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manipulation.js
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var Example = Example || {};
Example.manipulation = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
Events = Matter.Events,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
Composite = Matter.Composite,
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,
showAxes: true,
showCollisions: true,
showConvexHulls: true
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
var bodyA = Bodies.rectangle(100, 300, 50, 50, { isStatic: true, render: { fillStyle: '#060a19' } }),
bodyB = Bodies.rectangle(200, 200, 50, 50),
bodyC = Bodies.rectangle(300, 200, 50, 50),
bodyD = Bodies.rectangle(400, 200, 50, 50),
bodyE = Bodies.rectangle(550, 200, 50, 50),
bodyF = Bodies.rectangle(700, 200, 50, 50),
bodyG = Bodies.circle(400, 100, 25, { render: { fillStyle: '#060a19' } });
// add compound body
var partA = Bodies.rectangle(600, 200, 120 * 0.8, 50 * 0.8, { render: { fillStyle: '#060a19' } }),
partB = Bodies.rectangle(660, 200, 50 * 0.8, 190 * 0.8, { render: { fillStyle: '#060a19' } }),
compound = Body.create({
parts: [partA, partB],
isStatic: true
});
Body.setPosition(compound, { x: 600, y: 300 });
Composite.add(world, [bodyA, bodyB, bodyC, bodyD, bodyE, bodyF, bodyG, compound]);
Composite.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 })
]);
var lastTime = 0,
scaleRate = 0.6;
Events.on(engine, 'beforeUpdate', function(event) {
var timeScale = (event.delta || (1000 / 60)) / 1000;
if (scaleRate > 0) {
Body.scale(bodyF, 1 + (scaleRate * timeScale), 1 + (scaleRate * timeScale));
// modify bodyE vertices
bodyE.vertices[0].x -= 0.2 * timeScale;
bodyE.vertices[0].y -= 0.2 * timeScale;
bodyE.vertices[1].x += 0.2 * timeScale;
bodyE.vertices[1].y -= 0.2 * timeScale;
Body.setVertices(bodyE, bodyE.vertices);
}
// make bodyA move up and down
var py = 300 + 100 * Math.sin(engine.timing.timestamp * 0.002);
// manual update velocity required for older releases
if (Matter.version === '0.18.0') {
Body.setVelocity(bodyA, { x: 0, y: py - bodyA.position.y });
Body.setVelocity(compound, { x: 0, y: py - compound.position.y });
Body.setAngularVelocity(compound, 1 * Math.PI * timeScale);
}
// move body and update velocity
Body.setPosition(bodyA, { x: 100, y: py }, true);
// move compound body move up and down and update velocity
Body.setPosition(compound, { x: 600, y: py }, true);
// rotate compound body and update angular velocity
Body.rotate(compound, 1 * Math.PI * timeScale, null, true);
// after first 0.8 sec (simulation time)
if (engine.timing.timestamp >= 800)
Body.setStatic(bodyG, true);
// every 1.5 sec (simulation time)
if (engine.timing.timestamp - lastTime >= 1500) {
Body.setVelocity(bodyB, { x: 0, y: -10 });
Body.setAngle(bodyC, -Math.PI * 0.26);
Body.setAngularVelocity(bodyD, 0.2);
// stop scaling
scaleRate = 0;
// update last time
lastTime = engine.timing.timestamp;
}
});
// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 0.2,
render: {
visible: false
}
}
});
Composite.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);
}
};
};
Example.manipulation.title = 'Manipulation';
Example.manipulation.for = '>=0.14.2';
if (typeof module !== 'undefined') {
module.exports = Example.manipulation;
}