Showing preview only (411K chars total). Download the full file or copy to clipboard to get everything.
Repository: liabru/matter-attractors
Branch: master
Commit: c470ed42e279
Files: 20
Total size: 398.3 KB
Directory structure:
gitextract_sz37bwmb/
├── .babelrc
├── .eslintrc
├── .gitignore
├── .npmignore
├── .travis.yml
├── API.md
├── LICENSE
├── README.md
├── build/
│ └── matter-attractors.js
├── docs/
│ ├── examples/
│ │ ├── basic.js
│ │ └── gravity.js
│ ├── index.html
│ └── libs/
│ ├── bundle.js
│ ├── matter-tools.demo.js
│ ├── matter-wrap.js
│ └── matter.js
├── index.js
├── package.json
├── test/
│ └── test.spec.js
└── webpack.config.js
================================================
FILE CONTENTS
================================================
================================================
FILE: .babelrc
================================================
{ "presets": [ "es2015" ] }
================================================
FILE: .eslintrc
================================================
{
"parserOptions": {
"ecmaVersion": 6,
"sourceType": "module"
},
"rules": {
"valid-jsdoc": 1,
"no-console": 0,
"no-unused-vars": 0,
"indent": [
2,
2
],
"semi": [
2,
"always"
]
},
"env": {
"node": true,
"browser": true
},
"globals": {
"describe": true,
"it": true
},
"extends": "eslint:recommended"
}
================================================
FILE: .gitignore
================================================
node_modules
npm-debug.log
.vscode
================================================
FILE: .npmignore
================================================
docs/demo.gif
================================================
FILE: .travis.yml
================================================
language: node_js
sudo: false
node_js:
- "node"
install:
- npm install
script:
- npm run lint
- npm run build
- npm run test
================================================
FILE: API.md
================================================
<!-- Start index.js -->
## MatterAttractors
An attractors plugin for matter.js.
See the readme for usage and examples.
## MatterAttractors.Body.init(body)
Initialises the `body` to support attractors.
This is called automatically by the plugin.
### Params:
* **Matter.Body** *body* The body to init.
### Return:
* No return value.
## MatterAttractors.Engine.update(engine)
Applies all attractors for all bodies in the `engine`.
This is called automatically by the plugin.
### Params:
* **Matter.Engine** *engine* The engine to update.
### Return:
* No return value.
## MatterAttractors.Attractors
Defines some useful common attractor functions that can be used
by pushing them to your body's `body.plugin.attractors` array.
### Properties:
* **number** *gravityConstant* The gravitational constant used by the gravity attractor.
## MatterAttractors.Attractors.gravity(bodyA, bodyB)
An attractor function that applies Newton's law of gravitation.
Use this by pushing `MatterAttractors.Attractors.gravity` to your body's `body.plugin.attractors` array.
The gravitational constant defaults to `0.001` which you can change
at `MatterAttractors.Attractors.gravityConstant`.
### Params:
* **Matter.Body** *bodyA* The first body.
* **Matter.Body** *bodyB* The second body.
### Return:
* No return value.
## Matter.Body
See: http://brm.io/matter-js/docs/classes/Body.html
This plugin adds a new property `body.plugin.attractors` to instances of `Matter.Body`.
This is an array of callback functions that will be called automatically
for every pair of bodies, on every engine update.
### Properties:
* **Array.\<Function>** *body.plugin.attractors*
An attractor function calculates the force to be applied
to `bodyB`, it should either:
- return the force vector to be applied to `bodyB`
- or apply the force to the body(s) itself
### Params:
* **Matter.Body** *bodyA*
* **Matter.Body** *bodyB*
### Return:
* **Vector** a force vector (optional)
<!-- End index.js -->
<!-- Start webpack.config.js -->
<!-- End webpack.config.js -->
================================================
FILE: LICENSE
================================================
The MIT License (MIT)
Copyright (c) 2017 Liam Brummitt
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
================================================
FILE: README.md
================================================
# matter-attractors
> An attractors plugin for [matter.js](https://github.com/liabru/matter-js/)
[](https://travis-ci.org/liabru/matter-attractors)
This plugin makes it easy to apply continual forces on bodies.
It's possible to simulate effects such as wind,
[gravity](https://en.wikipedia.org/wiki/Newton's_law_of_universal_gravitation) and
[magnetism](https://en.wikipedia.org/wiki/Magnetism).
## Demo
See the [demo](http://liabru.github.io/matter-attractors).
[](http://liabru.github.io/matter-attractors)
## Install
Get the [matter-attractors.js](build/matter-attractors.js) file directly or get it via npm:
npm install matter-attractors
### Dependencies
- [matter.js](https://github.com/liabru/matter-js/)
## Usage
```js
Matter.use('matter-attractors');
// or
Matter.use(MatterAttractors);
```
See [Using Plugins](https://github.com/liabru/matter-js/wiki/Using-plugins#using-plugins) for more information.
### Custom attractors
Attractors are just functions that are pushed to `body.plugin.attractors`.
An attractor function accepts two bodies `bodyA` and `bodyB`, where `bodyA` is
always the attracting body and `bodyB` is the body being attracted.
The attractor will be called against every other body in the engine in the place of `bodyB`,
on every engine update. If a force is returned, it will be applied to `bodyB` only.
#### Basic usage
An example of a body that attracts other bodies to it:
```js
var body = Matter.Bodies.circle(0, 0, 10, {
plugin: {
attractors: [
function(bodyA, bodyB) {
return {
x: (bodyA.position.x - bodyB.position.x) * 1e-6,
y: (bodyA.position.y - bodyB.position.y) * 1e-6,
};
}
]
}
);
```
It's possible here to use collision filters too if needed, by using [Detector.canCollide](http://brm.io/matter-js/docs/classes/Detector.html#method_canCollide)
and returning `null` to skip the pair.
#### Advance usage
In advance usage, e.g. where forces apply to both bodies, instead of returning the force it can instead
be applied manually to both bodies inside the function using `Body.applyForce`.
```js
var body = Matter.Bodies.circle(0, 0, 10, {
plugin: {
attractors: [
function(bodyA, bodyB) {
var force = {
x: (bodyA.position.x - bodyB.position.x) * 1e-6,
y: (bodyA.position.y - bodyB.position.y) * 1e-6,
};
// apply force to both bodies
Body.applyForce(bodyA, bodyA.position, Matter.Vector.neg(force));
Body.applyForce(bodyB, bodyB.position, force);
}
]
}
);
```
### Built in attractors
There are some attractors you can push to `body.plugin.attractors`:
- `MatterAttractors.Attractors.gravity` - uses Newton's gravitational laws to apply an attractive force on both bodies
## Documentation
See the [API docs](API.md).
## Examples
Check out the [examples](docs/examples) or try them out first:
- [Basic](http://liabru.github.io/matter-attractors#basic)
- [Gravity](http://liabru.github.io/matter-attractors#gravity)
================================================
FILE: build/matter-attractors.js
================================================
/*!
* matter-attractors 0.1.6 by Liam Brummitt 2017-05-15
* https://github.com/liabru/matter-attractors
* License MIT
*/
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory(require("matter-js"));
else if(typeof define === 'function' && define.amd)
define(["matter-js"], factory);
else if(typeof exports === 'object')
exports["MatterAttractors"] = factory(require("matter-js"));
else
root["MatterAttractors"] = factory(root["Matter"]);
})(this, function(__WEBPACK_EXTERNAL_MODULE_0__) {
return /******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId])
/******/ return installedModules[moduleId].exports;
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ i: moduleId,
/******/ l: false,
/******/ exports: {}
/******/ };
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/ // Flag the module as loaded
/******/ module.l = true;
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/ // identity function for calling harmony imports with the correct context
/******/ __webpack_require__.i = function(value) { return value; };
/******/ // define getter function for harmony exports
/******/ __webpack_require__.d = function(exports, name, getter) {
/******/ if(!__webpack_require__.o(exports, name)) {
/******/ Object.defineProperty(exports, name, {
/******/ configurable: false,
/******/ enumerable: true,
/******/ get: getter
/******/ });
/******/ }
/******/ };
/******/ // getDefaultExport function for compatibility with non-harmony modules
/******/ __webpack_require__.n = function(module) {
/******/ var getter = module && module.__esModule ?
/******/ function getDefault() { return module['default']; } :
/******/ function getModuleExports() { return module; };
/******/ __webpack_require__.d(getter, 'a', getter);
/******/ return getter;
/******/ };
/******/ // Object.prototype.hasOwnProperty.call
/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "/libs";
/******/ // Load entry module and return exports
/******/ return __webpack_require__(__webpack_require__.s = 1);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ (function(module, exports) {
module.exports = __WEBPACK_EXTERNAL_MODULE_0__;
/***/ }),
/* 1 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var Matter = __webpack_require__(0);
/**
* An attractors plugin for matter.js.
* See the readme for usage and examples.
* @module MatterAttractors
*/
var MatterAttractors = {
// plugin meta
name: 'matter-attractors', // PLUGIN_NAME
version: '0.1.4', // PLUGIN_VERSION
for: 'matter-js@^0.12.0',
// installs the plugin where `base` is `Matter`
// you should not need to call this directly.
install: function install(base) {
base.after('Body.create', function () {
MatterAttractors.Body.init(this);
});
base.before('Engine.update', function (engine) {
MatterAttractors.Engine.update(engine);
});
},
Body: {
/**
* Initialises the `body` to support attractors.
* This is called automatically by the plugin.
* @function MatterAttractors.Body.init
* @param {Matter.Body} body The body to init.
* @returns {void} No return value.
*/
init: function init(body) {
body.plugin.attractors = body.plugin.attractors || [];
}
},
Engine: {
/**
* Applies all attractors for all bodies in the `engine`.
* This is called automatically by the plugin.
* @function MatterAttractors.Engine.update
* @param {Matter.Engine} engine The engine to update.
* @returns {void} No return value.
*/
update: function update(engine) {
var world = engine.world,
bodies = Matter.Composite.allBodies(world);
for (var i = 0; i < bodies.length; i += 1) {
var bodyA = bodies[i],
attractors = bodyA.plugin.attractors;
if (attractors && attractors.length > 0) {
for (var j = i + 1; j < bodies.length; j += 1) {
var bodyB = bodies[j];
for (var k = 0; k < attractors.length; k += 1) {
var attractor = attractors[k],
forceVector = attractor;
if (Matter.Common.isFunction(attractor)) {
forceVector = attractor(bodyA, bodyB);
}
if (forceVector) {
Matter.Body.applyForce(bodyB, bodyB.position, forceVector);
}
}
}
}
}
}
},
/**
* Defines some useful common attractor functions that can be used
* by pushing them to your body's `body.plugin.attractors` array.
* @namespace MatterAttractors.Attractors
* @property {number} gravityConstant The gravitational constant used by the gravity attractor.
*/
Attractors: {
gravityConstant: 0.001,
/**
* An attractor function that applies Newton's law of gravitation.
* Use this by pushing `MatterAttractors.Attractors.gravity` to your body's `body.plugin.attractors` array.
* The gravitational constant defaults to `0.001` which you can change
* at `MatterAttractors.Attractors.gravityConstant`.
* @function MatterAttractors.Attractors.gravity
* @param {Matter.Body} bodyA The first body.
* @param {Matter.Body} bodyB The second body.
* @returns {void} No return value.
*/
gravity: function gravity(bodyA, bodyB) {
// use Newton's law of gravitation
var bToA = Matter.Vector.sub(bodyB.position, bodyA.position),
distanceSq = Matter.Vector.magnitudeSquared(bToA) || 0.0001,
normal = Matter.Vector.normalise(bToA),
magnitude = -MatterAttractors.Attractors.gravityConstant * (bodyA.mass * bodyB.mass / distanceSq),
force = Matter.Vector.mult(normal, magnitude);
// to apply forces to both bodies
Matter.Body.applyForce(bodyA, bodyA.position, Matter.Vector.neg(force));
Matter.Body.applyForce(bodyB, bodyB.position, force);
}
}
};
Matter.Plugin.register(MatterAttractors);
module.exports = MatterAttractors;
/**
* @namespace Matter.Body
* @see http://brm.io/matter-js/docs/classes/Body.html
*/
/**
* This plugin adds a new property `body.plugin.attractors` to instances of `Matter.Body`.
* This is an array of callback functions that will be called automatically
* for every pair of bodies, on every engine update.
