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7fce5d861c
* master: (123 commits) release 0.18.0 prevent source map in demo builds updated test scripts added note about webpack performance to readme added benchmark test command increase iterations on Example.stress3 add triangles to mixed bodies example added example for Composite.remove updated examples deprecated Matter.Grid added broadphase to Matter.Detector replaced Matter.SAT with Matter.Collision use force exit in tests added cache checks to Matter.Composite change raycasting example events to enable use in tests optimised collisions added Matter.Collision use Matter.Runner in test worker optimised Matter.Pairs optimised Resolver.solvePosition ... # Conflicts: # examples/car.js # examples/manipulation.js # examples/ragdoll.js # examples/slingshot.js # examples/timescale.js # src/collision/Detector.js # src/collision/Resolver.js # src/collision/SAT.js # src/core/Engine.js # src/core/Runner.js
147 lines
4.5 KiB
JavaScript
147 lines
4.5 KiB
JavaScript
var Example = Example || {};
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Example.manipulation = 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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Body = Matter.Body,
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Common = Matter.Common,
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Events = Matter.Events,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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Composite = Matter.Composite,
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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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showAxes: true,
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showCollisions: true,
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showConvexHulls: 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 bodyA = Bodies.rectangle(100, 200, 50, 50, { isStatic: true, render: { fillStyle: '#060a19' } }),
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bodyB = Bodies.rectangle(200, 200, 50, 50),
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bodyC = Bodies.rectangle(300, 200, 50, 50),
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bodyD = Bodies.rectangle(400, 200, 50, 50),
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bodyE = Bodies.rectangle(550, 200, 50, 50),
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bodyF = Bodies.rectangle(700, 200, 50, 50),
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bodyG = Bodies.circle(400, 100, 25, { render: { fillStyle: '#060a19' } }),
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partA = Bodies.rectangle(600, 200, 120 * 0.8, 50 * 0.8, { render: { fillStyle: '#060a19' } }),
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partB = Bodies.rectangle(660, 200, 50 * 0.8, 190 * 0.8, { render: { fillStyle: '#060a19' } }),
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compound = Body.create({
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parts: [partA, partB],
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isStatic: true
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});
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Composite.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
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Composite.add(world, [
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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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var lastTime = 0,
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scaleRate = 0.6;
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Events.on(engine, 'beforeUpdate', function(event) {
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var timeScale = (event.delta || (1000 / 60)) / 1000;
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if (scaleRate > 0) {
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Body.scale(bodyF, 1 + (scaleRate * timeScale), 1 + (scaleRate * timeScale));
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// modify bodyE vertices
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bodyE.vertices[0].x -= 0.2 * timeScale;
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bodyE.vertices[0].y -= 0.2 * timeScale;
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bodyE.vertices[1].x += 0.2 * timeScale;
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bodyE.vertices[1].y -= 0.2 * timeScale;
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Body.setVertices(bodyE, bodyE.vertices);
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}
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// make bodyA move up and down
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var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002);
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Body.setPosition(bodyA, { x: 100, y: py }, true);
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// make compound body move up and down and rotate constantly
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Body.setPosition(compound, { x: 600, y: py }, true);
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Body.rotate(compound, 1 * Math.PI * timeScale, null, true);
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// after first 0.8 sec (simulation time)
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if (engine.timing.timestamp >= 800)
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Body.setStatic(bodyG, true);
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// every 1.5 sec (simulation time)
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if (engine.timing.timestamp - lastTime >= 1500) {
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Body.setVelocity(bodyB, { x: 0, y: -10 });
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Body.setAngle(bodyC, -Math.PI * 0.26);
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Body.setAngularVelocity(bodyD, 0.2);
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// stop scaling
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scaleRate = 0;
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// update last time
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lastTime = engine.timing.timestamp;
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}
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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.manipulation.title = 'Manipulation';
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Example.manipulation.for = '>=0.14.2';
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if (typeof module !== 'undefined') {
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module.exports = Example.manipulation;
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}
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