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collisionFiltering.js
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collisionFiltering.js
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var Example = Example || {};
Example.collisionFiltering = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composite = Matter.Composite,
Composites = Matter.Composites,
Common = Matter.Common,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;
// create engine
var engine = Engine.create(),
world = engine.world;
// create renderer
var render = Render.create({
element: document.body,
engine: engine,
options: {
width: 800,
height: 600,
wireframes: false,
background: '#111'
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// define our categories (as bit fields, there are up to 32 available)
var defaultCategory = 0x0001,
redCategory = 0x0002,
greenCategory = 0x0004,
blueCategory = 0x0008;
var redColor = '#C44D58',
blueColor = '#4ECDC4',
greenColor = '#C7F464';
// add floor
World.add(world, Bodies.rectangle(400, 600, 900, 50, {
isStatic: true,
render: {
fillStyle: 'transparent',
lineWidth: 1
}
}));
// create a stack with varying body categories (but these bodies can all collide with each other)
World.add(world,
Composites.stack(275, 100, 5, 9, 10, 10, function(x, y, column, row) {
var category = redCategory,
color = redColor;
if (row > 5) {
category = blueCategory;
color = blueColor;
} else if (row > 2) {
category = greenCategory;
color = greenColor;
}
return Bodies.circle(x, y, 20, {
collisionFilter: {
category: category
},
render: {
strokeStyle: color,
fillStyle: 'transparent',
lineWidth: 1
}
});
})
);
// this body will only collide with the walls and the green bodies
World.add(world,
Bodies.circle(310, 40, 30, {
collisionFilter: {
mask: defaultCategory | greenCategory
},
render: {
fillStyle: greenColor
}
})
);
// this body will only collide with the walls and the red bodies
World.add(world,
Bodies.circle(400, 40, 30, {
collisionFilter: {
mask: defaultCategory | redCategory
},
render: {
fillStyle: redColor
}
})
);
// this body will only collide with the walls and the blue bodies
World.add(world,
Bodies.circle(480, 40, 30, {
collisionFilter: {
mask: defaultCategory | blueCategory
},
render: {
fillStyle: blueColor
}
})
);
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.2,
render: {
visible: false
}
}
});
World.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;
// red category objects should not be draggable with the mouse
mouseConstraint.collisionFilter.mask = defaultCategory | blueCategory | greenCategory;
// fit the render viewport to the scene
Render.lookAt(render, {
min: { x: 0, y: 0 },
max: { x: 800, y: 600 }
});
// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};