* @property {Function[]} body.plugin.attractors
* @memberof Matter.Body
*/
/**
* An attractor function calculates the force to be applied
* to `bodyB`, it should either:
* - return the force vector to be applied to `bodyB`
* - or apply the force to the body(s) itself
* @callback AttractorFunction
* @param {Matter.Body} bodyA
* @param {Matter.Body} bodyB
* @returns {Vector|undefined} a force vector (optional)
*/
/***/ })
/******/ ]);
});
================================================
FILE: docs/examples/basic.js
================================================
// install plugin
Matter.use(
'matter-attractors' // PLUGIN_NAME
);
var Example = Example || {};
Example.basic = function() {
// module aliases
var Engine = Matter.Engine,
Events = Matter.Events,
Runner = Matter.Runner,
Render = Matter.Render,
World = Matter.World,
Body = Matter.Body,
Mouse = Matter.Mouse,
Common = Matter.Common,
Bodies = Matter.Bodies;
// create engine
var engine = Engine.create();
// create renderer
var render = Render.create({
element: document.body,
engine: engine,
options: {
width: Math.min(document.documentElement.clientWidth, 1024),
height: Math.min(document.documentElement.clientHeight, 1024),
wireframes: false
}
});
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
Render.run(render);
// create demo scene
var world = engine.world;
world.gravity.scale = 0;
// create a body with an attractor
var attractiveBody = Bodies.circle(
render.options.width / 2,
render.options.height / 2,
50,
{
isStatic: true,
// example of an attractor function that
// returns a force vector that applies to bodyB
plugin: {
attractors: [
function(bodyA, bodyB) {
return {
x: (bodyA.position.x - bodyB.position.x) * 1e-6,
y: (bodyA.position.y - bodyB.position.y) * 1e-6,
};
}
]
}
});
World.add(world, attractiveBody);
// add some bodies that to be attracted
for (var i = 0; i < 150; i += 1) {
var body = Bodies.polygon(
Common.random(0, render.options.width),
Common.random(0, render.options.height),
Common.random(1, 5),
Common.random() > 0.9 ? Common.random(15, 25) : Common.random(5, 10)
);
World.add(world, body);
}
// add mouse control
var mouse = Mouse.create(render.canvas);
Events.on(engine, 'afterUpdate', function() {
if (!mouse.position.x) {
return;
}
// smoothly move the attractor body towards the mouse
Body.translate(attractiveBody, {
x: (mouse.position.x - attractiveBody.position.x) * 0.25,
y: (mouse.position.y - attractiveBody.position.y) * 0.25
});
});
// return a context for MatterDemo to control
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};
================================================
FILE: docs/examples/gravity.js
================================================
// install plugin
Matter.use(
'matter-wrap', // not required, just for demo
'matter-attractors' // PLUGIN_NAME
);
var Example = Example || {};
Example.gravity = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Body = Matter.Body,
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: Math.min(document.documentElement.clientWidth, 1024),
height: Math.min(document.documentElement.clientHeight, 1024)
}
});
Render.run(render);
// create runner
var runner = Runner.create();
Runner.run(runner, engine);
// add bodies
world.bodies = [];
world.gravity.scale = 0;
engine.timing.timeScale = 1.5;
for (var i = 0; i < 150; i += 1) {
var radius = Common.random(6, 10);
var body = Bodies.circle(
Common.random(10, render.options.width),
Common.random(10, render.options.height),
radius,
{
mass: Common.random(10, 15),
frictionAir: 0,
plugin: {
attractors: [
// there is a built in helper function for Newtonian gravity!
// you can find out how it works in index.js
MatterAttractors.Attractors.gravity
],
wrap: {
min: { x: 0, y: 0 },
max: { x: render.options.width, y: render.options.height }
}
}
}
);
var speed = 5;
Body.setVelocity(body, {
x: Common.random(-speed, speed),
y: Common.random(-speed, speed)
});
World.add(world, body);
}
// 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;
// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};
================================================
FILE: docs/index.html
================================================
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
<meta name="viewport" content="width=device-width,initial-scale=1.0,minimum-scale=1.0,maximum-scale=1.0,minimal-ui">
<meta name="theme-color" content="#000000">
<meta name="msapplication-navbutton-color" content="#000000">
<meta name="apple-mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
<title></title>
<script src="./libs/matter.js"></script>
<script src="./libs/matter-tools.demo.js"></script>
<script src="./libs/matter-wrap.js"></script>
<script src="./libs/bundle.js"></script>
<script src="./examples/basic.js"></script>
<script src="./examples/gravity.js"></script>
<style type="text/css">
* {
box-sizing: border-box;
}
body {
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<script>
var pluginName = 'matter-attractors'; // PLUGIN_NAME
var repoUrl = 'https://github.com/liabru/matter-attractors'; // PLUGIN_REPO_URL
document.title = pluginName + ' demo';
MatterTools.Demo.create({
preventZoom: true,
resetOnOrientation: true,
toolbar: {
title: pluginName,
url: repoUrl,
reset: true,
source: true,
fullscreen: true,
exampleSelect: true
},
examples: [
{
name: 'Basic',
id: 'basic',
init: Example.basic,
sourceLink: repoUrl + '/blob/master/docs/examples/basic.js'
},
{
name: 'Gravity',
id: 'gravity',
init: Example.gravity,
sourceLink: repoUrl + '/blob/master/docs/examples/gravity.js'
}
]
});
</script>
</body>
</html>
================================================
FILE: docs/libs/bundle.js
================================================
/*!
* matter-attractors 0.1.6 by Liam Brummitt 2017-05-15
* https://github.com/liabru/matter-attractors
* License MIT
*/
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory(require("matter-js"));
else if(typeof define === 'function' && define.amd)
define(["matter-js"], factory);
else if(typeof exports === 'object')
exports["MatterAttractors"] = factory(require("matter-js"));
else
root["MatterAttractors"] = factory(root["Matter"]);
})(this, function(__WEBPACK_EXTERNAL_MODULE_0__) {
return /******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId])
/******/ return installedModules[moduleId].exports;
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ i: moduleId,
/******/ l: false,
/******/ exports: {}
/******/ };
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/ // Flag the module as loaded
/******/ module.l = true;
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/ // identity function for calling harmony imports with the correct context
/******/ __webpack_require__.i = function(value) { return value; };
/******/ // define getter function for harmony exports
/******/ __webpack_require__.d = function(exports, name, getter) {
/******/ if(!__webpack_require__.o(exports, name)) {
/******/ Object.defineProperty(exports, name, {
/******/ configurable: false,
/******/ enumerable: true,
/******/ get: getter
/******/ });
/******/ }
/******/ };
/******/ // getDefaultExport function for compatibility with non-harmony modules
/******/ __webpack_require__.n = function(module) {
/******/ var getter = module && module.__esModule ?
/******/ function getDefault() { return module['default']; } :
/******/ function getModuleExports() { return module; };
/******/ __webpack_require__.d(getter, 'a', getter);
/******/ return getter;
/******/ };
/******/ // Object.prototype.hasOwnProperty.call
/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "/libs";
/******/ // Load entry module and return exports
/******/ return __webpack_require__(__webpack_require__.s = 1);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ (function(module, exports) {
module.exports = __WEBPACK_EXTERNAL_MODULE_0__;
/***/ }),
/* 1 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var Matter = __webpack_require__(0);
/**
* An attractors plugin for matter.js.
* See the readme for usage and examples.
* @module MatterAttractors
*/
var MatterAttractors = {
// plugin meta
name: 'matter-attractors', // PLUGIN_NAME
version: '0.1.4', // PLUGIN_VERSION
for: 'matter-js@^0.12.0',
// installs the plugin where `base` is `Matter`
// you should not need to call this directly.
install: function install(base) {
base.after('Body.create', function () {
MatterAttractors.Body.init(this);
});
base.before('Engine.update', function (engine) {
MatterAttractors.Engine.update(engine);
});
},
Body: {
/**
* Initialises the `body` to support attractors.
* This is called automatically by the plugin.
* @function MatterAttractors.Body.init
* @param {Matter.Body} body The body to init.
* @returns {void} No return value.
*/
init: function init(body) {
body.plugin.attractors = body.plugin.attractors || [];
}
},
Engine: {
/**
* Applies all attractors for all bodies in the `engine`.
* This is called automatically by the plugin.
* @function MatterAttractors.Engine.update
* @param {Matter.Engine} engine The engine to update.
* @returns {void} No return value.
*/
update: function update(engine) {
var world = engine.world,
bodies = Matter.Composite.allBodies(world);
for (var i = 0; i < bodies.length; i += 1) {
var bodyA = bodies[i],
attractors = bodyA.plugin.attractors;
if (attractors && attractors.length > 0) {
for (var j = i + 1; j < bodies.length; j += 1) {
var bodyB = bodies[j];
for (var k = 0; k < attractors.length; k += 1) {
var attractor = attractors[k],
forceVector = attractor;
if (Matter.Common.isFunction(attractor)) {
forceVector = attractor(bodyA, bodyB);
}
if (forceVector) {
Matter.Body.applyForce(bodyB, bodyB.position, forceVector);
}
}
}
}
}
}
},
/**
* Defines some useful common attractor functions that can be used
* by pushing them to your body's `body.plugin.attractors` array.
* @namespace MatterAttractors.Attractors
* @property {number} gravityConstant The gravitational constant used by the gravity attractor.
*/
Attractors: {
gravityConstant: 0.001,
/**
* An attractor function that applies Newton's law of gravitation.
* Use this by pushing `MatterAttractors.Attractors.gravity` to your body's `body.plugin.attractors` array.
* The gravitational constant defaults to `0.001` which you can change
* at `MatterAttractors.Attractors.gravityConstant`.
* @function MatterAttractors.Attractors.gravity
* @param {Matter.Body} bodyA The first body.
* @param {Matter.Body} bodyB The second body.
* @returns {void} No return value.
*/
gravity: function gravity(bodyA, bodyB) {
// use Newton's law of gravitation
var bToA = Matter.Vector.sub(bodyB.position, bodyA.position),
distanceSq = Matter.Vector.magnitudeSquared(bToA) || 0.0001,
normal = Matter.Vector.normalise(bToA),
magnitude = -MatterAttractors.Attractors.gravityConstant * (bodyA.mass * bodyB.mass / distanceSq),
force = Matter.Vector.mult(normal, magnitude);
// to apply forces to both bodies
Matter.Body.applyForce(bodyA, bodyA.position, Matter.Vector.neg(force));
Matter.Body.applyForce(bodyB, bodyB.position, force);
}
}
};
Matter.Plugin.register(MatterAttractors);
module.exports = MatterAttractors;
/**
* @namespace Matter.Body
* @see http://brm.io/matter-js/docs/classes/Body.html
*/
/**
* This plugin adds a new property `body.plugin.attractors` to instances of `Matter.Body`.
* This is an array of callback functions that will be called automatically
* for every pair of bodies, on every engine update.
* @property {Function[]} body.plugin.attractors
* @memberof Matter.Body
*/
/**
* An attractor function calculates the force to be applied
* to `bodyB`, it should either:
* - return the force vector to be applied to `bodyB`
* - or apply the force to the body(s) itself
* @callback AttractorFunction
* @param {Matter.Body} bodyA
* @param {Matter.Body} bodyB
* @returns {Vector|undefined} a force vector (optional)
*/
/***/ })
/******/ ]);
});
================================================
FILE: docs/libs/matter-tools.demo.js
================================================
/*!
* matter-tools 0.10.0 by Liam Brummitt 2017-02-04
* https://github.com/liabru/matter-tools
* License MIT
*/
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory(require("Matter"), require("MatterTools"));
else if(typeof define === 'function' && define.amd)
define(["Matter", "MatterTools"], factory);
else if(typeof exports === 'object')
exports["Demo"] = factory(require("Matter"), require("MatterTools"));
else
root["MatterTools"] = root["MatterTools"] || {}, root["MatterTools"]["Demo"] = factory(root["Matter"], root["MatterTools"]);
})(this, function(__WEBPACK_EXTERNAL_MODULE_1__, __WEBPACK_EXTERNAL_MODULE_2__) {
return /******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId])
/******/ return installedModules[moduleId].exports;
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ exports: {},
/******/ id: moduleId,
/******/ loaded: false
/******/ };
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/ // Flag the module as loaded
/******/ module.loaded = true;
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "/demo/lib";
/******/ // Load entry module and return exports
/******/ return __webpack_require__(0);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ function(module, exports, __webpack_require__) {
"use strict";
/**
* A tool for for running and testing example scenes.
* @module Demo
*/
var Matter = __webpack_require__(1);
var Common = Matter.Common;
var Demo = module.exports = {};
var Gui = __webpack_require__(2).Gui;
var Inspector = __webpack_require__(2).Inspector;
var ToolsCommon = __webpack_require__(3);
Demo._isIOS = window.navigator && /iPad|iPhone|iPod/.test(navigator.userAgent) && !window.MSStream;
Demo._matterLink = 'http://brm.io/matter-js/';
/**
* Creates a new demo instance.
* See example for options and usage.
