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added Example.constraints
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liabru committed Jun 26, 2017
1 parent 0952516 commit b93c08f
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1 change: 1 addition & 0 deletions demo/index.html
Expand Up @@ -44,6 +44,7 @@
<script src="../examples/compound.js"></script>
<script src="../examples/compoundStack.js"></script>
<script src="../examples/concave.js"></script>
<script src="../examples/constraints.js"></script>
<script src="../examples/doublePendulum.js"></script>
<script src="../examples/events.js"></script>
<script src="../examples/friction.js"></script>
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6 changes: 6 additions & 0 deletions demo/js/Demo.js
Expand Up @@ -118,6 +118,12 @@
init: Example.concave,
sourceLink: sourceLinkRoot + '/concave.js'
},
{
name: 'Constraints',
id: 'constraints',
init: Example.constraints,
sourceLink: sourceLinkRoot + '/constraints.js'
},
{
name: 'Double Pendulum',
id: 'doublePendulum',
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180 changes: 180 additions & 0 deletions examples/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: Math.min(document.documentElement.clientWidth, 800),
height: Math.min(document.documentElement.clientHeight, 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);
}
};
};

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