping)
|
|
c.strokeStyle = 'rgba(255,255,255,0.2)';
|
|
c.stroke();
|
|
}
|
|
|
|
// angle indicator
|
|
if (options.showAngleIndicator && !options.showAxes) {
|
|
c.beginPath();
|
|
c.moveTo(body.position.x, body.position.y);
|
|
c.lineTo((body.vertices[0].x + body.vertices[body.vertices.length-1].x) / 2,
|
|
(body.vertices[0].y + body.vertices[body.vertices.length-1].y) / 2);
|
|
c.lineWidth = 1;
|
|
if (options.wireframes) {
|
|
c.strokeStyle = 'indianred';
|
|
} else {
|
|
c.strokeStyle = body.strokeStyle;
|
|
}
|
|
c.stroke();
|
|
}
|
|
|
|
// axes
|
|
if (options.showAxes) {
|
|
for (var i = 0; i < body.axes.length; i++) {
|
|
var axis = body.axes[i];
|
|
c.beginPath();
|
|
c.moveTo(body.position.x, body.position.y);
|
|
c.lineTo(body.position.x + axis.x * 20, body.position.y + axis.y * 20);
|
|
c.lineWidth = 1;
|
|
if (options.wireframes) {
|
|
c.strokeStyle = 'indianred';
|
|
} else {
|
|
c.strokeStyle = body.strokeStyle;
|
|
}
|
|
c.stroke();
|
|
}
|
|
}
|
|
|
|
// positions
|
|
if (options.showPositions) {
|
|
c.beginPath();
|
|
c.arc(body.position.x, body.position.y, 3, 0, 2 * Math.PI, false);
|
|
if (options.wireframes) {
|
|
c.fillStyle = 'indianred';
|
|
} else {
|
|
c.fillStyle = 'rgba(0,0,0,0.5)';
|
|
}
|
|
c.fill();
|
|
c.beginPath();
|
|
c.arc(body.positionPrev.x, body.positionPrev.y, 2, 0, 2 * Math.PI, false);
|
|
c.fillStyle = 'rgba(255,165,0,0.8)';
|
|
c.fill();
|
|
}
|
|
|
|
// body velocity vector
|
|
if (options.showVelocity) {
|
|
c.beginPath();
|
|
c.moveTo(body.position.x, body.position.y);
|
|
c.lineTo(body.position.x + (body.position.x - body.positionPrev.x) * 2, body.position.y + (body.position.y - body.positionPrev.y) * 2);
|
|
c.lineWidth = 3;
|
|
c.strokeStyle = 'cornflowerblue';
|
|
c.stroke();
|
|
}
|
|
|
|
// body id
|
|
if (options.showIds) {
|
|
c.font = "12px Arial";
|
|
c.fillStyle = 'rgba(255,255,255,0.5)';
|
|
c.fillText(body.id, body.position.x + 10, body.position.y - 10);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method collision
|
|
* @param {engine} engine
|
|
* @param {pair} pair
|
|
* @param {RenderingContext} context
|
|
*/
|
|
Render.collision = function(engine, pair, context) {
|
|
var c = context,
|
|
collision = pair.collision,
|
|
options = engine.render.options;
|
|
|
|
for (var i = 0; i < pair.activeContacts.length; i++) {
|
|
var contact = pair.activeContacts[i],
|
|
vertex = contact.vertex;
|
|
c.beginPath();
|
|
//c.arc(vertex.x, vertex.y, 2.5, 0, 2 * Math.PI, false);
|
|
c.rect(vertex.x - 1.5, vertex.y - 1.5, 3.5, 3.5);
|
|
if (options.wireframes) {
|
|
c.fillStyle = 'rgba(255,255,255,0.7)';
|
|
} else {
|
|
c.fillStyle = 'orange';
|
|
}
|
|
c.fill();
|
|
}
|
|
|
|
if (pair.activeContacts.length > 0) {
|
|
var normalPosX = pair.activeContacts[0].vertex.x,
|
|
normalPosY = pair.activeContacts[0].vertex.y;
|
|
|
|
if (pair.activeContacts.length === 2) {
|
|
normalPosX = (pair.activeContacts[0].vertex.x + pair.activeContacts[1].vertex.x) / 2;
|
|
normalPosY = (pair.activeContacts[0].vertex.y + pair.activeContacts[1].vertex.y) / 2;
|
|
}
|
|
|
|
// collision normal
|
|
c.beginPath();
|
|