* @function Demo.create
* @param {} options
*/
Demo.create = function (options) {
var demo = Object.assign({
example: {
instance: null
},
examples: [],
resetOnOrientation: false,
preventZoom: false,
inline: false,
startExample: true,
appendTo: document.body,
toolbar: {
title: null,
url: null,
reset: true,
source: false,
inspector: false,
tools: false,
fullscreen: true,
exampleSelect: false
},
tools: {
inspector: null,
gui: null
},
dom: {}
}, options || {});
if (demo.examples.length > 1 && options.toolbar.exampleSelect !== false) {
demo.toolbar.exampleSelect = true;
}
if (Demo._isIOS) {
demo.toolbar.fullscreen = false;
}
if (!Gui) {
demo.toolbar.tools = false;
demo.tools.gui = false;
}
if (!Inspector) {
demo.toolbar.inspector = false;
demo.tools.inspector = false;
}
demo.dom = Demo._createDom(demo);
Demo._bindDom(demo);
if (demo.inline) {
demo.dom.root.classList.add('matter-demo-inline');
}
if (demo.appendTo) {
demo.appendTo.appendChild(demo.dom.root);
}
if (demo.startExample) {
Demo.start(demo, demo.startExample);
}
return demo;
};
/**
* Starts a new demo instance by running the first or given example.
* See example for options and usage.
* @function Demo.start
* @param {demo} demo
* @param {string} [initalExampleId] example to start (defaults to first)
*/
Demo.start = function (demo, initalExampleId) {
initalExampleId = typeof initalExampleId === 'string' ? initalExampleId : demo.examples[0].id;
if (window.location.hash.length > 0) {
initalExampleId = window.location.hash.slice(1);
}
Demo.setExampleById(demo, initalExampleId);
};
/**
* Stops the currently running example in the demo.
* This requires that the `example.init` function returned
* an object specifiying a `stop` function.
* @function Demo.stop
* @param {demo} demo
*/
Demo.stop = function (demo) {
if (demo.example && demo.example.instance) {
demo.example.instance.stop();
}
};
/**
* Stops and restarts the currently running example.
* @function Demo.reset
* @param {demo} demo
*/
Demo.reset = function (demo) {
Common._nextId = 0;
Common._seed = 0;
Demo.setExample(demo, demo.example);
};
/**
* Starts the given example by its id.
* Any running example will be stopped.
* @function Demo.setExampleById
* @param {demo} demo
* @param {string} exampleId
*/
Demo.setExampleById = function (demo, exampleId) {
var example = demo.examples.filter(function (example) {
return example.id === exampleId;
})[0];
Demo.setExample(demo, example);
};
/**
* Starts the given example.
* Any running example will be stopped.
* @function Demo.setExample
* @param {demo} demo
* @param {example} example
*/
Demo.setExample = function (demo, example) {
if (example) {
var instance = demo.example.instance;
if (instance) {
instance.stop();
if (instance.canvas) {
instance.canvas.parentElement.removeChild(instance.canvas);
}
}
window.location.hash = example.id;
demo.example.instance = null;
demo.example = example;
demo.example.instance = instance = example.init(demo);
if (!instance.canvas && instance.render) {
instance.canvas = instance.render.canvas;
}
if (instance.canvas) {
demo.dom.header.style.maxWidth = instance.canvas.width + 'px';
demo.dom.root.appendChild(instance.canvas);
}
demo.dom.exampleSelect.value = example.id;
demo.dom.buttonSource.href = example.sourceLink || demo.url || '#';
setTimeout(function () {
if (demo.tools.inspector) {
Demo.setInspector(demo, true);
}
if (demo.tools.gui) {
Demo.setGui(demo, true);
}
}, 500);
} else {
Demo.setExample(demo, demo.examples[0]);
}
};
/**
* Enables or disables the inspector tool.
* If `enabled` a new `Inspector` instance will be created and the old one destroyed.
* @function Demo.setInspector
* @param {demo} demo
* @param {bool} enabled
*/
Demo.setInspector = function (demo, enabled) {
if (!enabled) {
Demo._destroyTools(demo, true, false);
demo.dom.root.classList.toggle('matter-inspect-active', false);
return;
}
var instance = demo.example.instance;
Demo._destroyTools(demo, true, false);
demo.dom.root.classList.toggle('matter-inspect-active', true);
demo.tools.inspector = Inspector.create(instance.engine, instance.render);
};
/**
* Enables or disables the Gui tool.
* If `enabled` a new `Gui` instance will be created and the old one destroyed.
* @function Demo.setGui
* @param {demo} demo
* @param {bool} enabled
*/
Demo.setGui = function (demo, enabled) {
if (!enabled) {
Demo._destroyTools(demo, false, true);
demo.dom.root.classList.toggle('matter-gui-active', false);
return;
}
var instance = demo.example.instance;
Demo._destroyTools(demo, false, true);
demo.dom.root.classList.toggle('matter-gui-active', true);
demo.tools.gui = Gui.create(instance.engine, instance.runner, instance.render);
};
Demo._destroyTools = function (demo, destroyInspector, destroyGui) {
var inspector = demo.tools.inspector,
gui = demo.tools.gui;
if (destroyInspector && inspector && inspector !== true) {
Inspector.destroy(inspector);
demo.tools.inspector = null;
}
if (destroyGui && gui && gui !== true) {
Gui.destroy(gui);
demo.tools.gui = null;
}
};
Demo._toggleFullscreen = function (demo) {
var fullscreenElement = document.fullscreenElement || document.mozFullScreenElement || document.webkitFullscreenElement;
if (!fullscreenElement) {
fullscreenElement = demo.dom.root;
if (fullscreenElement.requestFullscreen) {
fullscreenElement.requestFullscreen();
} else if (fullscreenElement.mozRequestFullScreen) {
fullscreenElement.mozRequestFullScreen();
} else if (fullscreenElement.webkitRequestFullscreen) {
fullscreenElement.webkitRequestFullscreen(Element.ALLOW_KEYBOARD_INPUT);
}
} else {
if (document.exitFullscreen) {
document.exitFullscreen();
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
} else if (document.webkitExitFullscreen) {
document.webkitExitFullscreen();
}
}
};
Demo._bindDom = function (demo) {
var dom = demo.dom;
window.addEventListener('orientationchange', function () {
setTimeout(function () {
if (demo.resetOnOrientation) {
Demo.reset(demo);
}
}, 300);
});
if (demo.preventZoom) {
document.body.addEventListener('gesturestart', function (event) {
event.preventDefault();
});
var allowTap = true,
tapTimeout;
document.body.addEventListener('touchstart', function (event) {
if (!allowTap) {
event.preventDefault();
}
allowTap = false;
clearTimeout(tapTimeout);
tapTimeout = setTimeout(function () {
allowTap = true;
}, 500);
});
}
if (dom.exampleSelect) {
dom.exampleSelect.addEventListener('change', function () {
var exampleId = this.options[this.selectedIndex].value;
Demo.setExampleById(demo, exampleId);
});
}
if (dom.buttonReset) {
dom.buttonReset.addEventListener('click', function () {
Demo.reset(demo);
});
}
if (dom.buttonInspect) {
dom.buttonInspect.addEventListener('click', function () {
var showInspector = !demo.tools.inspector;
Demo.setInspector(demo, showInspector);
});
}
if (dom.buttonTools) {
dom.buttonTools.addEventListener('click', function () {
var showGui = !demo.tools.gui;
Demo.setGui(demo, showGui);
});
}
if (dom.buttonFullscreen) {
dom.buttonFullscreen.addEventListener('click', function () {
Demo._toggleFullscreen(demo);
});
var fullscreenChange = function fullscreenChange() {
var isFullscreen = document.fullscreen || document.webkitIsFullScreen || document.mozFullScreen;
document.body.classList.toggle('matter-is-fullscreen', isFullscreen);
setTimeout(function () {
Demo.setExample(demo, demo.example);
}, 500);
};
document.addEventListener('webkitfullscreenchange', fullscreenChange);
document.addEventListener('mozfullscreenchange', fullscreenChange);
document.addEventListener('fullscreenchange', fullscreenChange);
}
};
Demo._createDom = function (options) {
var styles = __webpack_require__(4);
ToolsCommon.injectStyles(styles, 'matter-demo-style');
var root = document.createElement('div');
var exampleOptions = options.examples.map(function (example) {
return '<option value="' + example.id + '">' + example.name + '</option>';
}).join(' ');
var preventZoomClass = options.preventZoom && Demo._isIOS ? 'prevent-zoom-ios' : '';
root.innerHTML = '\n <div class="matter-demo ' + options.toolbar.title + ' ' + preventZoomClass + '">\n <div class="matter-header-outer">\n <header class="matter-header">\n <div class="matter-header-inner">\n <h1 class="matter-demo-title">\n <a href="' + options.toolbar.url + '" target="_blank">' + options.toolbar.title + ' \u2197︎</a>\n </h1>\n <div class="matter-toolbar">\n <div class="matter-select-wrapper">\n <select class="matter-example-select matter-select">\n ' + exampleOptions + '\n </select>\n </div>\n <button class="matter-btn matter-btn-reset" title="Reset">\u21BB︎</button>\n <a href="#" class="matter-btn matter-btn-source" title="Source" target="_blank">{ }</a>\n <button class="matter-btn matter-btn-tools" title="Tools">\u270E︎</button>\n <button class="matter-btn matter-btn-inspect" title="Inspect">⊙︎</button>\n <button class="matter-btn matter-btn-fullscreen" title="Fullscreen">□︎</button>\n </div>\n <a class="matter-link" href="' + Demo._matterLink + '" title="matter.js" target="_blank">\n <i>\u25B2</i><i>\u25CF</i><i>\u25A0</i>\n </a>\n </div>\n </header>\n </div>\n </div>\n ';
var dom = {
root: root.firstElementChild,
title: root.querySelector('.matter-demo-title'),
header: root.querySelector('.matter-header'),
exampleSelect: root.querySelector('.matter-example-select'),
buttonReset: root.querySelector('.matter-btn-reset'),
buttonSource: root.querySelector('.matter-btn-source'),
buttonTools: root.querySelector('.matter-btn-tools'),
buttonInspect: root.querySelector('.matter-btn-inspect'),
buttonFullscreen: root.querySelector('.matter-btn-fullscreen')
};
if (!options.toolbar.title) {
ToolsCommon.domRemove(dom.title);
}
if (!options.toolbar.exampleSelect) {
ToolsCommon.domRemove(dom.exampleSelect.parentElement);
}
if (!options.toolbar.reset) {
ToolsCommon.domRemove(dom.buttonReset);
}
if (!options.toolbar.source) {
ToolsCommon.domRemove(dom.buttonSource);
}
if (!options.toolbar.inspector) {
ToolsCommon.domRemove(dom.buttonInspect);
}
if (!options.toolbar.tools) {
ToolsCommon.domRemove(dom.buttonTools);
}
if (!options.toolbar.fullscreen) {
ToolsCommon.domRemove(dom.buttonFullscreen);
}
return dom;
};
/*** EXPORTS FROM exports-loader ***/
/***/ },
/* 1 */
/***/ function(module, exports) {
module.exports = __WEBPACK_EXTERNAL_MODULE_1__;
/***/ },
/* 2 */
/***/ function(module, exports) {
module.exports = __WEBPACK_EXTERNAL_MODULE_2__;
/***/ },
/* 3 */
/***/ function(module, exports) {
"use strict";
/**
* @class Common
*/
var Common = module.exports = {};
Common.injectStyles = function (styles, id) {
if (document.getElementById(id)) {
return;
}
var root = document.createElement('div');
root.innerHTML = '<style id="' + id + '" type="text/css">' + styles + '</style>';
var lastStyle = document.head.querySelector('style:last-of-type');
Common.domInsertBefore(root.firstElementChild, lastStyle);
};
Common.injectScript = function (url, id, callback) {
if (document.getElementById(id)) {
return;
}
var script = document.createElement('script');
script.id = id;
script.src = url;
script.onload = callback;
document.body.appendChild(script);
};
Common.domRemove = function (element) {
return element.parentElement.removeChild(element);
};
Common.domInsertBefore = function (element, before) {
return before.parentNode.insertBefore(element, before.previousElementSibling);
};
/*** EXPORTS FROM exports-loader ***/
/***/ },
/* 4 */
/***/ function(module, exports) {
