mirror of
https://github.com/liabru/matter-js.git
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145 lines
4.1 KiB
JavaScript
145 lines
4.1 KiB
JavaScript
var Example = Example || {};
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Example.raycasting = function() {
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var Engine = Matter.Engine,
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Render = Matter.Render,
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Runner = Matter.Runner,
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Composite = Matter.Composite,
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Composites = Matter.Composites,
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Common = Matter.Common,
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Query = Matter.Query,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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Events = Matter.Events,
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Vertices = Matter.Vertices,
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Bodies = Matter.Bodies;
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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width: 800,
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height: 600,
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showAngleIndicator: true
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}
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});
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Render.run(render);
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// create runner
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var runner = Runner.create();
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Runner.run(runner, engine);
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// add bodies
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var stack = Composites.stack(20, 20, 12, 4, 0, 0, function(x, y) {
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switch (Math.round(Common.random(0, 1))) {
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case 0:
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if (Common.random() < 0.8) {
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return Bodies.rectangle(x, y, Common.random(20, 50), Common.random(20, 50));
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} else {
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return Bodies.rectangle(x, y, Common.random(80, 120), Common.random(20, 30));
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}
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case 1:
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var sides = Math.round(Common.random(1, 8));
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sides = (sides === 3) ? 4 : sides;
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return Bodies.polygon(x, y, sides, Common.random(20, 50));
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}
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});
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// for testing raycasting on concave bodies
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Common.setDecomp(require('poly-decomp'));
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var star = Vertices.fromPath('50 0 63 38 100 38 69 59 82 100 50 75 18 100 31 59 0 38 37 38'),
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concave = Bodies.fromVertices(200, 200, star);
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Composite.add(world, [
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stack,
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concave,
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// walls
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
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Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
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Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
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]);
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Events.on(render, 'afterRender', function() {
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var mouse = mouseConstraint.mouse,
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context = render.context,
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bodies = Composite.allBodies(engine.world),
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startPoint = { x: 400, y: 100 },
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endPoint = mouse.position;
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var collisions = Query.ray(bodies, startPoint, endPoint);
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Render.startViewTransform(render);
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context.beginPath();
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context.moveTo(startPoint.x, startPoint.y);
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context.lineTo(endPoint.x, endPoint.y);
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if (collisions.length > 0) {
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context.strokeStyle = '#fff';
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} else {
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context.strokeStyle = '#555';
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}
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context.lineWidth = 0.5;
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context.stroke();
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for (var i = 0; i < collisions.length; i++) {
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var collision = collisions[i];
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context.rect(collision.bodyA.position.x - 4.5, collision.bodyA.position.y - 4.5, 8, 8);
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}
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context.fillStyle = 'rgba(255,165,0,0.7)';
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context.fill();
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Render.endViewTransform(render);
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});
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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mouseConstraint = MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 0.2,
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render: {
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visible: false
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}
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}
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});
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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// fit the render viewport to the scene
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Render.lookAt(render, {
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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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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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};
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};
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Example.raycasting.title = 'Raycasting';
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Example.raycasting.for = '>0.16.1';
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if (typeof module !== 'undefined') {
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module.exports = Example.raycasting;
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}
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