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constraints.js
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constraints.js
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var Example = Example || {};
Example.constraints = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Composites = Matter.Composites,
Common = Matter.Common,
Constraint = Matter.Constraint,
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,
showAngleIndicator: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add stiff global constraint
var body = Bodies.polygon(150, 200, 5, 30);
var constraint = Constraint.create({
pointA: { x: 150, y: 100 },
bodyB: body,
pointB: { x: -10, y: -10 }
});
World.add(world, [body, constraint]);
// add soft global constraint
var body = Bodies.polygon(280, 100, 3, 30);
var constraint = Constraint.create({
pointA: { x: 280, y: 120 },
bodyB: body,
pointB: { x: -10, y: -7 },
stiffness: 0.001
});
World.add(world, [body, constraint]);
// add damped soft global constraint
var body = Bodies.polygon(400, 100, 4, 30);
var constraint = Constraint.create({
pointA: { x: 400, y: 120 },
bodyB: body,
pointB: { x: -10, y: -10 },
stiffness: 0.001,
damping: 0.05
});
World.add(world, [body, constraint]);
// add revolute constraint
var body = Bodies.rectangle(600, 200, 200, 20);
var ball = Bodies.circle(550, 150, 20);
var constraint = Constraint.create({
pointA: { x: 600, y: 200 },
bodyB: body,
length: 0
});
World.add(world, [body, ball, constraint]);
// add revolute multi-body constraint
var body = Bodies.rectangle(500, 400, 100, 20, { collisionFilter: { group: -1 } });
var ball = Bodies.circle(600, 400, 20, { collisionFilter: { group: -1 } });
var constraint = Constraint.create({
bodyA: body,
bodyB: ball
});
World.add(world, [body, ball, constraint]);
// add stiff multi-body constraint
var bodyA = Bodies.polygon(100, 400, 6, 20);
var bodyB = Bodies.polygon(200, 400, 1, 50);
var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -10 }
});
World.add(world, [bodyA, bodyB, constraint]);
// add soft global constraint
var bodyA = Bodies.polygon(300, 400, 4, 20);
var bodyB = Bodies.polygon(400, 400, 3, 30);
var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -7 },
stiffness: 0.001
});
World.add(world, [bodyA, bodyB, constraint]);
// add damped soft global constraint
var bodyA = Bodies.polygon(500, 400, 6, 30);
var bodyB = Bodies.polygon(600, 400, 7, 60);
var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -10 },
stiffness: 0.001,
damping: 0.1
});
World.add(world, [bodyA, bodyB, constraint]);
World.add(world, [
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
]);
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
// allow bodies on mouse to rotate
angularStiffness: 0,
render: {
visible: false
}
}
});
World.add(world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;
// 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);
}
};
};