module.exports = "/*\n*\tMatterTools.Demo\n*/\n\n.matter-demo {\n font-family: Helvetica, Arial, sans-serif;\n display: flex;\n background: #14151f;\n align-items: center;\n justify-content: center;\n flex-direction: column;\n height: 100vh;\n}\n\n.matter-demo canvas {\n border-radius: 8px;\n max-width: 100%;\n max-height: 100%;\n}\n\n.matter-demo.matter-demo-inline canvas {\n max-height: calc(100% - 50px);\n}\n\n@media screen and (min-width: 900px) and (min-height: 600px) {\n .matter-demo.matter-demo-inline canvas {\n max-height: calc(100% - 100px);\n }\n}\n\n.matter-is-fullscreen .matter-demo {\n width: 100%;\n}\n\n.matter-is-fullscreen .dg.ac,\n.matter-is-fullscreen .ins-container {\n display: none;\n}\n\n.matter-header-outer {\n position: fixed;\n z-index: 100;\n top: 0;\n left: 0;\n right: 0;\n background: rgba(0, 0, 0, 0.2);\n display: flex;\n align-items: center;\n justify-content: center;\n transition: background 400ms ease;\n}\n\n.matter-header-outer:hover {\n background: rgba(0, 0, 0, 0.7);\n}\n\n.matter-demo-inline .matter-header-outer {\n position: static;\n background: transparent;\n z-index: 0;\n width: 100%;\n}\n\n.matter-header {\n width: 100%;\n padding: 10px 6px;\n display: flex;\n align-items: center;\n justify-content: center;\n}\n\n.matter-demo-inline .matter-header {\n padding: 10px;\n}\n\nbody .ins-container,\nbody .dg .dg.main,\nbody .dg .dg.main.a {\n padding-top: 52px;\n}\n\n@media screen and (min-width: 500px) {\n .matter-header {\n padding: 12px 20px;\n }\n\n .matter-demo-inline .matter-header {\n padding: 10px 30px 16px 30px;\n }\n}\n\n@media screen and (min-width: 900px) and (min-height: 600px) {\n .matter-demo-inline .matter-header {\n padding: 10px 30px 36px 30px;\n }\n}\n\n.matter-header-inner {\n display: flex;\n align-items: center;\n justify-content: space-between;\n max-width: 960px;\n width: 100%;\n}\n\n.matter-header h1 {\n display: none;\n margin: 0;\n width: 18px;\n overflow: hidden;\n}\n\n.matter-header h1 a {\n color: #f2f2f5;\n font-size: 15px;\n font-weight: 400;\n font-family: Helvetica, Arial, sans-serif;\n display: block;\n text-decoration: none;\n margin: 7px 0 0 0;\n padding: 0 0 2px 0;\n border-bottom: 2px solid transparent;\n white-space: nowrap;\n float: right;\n}\n\n@media screen and (min-width: 300px) {\n .matter-header h1 {\n display: inline;\n }\n}\n\n@media screen and (min-width: 600px) {\n .matter-header h1 {\n width: auto;\n overflow: visible;\n }\n}\n\n.btn-home {\n display: none;\n}\n\n.matter-header h1 a:hover {\n border-bottom: 2px solid #F5B862;\n}\n\n.matter-link {\n font-family: Helvetica, Arial, sans-serif;\n text-decoration: none;\n line-height: 13px;\n transform: translate(0, 3px) scale(0.8);\n}\n\n@media screen and (min-width: 500px) {\n .matter-link {\n transform: none;\n }\n}\n\n.matter-link i {\n transition: transform 400ms ease;\n}\n\n.matter-link:hover i {\n transition: transform 400ms ease;\n}\n\n.matter-link:hover i:nth-child(1) {\n transform: rotate(-26deg) translate3d(-4px, -7px, 0);\n}\n\n.matter-link i:nth-child(2) {\n transform: translate3d(0, 1px, 0);\n}\n\n.matter-link:hover i:nth-child(2) {\n transition-delay: 80ms;\n transform: translate3d(3px, -5px, 0);\n}\n\n.matter-link:hover i:nth-child(3) {\n transition-delay: 180ms;\n transform: translate3d(9px, 0, 0);\n}\n\n.matter-link i:nth-child(1) {\n display: inline-block;\n color: #76F09B;\n font-size: 30px;\n}\n\n.matter-link i:nth-child(2) {\n color: #F5B862;\n font-size: 16px;\n padding: 0 2px 0 0;\n display: inline-block;\n}\n\n.matter-link i:nth-child(3) {\n display: inline-block;\n color: #F55F5F; \n font-size: 46px;\n}\n\n.matter-toolbar {\n flex-grow: 1;\n display: flex;\n align-items: center;\n justify-content: center;\n margin: -6px 0 0 0;\n}\n\n.matter-select {\n background: transparent;\n color: #fff;\n font-size: 14px;\n height: 30px;\n width: 100%;\n outline: none;\n padding: 0 7px;\n margin: 0 0 -6px 0;\n border: 0;\n border-bottom: 2px solid rgba(0, 0, 0, 0.1);\n border-radius: 0;\n appearance: none;\n -moz-appearance: none;\n -webkit-appearance: none;\n}\n\n.prevent-zoom-ios .matter-select {\n font-size: 16px;\n}\n\n.matter-demo-inline .matter-select {\n border-bottom: 2px solid #3a3a3a;\n}\n\n.matter-select:hover {\n border-bottom-color: #F5B862;\n}\n\n.matter-select-wrapper {\n width: 20%;\n min-width: 100px;\n max-width: 200px;\n position: relative;\n display: inline-block;\n margin: 0 6% 0 0;\n}\n\n.matter-select-wrapper:hover:after {\n color: #fff;\n}\n\n.matter-select-wrapper:after {\n content: '▾';\n display: block;\n pointer-events: none;\n color: #cecece;\n font-size: 14px;\n position: absolute;\n top: 6px;\n right: 5px;\n}\n\n.prevent-zoom-ios .matter-select-wrapper:after {\n top: 4px;\n}\n\n.matter-btn {\n font-family: Helvetica, Arial, sans-serif;\n border: 0;\n background: rgba(0,0,0,0.1);\n padding: 2px 0 0 0;\n width: 40px;\n height: 33px;\n border-radius: 2px;\n margin: 0 0 -6px 0;\n display: inline-block;\n font-size: 16px;\n line-height: 1;\n color: #c2cad4;\n text-decoration: none;\n text-align: center;\n}\n\n.matter-demo-inline .matter-btn {\n background: #0f0f13;\n}\n\n.matter-btn:focus {\n outline: 0;\n}\n\n.matter-btn:hover {\n transform: translate(0px, -1px);\n}\n\n.matter-btn:active {\n transform: translate(0px, 1px);\n}\n\n.matter-btn:hover {\n background: #212a3a;\n}\n\n.matter-btn-reset:active {\n color: #76F09B;\n}\n\n.matter-btn-tools {\n display: none;\n font-size: 15px;\n padding-right: 3px;\n}\n\n.matter-gui-active .matter-btn-tools {\n color: #F55F5F;\n}\n\n.matter-btn-inspect {\n display: none;\n}\n\n.matter-inspect-active .matter-btn-inspect {\n color: #fff036;\n}\n\n.matter-btn-source {\n display: none;\n font-size: 12px;\n text-align: center;\n line-height: 31px;\n}\n\n.matter-btn-source:active {\n color: #F5B862;\n}\n\n.matter-btn-fullscreen {\n font-size: 20px;\n}\n\n.matter-btn-source:active {\n color: #F5B862;\n}\n\n.matter-is-fullscreen .matter-btn-tools,\n.matter-is-fullscreen .matter-btn-inspect {\n display: none;\n}\n\n.matter-is-fullscreen .matter-btn-fullscreen {\n color: #76F09B;\n}\n\n.ins-container,\nbody .dg {\n display: none;\n}\n\n@media screen and (min-width: 500px) {\n .ins-container,\n body .dg,\n .matter-btn-tools,\n .matter-btn-inspect,\n .matter-btn-source {\n display: block;\n }\n}"
/***/ }
/******/ ])
});
;
================================================
FILE: docs/libs/matter-wrap.js
================================================
/*!
* matter-wrap 0.1.2 by Liam Brummitt 2017-02-12
* https://github.com/liabru/matter-wrap
* License MIT
*/
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory(require("Matter"));
else if(typeof define === 'function' && define.amd)
define(["Matter"], factory);
else if(typeof exports === 'object')
exports["MatterWrap"] = factory(require("Matter"));
else
root["MatterWrap"] = factory(root["Matter"]);
})(this, function(__WEBPACK_EXTERNAL_MODULE_0__) {
return /******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId])
/******/ return installedModules[moduleId].exports;
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ i: moduleId,
/******/ l: false,
/******/ exports: {}
/******/ };
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/ // Flag the module as loaded
/******/ module.l = true;
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/ // identity function for calling harmony imports with the correct context
/******/ __webpack_require__.i = function(value) { return value; };
/******/ // define getter function for harmony exports
/******/ __webpack_require__.d = function(exports, name, getter) {
/******/ if(!__webpack_require__.o(exports, name)) {
/******/ Object.defineProperty(exports, name, {
/******/ configurable: false,
/******/ enumerable: true,
/******/ get: getter
/******/ });
/******/ }
/******/ };
/******/ // getDefaultExport function for compatibility with non-harmony modules
/******/ __webpack_require__.n = function(module) {
/******/ var getter = module && module.__esModule ?
/******/ function getDefault() { return module['default']; } :
/******/ function getModuleExports() { return module; };
/******/ __webpack_require__.d(getter, 'a', getter);
/******/ return getter;
/******/ };
/******/ // Object.prototype.hasOwnProperty.call
/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "/libs";
/******/ // Load entry module and return exports
/******/ return __webpack_require__(__webpack_require__.s = 1);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ (function(module, exports) {
module.exports = __WEBPACK_EXTERNAL_MODULE_0__;
/***/ }),
/* 1 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var Matter = __webpack_require__(0);
/**
* A coordinate wrapping plugin for matter.js.
* See the readme for usage and examples.
* @module MatterWrap
*/
var MatterWrap = {
// plugin meta
name: 'matter-wrap', // PLUGIN_NAME
version: '0.1.0', // PLUGIN_VERSION
for: 'matter-js@^0.12.0',
// installs the plugin where `base` is `Matter`
// you should not need to call this directly.
install: function install(base) {
base.after('Engine.update', function () {
MatterWrap.Engine.update(this);
});
},
Engine: {
/**
* Updates the engine by wrapping bodies inside `engine.world`.
* This is called automatically by the plugin.
* @function MatterWrap.Engine.update
* @param {Matter.Engine} engine The engine to update.
* @returns {void} No return value.
*/
update: function update(engine) {
var world = engine.world,
bodies = Matter.Composite.allBodies(world);
for (var i = 0; i < bodies.length; i += 1) {
var body = bodies[i];
if (body.plugin.wrap) {
MatterWrap.Body.wrap(body, body.plugin.wrap);
}
}
}
},
Body: {
/**
* Wraps the `body` position such that it always stay within the given bounds.
* Upon crossing a boundary the body will appear on the opposite side of the bounds,
* while maintaining its velocity.
* This is called automatically by the plugin.
* @function MatterAttractors.Body.wrap
* @param {Matter.Body} body The body to wrap.
* @param {Matter.Bounds} bounds The bounds to wrap the body inside.
* @returns {void} No return value.
*/
wrap: function wrap(body, bounds) {
var x = null,
y = null;
if (typeof bounds.min.x !== 'undefined' && typeof bounds.max.x !== 'undefined') {
if (body.bounds.min.x > bounds.max.x) {
x = bounds.min.x - (body.bounds.max.x - body.position.x);
} else if (body.bounds.max.x < bounds.min.x) {
x = bounds.max.x - (body.bounds.min.x - body.position.x);
}
}
if (typeof bounds.min.y !== 'undefined' && typeof bounds.max.y !== 'undefined') {
if (body.bounds.min.y > bounds.max.y) {
y = bounds.min.y - (body.bounds.max.y - body.position.y);
} else if (body.bounds.max.y < bounds.min.y) {
y = bounds.max.y - (body.bounds.min.y - body.position.y);
}
}
if (x !== null || y !== null) {
Matter.Body.setPosition(body, {
x: x || body.position.x,
y: y || body.position.y
});
}
}
}
};
Matter.Plugin.register(MatterWrap);
module.exports = MatterWrap;
/**
* @namespace Matter.Body
* @see http://brm.io/matter-js/docs/classes/Body.html
*/
/**
* This plugin adds a new property `body.plugin.wrap` to instances of `Matter.Body`.
* This is a `Matter.Bounds` instance that specifies the wrapping region.
* @property {Matter.Bounds} body.plugin.wrap
* @memberof Matter.Body
*/
/***/ })
/******/ ]);
});
================================================
FILE: docs/libs/matter.js
================================================
/**
* matter-js 0.12.0 by @liabru 2017-02-02
* http://brm.io/matter-js/
* License MIT
*/
/**
* The MIT License (MIT)
*
* Copyright (c) 2014 Liam Brummitt
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
(function(f){if(typeof exports==="object"&&typeof module!=="undefined"){module.exports=f()}else if(typeof define==="function"&&define.amd){define([],f)}else{var g;if(typeof window!=="undefined"){g=window}else if(typeof global!=="undefined"){g=global}else if(typeof self!=="undefined"){g=self}else{g=this}g.Matter = f()}})(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){
/**
* The `Matter.Body` module contains methods for creating and manipulating body models.
* A `Matter.Body` is a rigid body that can be simulated by a `Matter.Engine`.