c.moveTo(normalPosX - collision.normal.x * 8, normalPosY - collision.normal.y * 8);
|
|
c.lineWidth = 1;
|
|
c.lineTo(normalPosX, normalPosY);
|
|
if (options.wireframes) {
|
|
c.strokeStyle = 'rgba(255,165,0,0.7)';
|
|
} else {
|
|
c.strokeStyle = 'orange';
|
|
}
|
|
c.stroke();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method grid
|
|
* @param {engine} engine
|
|
* @param {grid} grid
|
|
* @param {RenderingContext} context
|
|
*/
|
|
Render.grid = function(engine, grid, context) {
|
|
var c = context,
|
|
options = engine.render.options;
|
|
|
|
c.lineWidth = 1;
|
|
|
|
if (options.wireframes) {
|
|
c.strokeStyle = 'rgba(255,180,0,0.1)';
|
|
} else {
|
|
c.strokeStyle = 'rgba(255,180,0,0.5)';
|
|
}
|
|
|
|
var bucketKeys = Common.keys(grid.buckets);
|
|
|
|
for (var i = 0; i < bucketKeys.length; i++) {
|
|
var bucketId = bucketKeys[i];
|
|
|
|
if (grid.buckets[bucketId].length < 2)
|
|
continue;
|
|
|
|
var region = bucketId.split(',');
|
|
c.beginPath();
|
|
c.rect(0.5 + parseInt(region[0], 10) * grid.bucketWidth,
|
|
0.5 + parseInt(region[1], 10) * grid.bucketHeight,
|
|
grid.bucketWidth,
|
|
grid.bucketHeight);
|
|
c.stroke();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Description
|
|
* @method _createCanvas
|
|
* @private
|
|
* @param {} width
|
|
* @param {} height
|
|
* @return canvas
|
|
*/
|
|
var _createCanvas = function(width, height) {
|
|
var canvas = document.createElement('canvas');
|
|
canvas.width = width;
|
|
canvas.height = height;
|
|
canvas.oncontextmenu = function() { return false; };
|
|
canvas.onselectstart = function() { return false; };
|
|
return canvas;
|
|
};
|
|
|
|
})();
|
|
|
|
; // End src/render/Render.js
|
|
|
|
|
|
// aliases
|
|
|
|
World.addComposite = Composite.add;
|
|
World.addBody = Composite.addBody;
|
|
World.addConstraint = Composite.addConstraint;
|
|
|
|
// exports
|
|
|
|
Matter.Body = Body;
|
|
Matter.Composite = Composite;
|
|
Matter.World = World;
|
|
Matter.Contact = Contact;
|
|
Matter.Detector = Detector;
|
|
Matter.Grid = Grid;
|
|
Matter.Manager = Manager;
|
|
Matter.Pair = Pair;
|
|
Matter.Resolver = Resolver;
|
|
Matter.SAT = SAT;
|
|
Matter.Constraint = Constraint;
|
|
Matter.MouseConstraint = MouseConstraint;
|
|
Matter.Common = Common;
|
|
Matter.Engine = Engine;
|
|
Matter.Metrics = Metrics;
|
|
Matter.Mouse = Mouse;
|
|
Matter.Sleeping = Sleeping;
|
|
Matter.Bodies = Bodies;
|
|
Matter.Composites = Composites;
|
|
Matter.Axes = Axes;
|
|
Matter.Bounds = Bounds;
|
|
Matter.Vector = Vector;
|
|
Matter.Vertices = Vertices;
|
|
Matter.Gui = Gui;
|
|
Matter.Render = Render;
|
|
|
|
// CommonJS module
|
|
if (typeof exports !== 'undefined') {
|
|
if (typeof module !== 'undefined' && module.exports) {
|
|
exports = module.exports = Matter;
|
|
}
|
|
exports.Matter = Matter;
|
|
}
|
|
|
|
// AMD module
|
|
if (typeof define === 'function' && define.amd) {
|
|
define('Matter', [], function () {
|
|
return Matter;
|
|
});
|
|
}
|
|
|
|
// browser
|
|
if (typeof window === 'object' && typeof window.document === 'object') {
|
|
window.Matter = Matter;
|
|
}
|
|
|
|
// End Matter namespace closure
|
|
|
|
})(); |