* Factories for commonly used body configurations (such as rectangles, circles and other polygons) can be found in the module `Matter.Bodies`.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
* @class Body
*/
var Body = {};
module.exports = Body;
var Vertices = _dereq_('../geometry/Vertices');
var Vector = _dereq_('../geometry/Vector');
var Sleeping = _dereq_('../core/Sleeping');
var Render = _dereq_('../render/Render');
var Common = _dereq_('../core/Common');
var Bounds = _dereq_('../geometry/Bounds');
var Axes = _dereq_('../geometry/Axes');
(function() {
Body._inertiaScale = 4;
Body._nextCollidingGroupId = 1;
Body._nextNonCollidingGroupId = -1;
Body._nextCategory = 0x0001;
/**
* Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.
* All properties have default values, and many are pre-calculated automatically based on other properties.
* Vertices must be specified in clockwise order.
* See the properties section below for detailed information on what you can pass via the `options` object.
* @method create
* @param {} options
* @return {body} body
*/
Body.create = function(options) {
var defaults = {
id: Common.nextId(),
type: 'body',
label: 'Body',
parts: [],
plugin: {},
angle: 0,
vertices: Vertices.fromPath('L 0 0 L 40 0 L 40 40 L 0 40'),
position: { x: 0, y: 0 },
force: { x: 0, y: 0 },
torque: 0,
positionImpulse: { x: 0, y: 0 },
constraintImpulse: { x: 0, y: 0, angle: 0 },
totalContacts: 0,
speed: 0,
angularSpeed: 0,
velocity: { x: 0, y: 0 },
angularVelocity: 0,
isSensor: false,
isStatic: false,
isSleeping: false,
motion: 0,
sleepThreshold: 60,
density: 0.001,
restitution: 0,
friction: 0.1,
frictionStatic: 0.5,
frictionAir: 0.01,
collisionFilter: {
category: 0x0001,
mask: 0xFFFFFFFF,
group: 0
},
slop: 0.05,
timeScale: 1,
render: {
visible: true,
opacity: 1,
sprite: {
xScale: 1,
yScale: 1,
xOffset: 0,
yOffset: 0
},
lineWidth: 0
}
};
var body = Common.extend(defaults, options);
_initProperties(body, options);
return body;
};
/**
* Returns the next unique group index for which bodies will collide.
* If `isNonColliding` is `true`, returns the next unique group index for which bodies will _not_ collide.
* See `body.collisionFilter` for more information.
* @method nextGroup
* @param {bool} [isNonColliding=false]
* @return {Number} Unique group index
*/
Body.nextGroup = function(isNonColliding) {
if (isNonColliding)
return Body._nextNonCollidingGroupId--;
return Body._nextCollidingGroupId++;
};
/**
* Returns the next unique category bitfield (starting after the initial default category `0x0001`).
* There are 32 available. See `body.collisionFilter` for more information.
* @method nextCategory
* @return {Number} Unique category bitfield
*/
Body.nextCategory = function() {
Body._nextCategory = Body._nextCategory << 1;
return Body._nextCategory;
};
/**
* Initialises body properties.
* @method _initProperties
* @private
* @param {body} body
* @param {} [options]
*/
var _initProperties = function(body, options) {
options = options || {};
// init required properties (order is important)
Body.set(body, {
bounds: body.bounds || Bounds.create(body.vertices),
positionPrev: body.positionPrev || Vector.clone(body.position),
anglePrev: body.anglePrev || body.angle,
vertices: body.vertices,
parts: body.parts || [body],
isStatic: body.isStatic,
isSleeping: body.isSleeping,
parent: body.parent || body
});
Vertices.rotate(body.vertices, body.angle, body.position);
Axes.rotate(body.axes, body.angle);
Bounds.update(body.bounds, body.vertices, body.velocity);
// allow options to override the automatically calculated properties
Body.set(body, {
axes: options.axes || body.axes,
area: options.area || body.area,
mass: options.mass || body.mass,
inertia: options.inertia || body.inertia
});
// render properties
var defaultFillStyle = (body.isStatic ? '#2e2b44' : Common.choose(['#006BA6', '#0496FF', '#FFBC42', '#D81159', '#8F2D56'])),
defaultStrokeStyle = Common.shadeColor(defaultFillStyle, -20);
body.render.fillStyle = body.render.fillStyle || defaultFillStyle;
body.render.strokeStyle = body.render.strokeStyle || defaultStrokeStyle;
body.render.sprite.xOffset += -(body.bounds.min.x - body.position.x) / (body.bounds.max.x - body.bounds.min.x);
body.render.sprite.yOffset += -(body.bounds.min.y - body.position.y) / (body.bounds.max.y - body.bounds.min.y);
};
/**
* Given a property and a value (or map of), sets the property(s) on the body, using the appropriate setter functions if they exist.
* Prefer to use the actual setter functions in performance critical situations.
* @method set
* @param {body} body
* @param {} settings A property name (or map of properties and values) to set on the body.
* @param {} value The value to set if `settings` is a single property name.
*/
Body.set = function(body, settings, value) {
var property;
if (typeof settings === 'string') {
property = settings;
settings = {};
settings[property] = value;
}
for (property in settings) {
value = settings[property];
if (!settings.hasOwnProperty(property))
continue;
switch (property) {
case 'isStatic':
Body.setStatic(body, value);
break;
case 'isSleeping':
Sleeping.set(body, value);
break;
case 'mass':
Body.setMass(body, value);
break;
case 'density':
Body.setDensity(body, value);
break;
case 'inertia':
Body.setInertia(body, value);
break;
case 'vertices':
Body.setVertices(body, value);
break;
case 'position':
Body.setPosition(body, value);
break;
case 'angle':
Body.setAngle(body, value);
break;
case 'velocity':
Body.setVelocity(body, value);
break;
case 'angularVelocity':
Body.setAngularVelocity(body, value);
break;
case 'parts':
Body.setParts(body, value);
break;
default:
body[property] = value;
}
}
};
/**
* Sets the body as static, including isStatic flag and setting mass and inertia to Infinity.
* @method setStatic
* @param {body} body
* @param {bool} isStatic
*/
Body.setStatic = function(body, isStatic) {
for (var i = 0; i < body.parts.length; i++) {
var part = body.parts[i];
part.isStatic = isStatic;
if (isStatic) {
part._original = {
restitution: part.restitution,
friction: part.friction,
mass: part.mass,
inertia: part.inertia,
density: part.density,
inverseMass: part.inverseMass,
inverseInertia: part.inverseInertia
};
part.restitution = 0;
part.friction = 1;
part.mass = part.inertia = part.density = Infinity;
part.inverseMass = part.inverseInertia = 0;
part.positionPrev.x = part.position.x;
part.positionPrev.y = part.position.y;
part.anglePrev = part.angle;
part.angularVelocity = 0;
part.speed = 0;
part.angularSpeed = 0;
part.motion = 0;
} else if (part._original) {
part.restitution = part._original.restitution;
part.friction = part._original.friction;
part.mass = part._original.mass;
part.inertia = part._original.inertia;
part.density = part._original.density;
part.inverseMass = part._original.inverseMass;
part.inverseInertia = part._original.inverseInertia;
delete part._original;
}
}
};
/**
* Sets the mass of the body. Inverse mass and density are automatically updated to reflect the change.
* @method setMass
* @param {body} body
* @param {number} mass
*/
Body.setMass = function(body, mass) {
body.mass = mass;
body.inverseMass = 1 / body.mass;
body.density = body.mass / body.area;
};
/**
* Sets the density of the body. Mass is automatically updated to reflect the change.
* @method setDensity
* @param {body} body
* @param {number} density
*/
Body.setDensity = function(body, density) {
Body.setMass(body, density * body.area);
body.density = density;
};
/**
* Sets the moment of inertia (i.e. second moment of area) of the body of the body.
* Inverse inertia is automatically updated to reflect the change. Mass is not changed.
* @method setInertia
* @param {body} body
* @param {number} inertia
*/
Body.setInertia = function(body, inertia) {
body.inertia = inertia;
body.inverseInertia = 1 / body.inertia;
};
/**
* Sets the body's vertices and updates body properties accordingly, including inertia, area and mass (with respect to `body.density`).
* Vertices will be automatically transformed to be orientated around their centre of mass as the origin.
* They are then automatically translated to world space based on `body.position`.
*
* The `vertices` argument should be passed as an array of `Matter.Vector` points (or a `Matter.Vertices` array).
* Vertices must form a convex hull, concave hulls are not supported.
*
* @method setVertices
* @param {body} body
* @param {vector[]} vertices
*/
Body.setVertices = function(body, vertices) {
// change vertices
if (vertices[0].body === body) {
body.vertices = vertices;
} else {
body.vertices = Vertices.create(vertices, body);
}
// update properties
body.axes = Axes.fromVertices(body.vertices);
body.area = Vertices.area(body.vertices);
Body.setMass(body, body.density * body.area);
// orient vertices around the centre of mass at origin (0, 0)
var centre = Vertices.centre(body.vertices);
Vertices.translate(body.vertices, centre, -1);
// update inertia while vertices are at origin (0, 0)
Body.setInertia(body, Body._inertiaScale * Vertices.inertia(body.vertices, body.mass));
// update geometry
Vertices.translate(body.vertices, body.position);
Bounds.update(body.bounds, body.vertices, body.velocity);
};
/**
* Sets the parts of the `body` and updates mass, inertia and centroid.
* Each part will have its parent set to `body`.
* By default the convex hull will be automatically computed and set on `body`, unless `autoHull` is set to `false.`
* Note that this method will ensure that the first part in `body.parts` will always be the `body`.
* @method setParts
* @param {body} body
* @param [body] parts
* @param {bool} [autoHull=true]
*/
Body.setParts = function(body, parts, autoHull) {
var i;
// add all the parts, ensuring that the first part is always the parent body
parts = parts.slice(0);
body.parts.length = 0;
body.parts.push(body);
body.parent = body;
for (i = 0; i < parts.length; i++) {
var part = parts[i];
if (part !== body) {
part.parent = body;
body.parts.push(part);
}
}
if (body.parts.length === 1)
return;
autoHull = typeof autoHull !== 'undefined' ? autoHull : true;
// find the convex hull of all parts to set on the parent body
if (autoHull) {
var vertices = [];
for (i = 0; i < parts.length; i++) {
vertices = vertices.concat(parts[i].vertices);
}
Vertices.clockwiseSort(vertices);
var hull = Vertices.hull(vertices),
hullCentre = Vertices.centre(hull);
Body.setVertices(body, hull);
Vertices.translate(body.vertices, hullCentre);
}
// sum the properties of all compound parts of the parent body
var total = _totalProperties(body);
body.area = total.area;
body.parent = body;
body.position.x = total.centre.x;
body.position.y = total.centre.y;
body.positionPrev.x = total.centre.x;
body.positionPrev.y = total.centre.y;
Body.setMass(body, total.mass);
Body.setInertia(body, total.inertia);
Body.setPosition(body, total.centre);
};
/**
* Sets the position of the body instantly. Velocity, angle, force etc. are unchanged.
* @method setPosition
* @param {body} body
* @param {vector} position
*/
Body.setPosition = function(body, position) {
var delta = Vector.sub(position, body.position);
body.positionPrev.x += delta.x;
body.positionPrev.y += delta.y;
for (var i = 0; i < body.parts.length; i++) {
var part = body.parts[i];
part.position.x += delta.x;
part.position.y += delta.y;
Vertices.translate(part.vertices, delta);
Bounds.update(part.bounds, part.vertices, body.velocity);
}
};
/**
* Sets the angle of the body instantly. Angular velocity, position, force etc. are unchanged.
* @method setAngle
* @param {body} body
* @param {number} angle
*/
Body.setAngle = function(body, angle) {
var delta = angle - body.angle;
body.anglePrev += delta;
for (var i = 0; i < body.parts.length; i++) {
var part = body.parts[i];
part.angle += delta;
Vertices.rotate(part.vertices, delta, body.position);
Axes.rotate(part.axes, delta);
Bounds.update(part.bounds, part.vertices, body.velocity);
if (i > 0) {
Vector.rotateAbout(part.position, delta, body.position, part.position);
}
}
};
/**
* Sets the linear velocity of the body instantly. Position, angle, force etc. are unchanged. See also `Body.applyForce`.
* @method setVelocity
* @param {body} body
* @param {vector} velocity
*/
Body.setVelocity = function(body, velocity) {
body.positionPrev.x = body.position.x - velocity.x;
body.positionPrev.y = body.position.y - velocity.y;
body.velocity.x = velocity.x;
body.velocity.y = velocity.y;
body.speed = Vector.magnitude(body.velocity);
};
/**
* Sets the angular velocity of the body instantly. Position, angle, force etc. are unchanged. See also `Body.applyForce`.
* @method setAngularVelocity
* @param {body} body
* @param {number} velocity
*/
Body.setAngularVelocity = function(body, velocity) {
body.anglePrev = body.angle - velocity;
body.angularVelocity = velocity;
body.angularSpeed = Math.abs(body.angularVelocity);
};
/**
* Moves a body by a given vector relative to its current position, without imparting any velocity.
* @method translate
* @param {body} body
* @param {vector} translation
*/
Body.translate = function(body, translation) {
Body.setPosition(body, Vector.add(body.position, translation));
};
/**
* Rotates a body by a given angle relative to its current angle, without imparting any angular velocity.
* @method rotate
* @param {body} body
* @param {number} rotation
*/
Body.rotate = function(body, rotation) {
Body.setAngle(body, body.angle + rotation);
};
/**
* Scales the body, including updating physical properties (mass, area, axes, inertia), from a world-space point (default is body centre).
* @method scale
* @param {body} body
* @param {number} scaleX
* @param {number} scaleY
* @param {vector} [point]
*/
Body.scale = function(body, scaleX, scaleY, point) {
for (var i = 0; i < body.parts.length; i++) {
var part = body.parts[i];
// scale vertices
Vertices.scale(part.vertices, scaleX, scaleY, body.position);
// update properties
part.axes = Axes.fromVertices(part.vertices);
if (!body.isStatic) {
part.area = Vertices.area(part.vertices);
Body.setMass(part, body.density * part.area);
// update inertia (requires vertices to be at origin)
Vertices.translate(part.vertices, { x: -part.position.x, y: -part.position.y });
Body.setInertia(part, Vertices.inertia(part.vertices, part.mass));
Vertices.translate(part.vertices, { x: part.position.x, y: part.position.y });
}
// update bounds
Bounds.update(part.bounds, part.vertices, body.velocity);
}
// handle circles
if (body.circleRadius) {
if (scaleX === scaleY) {
body.circleRadius *= scaleX;
} else {
// body is no longer a circle
body.circleRadius = null;
}
}
if (!body.isStatic) {
var total = _totalProperties(body);
body.area = total.area;
Body.setMass(body, total.mass);
Body.setInertia(body, total.inertia);
}
};
/**
* Performs a simulation step for the given `body`, including updating position and angle using Verlet integration.
* @method update
* @param {body} body
* @param {number} deltaTime
* @param {number} timeScale
* @param {number} correction
*/
Body.update = function(body, deltaTime, timeScale, correction) {
var deltaTimeSquared = Math.pow(deltaTime * timeScale * body.timeScale, 2);
// from the previous step
var frictionAir = 1 - body.frictionAir * timeScale * body.timeScale,
velocityPrevX = body.position.x - body.positionPrev.x,
velocityPrevY = body.position.y - body.positionPrev.y;
// update velocity with Verlet integration
body.velocity.x = (velocityPrevX * frictionAir * correction) + (body.force.x / body.mass) * deltaTimeSquared;
body.velocity.y = (velocityPrevY * frictionAir * correction) + (body.force.y / body.mass) * deltaTimeSquared;
body.positionPrev.x = body.position.x;
body.positionPrev.y = body.position.y;
body.position.x += body.velocity.x;
body.position.y += body.velocity.y;
// update angular velocity with Verlet integration
body.angularVelocity = ((body.angle - body.anglePrev) * frictionAir * correction) + (body.torque / body.inertia) * deltaTimeSquared;
body.anglePrev = body.angle;
body.angle += body.angularVelocity;
// track speed and acceleration
body.speed = Vector.magnitude(body.velocity);
body.angularSpeed = Math.abs(body.angularVelocity);
// transform the body geometry
for (var i = 0; i < body.parts.length; i++) {
var part = body.parts[i];
Vertices.translate(part.vertices, body.velocity);
if (i > 0) {
part.position.x += body.velocity.x;
part.position.y += body.velocity.y;
}
if (body.angularVelocity !== 0) {
Vertices.rotate(part.vertices, body.angularVelocity, body.position);
Axes.rotate(part.axes, body.angularVelocity);
if (i > 0) {
Vector.rotateAbout(part.position, body.angularVelocity, body.position, part.position);
}
}
Bounds.update(part.bounds, part.vertices, body.velocity);
}
};
/**
* Applies a force to a body from a given world-space position, including resulting torque.
* @method applyForce
* @param {body} body
* @param {vector} position
* @param {vector} force
*/
Body.applyForce = function(body, position, force) {
body.force.x += force.x;
body.force.y += force.y;
var offset = { x: position.x - body.position.x, y: position.y - body.position.y };
body.torque += offset.x * force.y - offset.y * force.x;
};
/**
* Returns the sums of the properties of all compound parts of the parent body.
* @method _totalProperties
* @private
* @param {body} body
* @return {}
*/
var _totalProperties = function(body) {
// https://ecourses.ou.edu/cgi-bin/ebook.cgi?doc=&topic=st&chap_sec=07.2&page=theory
// http://output.to/sideway/default.asp?qno=121100087
var properties = {
mass: 0,
area: 0,
inertia: 0,
centre: { x: 0, y: 0 }
};
// sum the properties of all compound parts of the parent body
for (var i = body.parts.length === 1 ? 0 : 1; i < body.parts.length; i++) {
var part = body.parts[i];
properties.mass += part.mass;
properties.area += part.area;
properties.inertia += part.inertia;
properties.centre = Vector.add(properties.centre,
Vector.mult(part.position, part.mass !== Infinity ? part.mass : 1));
}
properties.centre = Vector.div(properties.centre,
properties.mass !== Infinity ? properties.mass : body.parts.length);
return properties;
};
/*
*
* Events Documentation
*
*/
/**
* Fired when a body starts sleeping (where `this` is the body).
*
* @event sleepStart
* @this {body} The body that has started sleeping
* @param {} event An event object
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when a body ends sleeping (where `this` is the body).
*
* @event sleepEnd
* @this {body} The body that has ended sleeping
* @param {} event An event object
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/*
*
* Properties Documentation
*
*/
/**
* An integer `Number` uniquely identifying number generated in `Body.create` by `Common.nextId`.
*
* @property id
* @type number
*/
/**
* A `String` denoting the type of object.
*
* @property type
* @type string
* @default "body"
* @readOnly
*/
/**
* An arbitrary `String` name to help the user identify and manage bodies.
*
* @property label
* @type string
* @default "Body"
*/
/**
* An array of bodies that make up this body.
* The first body in the array must always be a self reference to the current body instance.
* All bodies in the `parts` array together form a single rigid compound body.
* Parts are allowed to overlap, have gaps or holes or even form concave bodies.
* Parts themselves should never be added to a `World`, only the parent body should be.
* Use `Body.setParts` when setting parts to ensure correct updates of all properties.
*
* @property parts
* @type body[]
*/
/**
* An object reserved for storing plugin-specific properties.
*
* @property plugin
* @type {}
*/
/**
* A self reference if the body is _not_ a part of another body.
* Otherwise this is a reference to the body that this is a part of.
* See `body.parts`.
*
* @property parent
* @type body
*/
/**
* A `Number` specifying the angle of the body, in radians.
*
* @property angle
* @type number
* @default 0
*/
/**
* An array of `Vector` objects that specify the convex hull of the rigid body.
* These should be provided about the origin `(0, 0)`. E.g.
*
* [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]
*
* When passed via `Body.create`, the vertices are translated relative to `body.position` (i.e. world-space, and constantly updated by `Body.update` during simulation).
* The `Vector` objects are also augmented with additional properties required for efficient collision detection.
*
* Other properties such as `inertia` and `bounds` are automatically calculated from the passed vertices (unless provided via `options`).
* Concave hulls are not currently supported. The module `Matter.Vertices` contains useful methods for working with vertices.
*
* @property vertices
* @type vector[]
*/
/**
* A `Vector` that specifies the current world-space position of the body.
*
* @property position
* @type vector
* @default { x: 0, y: 0 }
*/
/**
* A `Vector` that specifies the force to apply in the current step. It is zeroed after every `Body.update`. See also `Body.applyForce`.
*
* @property force
* @type vector
* @default { x: 0, y: 0 }
*/
/**
* A `Number` that specifies the torque (turning force) to apply in the current step. It is zeroed after every `Body.update`.
*
* @property torque
* @type number
* @default 0
*/
/**
* A `Number` that _measures_ the current speed of the body after the last `Body.update`. It is read-only and always positive (it's the magnitude of `body.velocity`).
*
* @readOnly
* @property speed
* @type number
* @default 0
*/
/**
* A `Number` that _measures_ the current angular speed of the body after the last `Body.update`. It is read-only and always positive (it's the magnitude of `body.angularVelocity`).
*
* @readOnly
* @property angularSpeed
* @type number
* @default 0
*/
/**
* A `Vector` that _measures_ the current velocity of the body after the last `Body.update`. It is read-only.
* If you need to modify a body's velocity directly, you should either apply a force or simply change the body's `position` (as the engine uses position-Verlet integration).
*
* @readOnly
* @property velocity
* @type vector
* @default { x: 0, y: 0 }
*/
/**
* A `Number` that _measures_ the current angular velocity of the body after the last `Body.update`. It is read-only.
* If you need to modify a body's angular velocity directly, you should apply a torque or simply change the body's `angle` (as the engine uses position-Verlet integration).
*
* @readOnly
* @property angularVelocity
* @type number
* @default 0
*/
/**
* A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed.
* If you need to set a body as static after its creation, you should use `Body.setStatic` as this requires more than just setting this flag.
*
* @property isStatic
* @type boolean
* @default false
*/
/**
* A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically.
*
* @property isSensor
* @type boolean
* @default false
*/
/**
* A flag that indicates whether the body is considered sleeping. A sleeping body acts similar to a static body, except it is only temporary and can be awoken.
* If you need to set a body as sleeping, you should use `Sleeping.set` as this requires more than just setting this flag.
*
* @property isSleeping
* @type boolean
* @default false
*/
/**
* A `Number` that _measures_ the amount of movement a body currently has (a combination of `speed` and `angularSpeed`). It is read-only and always positive.
* It is used and updated by the `Matter.Sleeping` module during simulation to decide if a body has come to rest.
*
* @readOnly
* @property motion
* @type number
* @default 0
*/
/**
* A `Number` that defines the number of updates in which this body must have near-zero velocity before it is set as sleeping by the `Matter.Sleeping` module (if sleeping is enabled by the engine).
*
* @property sleepThreshold
* @type number
* @default 60
*/
/**
* A `Number` that defines the density of the body, that is its mass per unit area.
* If you pass the density via `Body.create` the `mass` property is automatically calculated for you based on the size (area) of the object.
* This is generally preferable to simply setting mass and allows for more intuitive definition of materials (e.g. rock has a higher density than wood).
*
* @property density
* @type number
* @default 0.001
*/
/**
* A `Number` that defines the mass of the body, although it may be more appropriate to specify the `density` property instead.
* If you modify this value, you must also modify the `body.inverseMass` property (`1 / mass`).
*
* @property mass
* @type number
*/
/**
* A `Number` that defines the inverse mass of the body (`1 / mass`).
* If you modify this value, you must also modify the `body.mass` property.
*
* @property inverseMass
* @type number
*/
/**
* A `Number` that defines the moment of inertia (i.e. second moment of area) of the body.
* It is automatically calculated from the given convex hull (`vertices` array) and density in `Body.create`.
* If you modify this value, you must also modify the `body.inverseInertia` property (`1 / inertia`).
*
* @property inertia
* @type number
*/
/**
* A `Number` that defines the inverse moment of inertia of the body (`1 / inertia`).
* If you modify this value, you must also modify the `body.inertia` property.
*
* @property inverseInertia
* @type number
*/
/**
* A `Number` that defines the restitution (elasticity) of the body. The value is always positive and is in the range `(0, 1)`.
* A value of `0` means collisions may be perfectly inelastic and no bouncing may occur.
* A value of `0.8` means the body may bounce back with approximately 80% of its kinetic energy.
* Note that collision response is based on _pairs_ of bodies, and that `restitution` values are _combined_ with the following formula:
*
* Math.max(bodyA.restitution, bodyB.restitution)
*
* @property restitution
* @type number
* @default 0
*/
/**
* A `Number` that defines the friction of the body. The value is always positive and is in the range `(0, 1)`.
* A value of `0` means that the body may slide indefinitely.
* A value of `1` means the body may come to a stop almost instantly after a force is applied.
*
* The effects of the value may be non-linear.
* High values may be unstable depending on the body.
* The engine uses a Coulomb friction model including static and kinetic friction.
* Note that collision response is based on _pairs_ of bodies, and that `friction` values are _combined_ with the following formula:
*
* Math.min(bodyA.friction, bodyB.friction)
*
* @property friction
* @type number
* @default 0.1
*/
/**
* A `Number` that defines the static friction of the body (in the Coulomb friction model).
* A value of `0` means the body will never 'stick' when it is nearly stationary and only dynamic `friction` is used.
* The higher the value (e.g. `10`), the more force it will take to initially get the body moving when nearly stationary.
* This value is multiplied with the `friction` property to make it easier to change `friction` and maintain an appropriate amount of static friction.
*
* @property frictionStatic
* @type number
* @default 0.5
*/
/**
* A `Number` that defines the air friction of the body (air resistance).
* A value of `0` means the body will never slow as it moves through space.
* The higher the value, the faster a body slows when moving through space.
* The effects of the value are non-linear.
*
* @property frictionAir
* @type number
* @default 0.01
*/
/**
* An `Object` that specifies the collision filtering properties of this body.
*
* Collisions between two bodies will obey the following rules:
* - If the two bodies have the same non-zero value of `collisionFilter.group`,
* they will always collide if the value is positive, and they will never collide
* if the value is negative.
* - If the two bodies have different values of `collisionFilter.group` or if one
* (or both) of the bodies has a value of 0, then the category/mask rules apply as follows:
*
* Each body belongs to a collision category, given by `collisionFilter.category`. This
* value is used as a bit field and the category should have only one bit set, meaning that
* the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32
* different collision categories available.
*
* Each body also defines a collision bitmask, given by `collisionFilter.mask` which specifies
* the categories it collides with (the value is the bitwise AND value of all these categories).
*
* Using the category/mask rules, two bodies `A` and `B` collide if each includes the other's
* category in its mask, i.e. `(categoryA & maskB) !== 0` and `(categoryB & maskA) !== 0`
* are both true.
*
* @property collisionFilter
* @type object
*/
/**
* An Integer `Number`, that specifies the collision group this body belongs to.
* See `body.collisionFilter` for more information.
*
* @property collisionFilter.group
* @type object
* @default 0
*/
/**
* A bit field that specifies the collision category this body belongs to.
* The category value should have only one bit set, for example `0x0001`.
* This means there are up to 32 unique collision categories available.
* See `body.collisionFilter` for more information.
*
* @property collisionFilter.category
* @type object
* @default 1
*/
/**
* A bit mask that specifies the collision categories this body may collide with.
* See `body.collisionFilter` for more information.
*
* @property collisionFilter.mask
* @type object
* @default -1
*/
/**
* A `Number` that specifies a tolerance on how far a body is allowed to 'sink' or rotate into other bodies.
* Avoid changing this value unless you understand the purpose of `slop` in physics engines.
* The default should generally suffice, although very large bodies may require larger values for stable stacking.
*
* @property slop
* @type number
* @default 0.05
*/
/**
* A `Number` that allows per-body time scaling, e.g. a force-field where bodies inside are in slow-motion, while others are at full speed.
*
* @property timeScale
* @type number
* @default 1
*/
/**
* An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.
*
* @property render
* @type object
*/
/**
* A flag that indicates if the body should be rendered.
*
* @property render.visible
* @type boolean
* @default true
*/
/**
* Sets the opacity to use when rendering.
*
* @property render.opacity
* @type number
* @default 1
*/
/**
* An `Object` that defines the sprite properties to use when rendering, if any.
*
* @property render.sprite
* @type object
*/
/**
* An `String` that defines the path to the image to use as the sprite texture, if any.
*
* @property render.sprite.texture
* @type string
*/
/**
* A `Number` that defines the scaling in the x-axis for the sprite, if any.
*
* @property render.sprite.xScale
* @type number
* @default 1
*/
/**
* A `Number` that defines the scaling in the y-axis for the sprite, if any.
*
* @property render.sprite.yScale
* @type number
* @default 1
*/
/**
* A `Number` that defines the offset in the x-axis for the sprite (normalised by texture width).
*
* @property render.sprite.xOffset
* @type number
* @default 0
*/
/**
* A `Number` that defines the offset in the y-axis for the sprite (normalised by texture height).
*
* @property render.sprite.yOffset
* @type number
* @default 0
*/
/**
* A `Number` that defines the line width to use when rendering the body outline (if a sprite is not defined).
* A value of `0` means no outline will be rendered.
*
* @property render.lineWidth
* @type number
* @default 1.5
*/
/**
* A `String` that defines the fill style to use when rendering the body (if a sprite is not defined).
* It is the same as when using a canvas, so it accepts CSS style property values.
*
* @property render.fillStyle
* @type string
* @default a random colour
*/
/**
* A `String` that defines the stroke style to use when rendering the body outline (if a sprite is not defined).
* It is the same as when using a canvas, so it accepts CSS style property values.
*
* @property render.strokeStyle
* @type string
* @default a random colour
*/
/**
* An array of unique axis vectors (edge normals) used for collision detection.
* These are automatically calculated from the given convex hull (`vertices` array) in `Body.create`.
* They are constantly updated by `Body.update` during the simulation.
*
* @property axes
* @type vector[]
*/
/**
* A `Number` that _measures_ the area of the body's convex hull, calculated at creation by `Body.create`.
*
* @property area
* @type string
* @default
*/
/**
* A `Bounds` object that defines the AABB region for the body.
* It is automatically calculated from the given convex hull (`vertices` array) in `Body.create` and constantly updated by `Body.update` during simulation.
*
* @property bounds
* @type bounds
*/
})();
},{"../core/Common":14,"../core/Sleeping":22,"../geometry/Axes":25,"../geometry/Bounds":26,"../geometry/Vector":28,"../geometry/Vertices":29,"../render/Render":31}],2:[function(_dereq_,module,exports){
/**
* The `Matter.Composite` module contains methods for creating and manipulating composite bodies.
* A composite body is a collection of `Matter.Body`, `Matter.Constraint` and other `Matter.Composite`, therefore composites form a tree structure.
* It is important to use the functions in this module to modify composites, rather than directly modifying their properties.
* Note that the `Matter.World` object is also a type of `Matter.Composite` and as such all composite methods here can also operate on a `Matter.World`.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
*
* @class Composite
*/
var Composite = {};
module.exports = Composite;
var Events = _dereq_('../core/Events');
var Common = _dereq_('../core/Common');
var Body = _dereq_('./Body');
(function() {
/**
* Creates a new composite. The options parameter is an object that specifies any properties you wish to override the defaults.
* See the properites section below for detailed information on what you can pass via the `options` object.
* @method create
* @param {} [options]
* @return {composite} A new composite
*/
Composite.create = function(options) {
return Common.extend({
id: Common.nextId(),
type: 'composite',
parent: null,
isModified: false,
bodies: [],
constraints: [],
composites: [],
label: 'Composite',
plugin: {}
}, options);
};
/**
* Sets the composite's `isModified` flag.
* If `updateParents` is true, all parents will be set (default: false).
* If `updateChildren` is true, all children will be set (default: false).
* @method setModified
* @param {composite} composite
* @param {boolean} isModified
* @param {boolean} [updateParents=false]
* @param {boolean} [updateChildren=false]
*/
Composite.setModified = function(composite, isModified, updateParents, updateChildren) {
composite.isModified = isModified;
if (updateParents && composite.parent) {
Composite.setModified(composite.parent, isModified, updateParents, updateChildren);
}
if (updateChildren) {
for(var i = 0; i < composite.composites.length; i++) {
var childComposite = composite.composites[i];
Composite.setModified(childComposite, isModified, updateParents, updateChildren);
}
}
};
/**
* Generic add function. Adds one or many body(s), constraint(s) or a composite(s) to the given composite.
* Triggers `beforeAdd` and `afterAdd` events on the `composite`.
* @method add
* @param {composite} composite
* @param {} object
* @return {composite} The original composite with the objects added
*/
Composite.add = function(composite, object) {
var objects = [].concat(object);
Events.trigger(composite, 'beforeAdd', { object: object });
for (var i = 0; i < objects.length; i++) {
var obj = objects[i];
switch (obj.type) {
case 'body':
// skip adding compound parts
if (obj.parent !== obj) {
Common.warn('Composite.add: skipped adding a compound body part (you must add its parent instead)');
break;
}
Composite.addBody(composite, obj);
break;
case 'constraint':
Composite.addConstraint(composite, obj);
break;
case 'composite':
Composite.addComposite(composite, obj);
break;
case 'mouseConstraint':
Composite.addConstraint(composite, obj.constraint);
break;
}
}
Events.trigger(composite, 'afterAdd', { object: object });
return composite;
};
/**
* Generic remove function. Removes one or many body(s), constraint(s) or a composite(s) to the given composite.
* Optionally searching its children recursively.
* Triggers `beforeRemove` and `afterRemove` events on the `composite`.
* @method remove
* @param {composite} composite
* @param {} object
* @param {boolean} [deep=false]
* @return {composite} The original composite with the objects removed
*/
Composite.remove = function(composite, object, deep) {
var objects = [].concat(object);
Events.trigger(composite, 'beforeRemove', { object: object });
for (var i = 0; i < objects.length; i++) {
var obj = objects[i];
switch (obj.type) {
case 'body':
Composite.removeBody(composite, obj, deep);
break;
case 'constraint':
Composite.removeConstraint(composite, obj, deep);
break;
case 'composite':
Composite.removeComposite(composite, obj, deep);
break;
case 'mouseConstraint':
Composite.removeConstraint(composite, obj.constraint);
break;
}
}
Events.trigger(composite, 'afterRemove', { object: object });
return composite;
};
/**
* Adds a composite to the given composite.
* @private
* @method addComposite
* @param {composite} compositeA
* @param {composite} compositeB
* @return {composite} The original compositeA with the objects from compositeB added
*/
Composite.addComposite = function(compositeA, compositeB) {
compositeA.composites.push(compositeB);
compositeB.parent = compositeA;
Composite.setModified(compositeA, true, true, false);
return compositeA;
};
/**
* Removes a composite from the given composite, and optionally searching its children recursively.
* @private
* @method removeComposite
* @param {composite} compositeA
* @param {composite} compositeB
* @param {boolean} [deep=false]
* @return {composite} The original compositeA with the composite removed
*/
Composite.removeComposite = function(compositeA, compositeB, deep) {
var position = Common.indexOf(compositeA.composites, compositeB);
if (position !== -1) {
Composite.removeCompositeAt(compositeA, position);
Composite.setModified(compositeA, true, true, false);
}
if (deep) {
for (var i = 0; i < compositeA.composites.length; i++){
Composite.removeComposite(compositeA.composites[i], compositeB, true);
}
}
return compositeA;
};
/**
* Removes a composite from the given composite.
* @private
* @method removeCompositeAt
* @param {composite} composite
* @param {number} position
* @return {composite} The original composite with the composite removed
*/
Composite.removeCompositeAt = function(composite, position) {
composite.composites.splice(position, 1);
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Adds a body to the given composite.
* @private
* @method addBody
* @param {composite} composite
* @param {body} body
* @return {composite} The original composite with the body added
*/
Composite.addBody = function(composite, body) {
composite.bodies.push(body);
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Removes a body from the given composite, and optionally searching its children recursively.
* @private
* @method removeBody
* @param {composite} composite
* @param {body} body
* @param {boolean} [deep=false]
* @return {composite} The original composite with the body removed
*/
Composite.removeBody = function(composite, body, deep) {
var position = Common.indexOf(composite.bodies, body);
if (position !== -1) {
Composite.removeBodyAt(composite, position);
Composite.setModified(composite, true, true, false);
}
if (deep) {
for (var i = 0; i < composite.composites.length; i++){
Composite.removeBody(composite.composites[i], body, true);
}
}
return composite;
};
/**
* Removes a body from the given composite.
* @private
* @method removeBodyAt
* @param {composite} composite
* @param {number} position
* @return {composite} The original composite with the body removed
*/
Composite.removeBodyAt = function(composite, position) {
composite.bodies.splice(position, 1);
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Adds a constraint to the given composite.
* @private
* @method addConstraint
* @param {composite} composite
* @param {constraint} constraint
* @return {composite} The original composite with the constraint added
*/
Composite.addConstraint = function(composite, constraint) {
composite.constraints.push(constraint);
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Removes a constraint from the given composite, and optionally searching its children recursively.
* @private
* @method removeConstraint
* @param {composite} composite
* @param {constraint} constraint
* @param {boolean} [deep=false]
* @return {composite} The original composite with the constraint removed
*/
Composite.removeConstraint = function(composite, constraint, deep) {
var position = Common.indexOf(composite.constraints, constraint);
if (position !== -1) {
Composite.removeConstraintAt(composite, position);
}
if (deep) {
for (var i = 0; i < composite.composites.length; i++){
Composite.removeConstraint(composite.composites[i], constraint, true);
}
}
return composite;
};
/**
* Removes a body from the given composite.
* @private
* @method removeConstraintAt
* @param {composite} composite
* @param {number} position
* @return {composite} The original composite with the constraint removed
*/
Composite.removeConstraintAt = function(composite, position) {
composite.constraints.splice(position, 1);
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Removes all bodies, constraints and composites from the given composite.
* Optionally clearing its children recursively.
* @method clear
* @param {composite} composite
* @param {boolean} keepStatic
* @param {boolean} [deep=false]
*/
Composite.clear = function(composite, keepStatic, deep) {
if (deep) {
for (var i = 0; i < composite.composites.length; i++){
Composite.clear(composite.composites[i], keepStatic, true);
}
}
if (keepStatic) {
composite.bodies = composite.bodies.filter(function(body) { return body.isStatic; });
} else {
composite.bodies.length = 0;
}
composite.constraints.length = 0;
composite.composites.length = 0;
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Returns all bodies in the given composite, including all bodies in its children, recursively.
* @method allBodies
* @param {composite} composite
* @return {body[]} All the bodies
*/
Composite.allBodies = function(composite) {
var bodies = [].concat(composite.bodies);
for (var i = 0; i < composite.composites.length; i++)
bodies = bodies.concat(Composite.allBodies(composite.composites[i]));
return bodies;
};
/**
* Returns all constraints in the given composite, including all constraints in its children, recursively.
* @method allConstraints
* @param {composite} composite
* @return {constraint[]} All the constraints
*/
Composite.allConstraints = function(composite) {
var constraints = [].concat(composite.constraints);
for (var i = 0; i < composite.composites.length; i++)
constraints = constraints.concat(Composite.allConstraints(composite.composites[i]));
return constraints;
};
/**
* Returns all composites in the given composite, including all composites in its children, recursively.
* @method allComposites
* @param {composite} composite
* @return {composite[]} All the composites
*/
Composite.allComposites = function(composite) {
var composites = [].concat(composite.composites);
for (var i = 0; i < composite.composites.length; i++)
composites = composites.concat(Composite.allComposites(composite.composites[i]));
return composites;
};
/**
* Searches the composite recursively for an object matching the type and id supplied, null if not found.
* @method get
* @param {composite} composite
* @param {number} id
* @param {string} type
* @return {object} The requested object, if found
*/
Composite.get = function(composite, id, type) {
var objects,
object;
switch (type) {
case 'body':
objects = Composite.allBodies(composite);
break;
case 'constraint':
objects = Composite.allConstraints(composite);
break;
case 'composite':
objects = Composite.allComposites(composite).concat(composite);
break;
}
if (!objects)
return null;
object = objects.filter(function(object) {
return object.id.toString() === id.toString();
});
return object.length === 0 ? null : object[0];
};
/**
* Moves the given object(s) from compositeA to compositeB (equal to a remove followed by an add).
* @method move
* @param {compositeA} compositeA
* @param {object[]} objects
* @param {compositeB} compositeB
* @return {composite} Returns compositeA
*/
Composite.move = function(compositeA, objects, compositeB) {
Composite.remove(compositeA, objects);
Composite.add(compositeB, objects);
return compositeA;
};
/**
* Assigns new ids for all objects in the composite, recursively.
* @method rebase
* @param {composite} composite
* @return {composite} Returns composite
*/
Composite.rebase = function(composite) {
var objects = Composite.allBodies(composite)
.concat(Composite.allConstraints(composite))
.concat(Composite.allComposites(composite));
for (var i = 0; i < objects.length; i++) {
objects[i].id = Common.nextId();
}
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Translates all children in the composite by a given vector relative to their current positions,
* without imparting any velocity.
* @method translate
* @param {composite} composite
* @param {vector} translation
* @param {bool} [recursive=true]
*/
Composite.translate = function(composite, translation, recursive) {
var bodies = recursive ? Composite.allBodies(composite) : composite.bodies;
for (var i = 0; i < bodies.length; i++) {
Body.translate(bodies[i], translation);
}
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Rotates all children in the composite by a given angle about the given point, without imparting any angular velocity.
* @method rotate
* @param {composite} composite
* @param {number} rotation
* @param {vector} point
* @param {bool} [recursive=true]
*/
Composite.rotate = function(composite, rotation, point, recursive) {
var cos = Math.cos(rotation),
sin = Math.sin(rotation),
bodies = recursive ? Composite.allBodies(composite) : composite.bodies;
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i],
dx = body.position.x - point.x,
dy = body.position.y - point.y;
Body.setPosition(body, {
x: point.x + (dx * cos - dy * sin),
y: point.y + (dx * sin + dy * cos)
});
Body.rotate(body, rotation);
}
Composite.setModified(composite, true, true, false);
return composite;
};
/**
* Scales all children in the composite, including updating physical properties (mass, area, axes, inertia), from a world-space point.
* @method scale
* @param {composite} composite
* @param {number} scaleX
* @param {number} scaleY
* @param {vector} point
* @param {bool} [recursive=true]
*/
Composite.scale = function(composite, scaleX, scaleY, point, recursive) {
var bodies = recursive ? Composite.allBodies(composite) : composite.bodies;
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i],
dx = body.position.x - point.x,
dy = body.position.y - point.y;
Body.setPosition(body, {
x: point.x + dx * scaleX,
y: point.y + dy * scaleY
});
Body.scale(body, scaleX, scaleY);
}
Composite.setModified(composite, true, true, false);
return composite;
};
/*
*
* Events Documentation
*
*/
/**
* Fired when a call to `Composite.add` is made, before objects have been added.
*
* @event beforeAdd
* @param {} event An event object
* @param {} event.object The object(s) to be added (may be a single body, constraint, composite or a mixed array of these)
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when a call to `Composite.add` is made, after objects have been added.
*
* @event afterAdd
* @param {} event An event object
* @param {} event.object The object(s) that have been added (may be a single body, constraint, composite or a mixed array of these)
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when a call to `Composite.remove` is made, before objects have been removed.
*
* @event beforeRemove
* @param {} event An event object
* @param {} event.object The object(s) to be removed (may be a single body, constraint, composite or a mixed array of these)
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when a call to `Composite.remove` is made, after objects have been removed.
*
* @event afterRemove
* @param {} event An event object
* @param {} event.object The object(s) that have been removed (may be a single body, constraint, composite or a mixed array of these)
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/*
*
* Properties Documentation
*
*/
/**
* An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`.
*
* @property id
* @type number
*/
/**
* A `String` denoting the type of object.
*
* @property type
* @type string
* @default "composite"
* @readOnly
*/
/**
* An arbitrary `String` name to help the user identify and manage composites.
*
* @property label
* @type string
* @default "Composite"
*/
/**
* A flag that specifies whether the composite has been modified during the current step.
* Most `Matter.Composite` methods will automatically set this flag to `true` to inform the engine of changes to be handled.
* If you need to change it manually, you should use the `Composite.setModified` method.
*
* @property isModified
* @type boolean
* @default false
*/
/**
* The `Composite` that is the parent of this composite. It is automatically managed by the `Matter.Composite` methods.
*
* @property parent
* @type composite
* @default null
*/
/**
* An array of `Body` that are _direct_ children of this composite.
* To add or remove bodies you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.
* If you wish to recursively find all descendants, you should use the `Composite.allBodies` method.
*
* @property bodies
* @type body[]
* @default []
*/
/**
* An array of `Constraint` that are _direct_ children of this composite.
* To add or remove constraints you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.
* If you wish to recursively find all descendants, you should use the `Composite.allConstraints` method.
*
* @property constraints
* @type constraint[]
* @default []
*/
/**
* An array of `Composite` that are _direct_ children of this composite.
* To add or remove composites you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property.
* If you wish to recursively find all descendants, you should use the `Composite.allComposites` method.
*
* @property composites
* @type composite[]
* @default []
*/
/**
* An object reserved for storing plugin-specific properties.
*
* @property plugin
* @type {}
*/
})();
},{"../core/Common":14,"../core/Events":16,"./Body":1}],3:[function(_dereq_,module,exports){
/**
* The `Matter.World` module contains methods for creating and manipulating the world composite.
* A `Matter.World` is a `Matter.Composite` body, which is a collection of `Matter.Body`, `Matter.Constraint` and other `Matter.Composite`.
* A `Matter.World` has a few additional properties including `gravity` and `bounds`.
* It is important to use the functions in the `Matter.Composite` module to modify the world composite, rather than directly modifying its properties.
* There are also a few methods here that alias those in `Matter.Composite` for easier readability.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
*
* @class World
* @extends Composite
*/
var World = {};
module.exports = World;
var Composite = _dereq_('./Composite');
var Constraint = _dereq_('../constraint/Constraint');
var Common = _dereq_('../core/Common');
(function() {
/**
* Creates a new world composite. The options parameter is an object that specifies any properties you wish to override the defaults.
* See the properties section below for detailed information on what you can pass via the `options` object.
* @method create
* @constructor
* @param {} options
* @return {world} A new world
*/
World.create = function(options) {
var composite = Composite.create();
var defaults = {
label: 'World',
gravity: {
x: 0,
y: 1,
scale: 0.001
},
bounds: {
min: { x: -Infinity, y: -Infinity },
max: { x: Infinity, y: Infinity }
}
};
return Common.extend(composite, defaults, options);
};
/*
*
* Properties Documentation
*
*/
/**
* The gravity to apply on the world.
*
* @property gravity
* @type object
*/
/**
* The gravity x component.
*
* @property gravity.x
* @type object
* @default 0
*/
/**
* The gravity y component.
*
* @property gravity.y
* @type object
* @default 1
*/
/**
* The gravity scale factor.
*
* @property gravity.scale
* @type object
* @default 0.001
*/
/**
* A `Bounds` object that defines the world bounds for collision detection.
*
* @property bounds
* @type bounds
* @default { min: { x: -Infinity, y: -Infinity }, max: { x: Infinity, y: Infinity } }
*/
// World is a Composite body
// see src/module/Outro.js for these aliases:
/**
* An alias for Composite.clear
* @method clear
* @param {world} world
* @param {boolean} keepStatic
*/
/**
* An alias for Composite.add
* @method addComposite
* @param {world} world
* @param {composite} composite
* @return {world} The original world with the objects from composite added
*/
/**
* An alias for Composite.addBody
* @method addBody
* @param {world} world
* @param {body} body
* @return {world} The original world with the body added
*/
/**
* An alias for Composite.addConstraint
* @method addConstraint
* @param {world} world
* @param {constraint} constraint
* @return {world} The original world with the constraint added
*/
})();
},{"../constraint/Constraint":12,"../core/Common":14,"./Composite":2}],4:[function(_dereq_,module,exports){
/**
* The `Matter.Contact` module contains methods for creating and manipulating collision contacts.
*
* @class Contact
*/
var Contact = {};
module.exports = Contact;
(function() {
/**
* Creates a new contact.
* @method create
* @param {vertex} vertex
* @return {contact} A new contact
*/
Contact.create = function(vertex) {
return {
id: Contact.id(vertex),
vertex: vertex,
normalImpulse: 0,
tangentImpulse: 0
};
};
/**
* Generates a contact id.
* @method id
* @param {vertex} vertex
* @return {string} Unique contactID
*/
Contact.id = function(vertex) {
return vertex.body.id + '_' + vertex.index;
};
})();
},{}],5:[function(_dereq_,module,exports){
/**
* The `Matter.Detector` module contains methods for detecting collisions given a set of pairs.
*
* @class Detector
*/
// TODO: speculative contacts
var Detector = {};
module.exports = Detector;
var SAT = _dereq_('./SAT');
var Pair = _dereq_('./Pair');
var Bounds = _dereq_('../geometry/Bounds');
(function() {
/**
* Finds all collisions given a list of pairs.
* @method collisions
* @param {pair[]} broadphasePairs
* @param {engine} engine
* @return {array} collisions
*/
Detector.collisions = function(broadphasePairs, engine) {
var collisions = [],
pairsTable = engine.pairs.table;
for (var i = 0; i < broadphasePairs.length; i++) {
var bodyA = broadphasePairs[i][0],
bodyB = broadphasePairs[i][1];
if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
continue;
if (!Detector.canCollide(bodyA.collisionFilter, bodyB.collisionFilter))
continue;
// mid phase
if (Bounds.overlaps(bodyA.bounds, bodyB.bounds)) {
for (var j = bodyA.parts.length > 1 ? 1 : 0; j < bodyA.parts.length; j++) {
var partA = bodyA.parts[j];
for (var k = bodyB.parts.length > 1 ? 1 : 0; k < bodyB.parts.length; k++) {
var partB = bodyB.parts[k];
if ((partA === bodyA && partB === bodyB) || Bounds.overlaps(partA.bounds, partB.bounds)) {
// find a previous collision we could reuse
var pairId = Pair.id(partA, partB),
pair = pairsTable[pairId],
previousCollision;
if (pair && pair.isActive) {
previousCollision = pair.collision;
} else {
previousCollision = null;
}
// narrow phase
var collision = SAT.collides(partA, partB, previousCollision);
if (collision.collided) {
collisions.push(collision);
}
}
}
}
}
}
return collisions;
};
/**
* Returns `true` if both supplied collision filters will allow a collision to occur.
* See `body.collisionFilter` for more information.
* @method canCollide
* @param {} filterA
* @param {} filterB
* @return {bool} `true` if collision can occur
*/
Detector.canCollide = function(filterA, filterB) {
if (filterA.group === filterB.group && filterA.group !== 0)
return filterA.group > 0;
return (filterA.mask & filterB.category) !== 0 && (filterB.mask & filterA.category) !== 0;
};
})();
},{"../geometry/Bounds":26,"./Pair":7,"./SAT":11}],6:[function(_dereq_,module,exports){
/**
* The `Matter.Grid` module contains methods for creating and manipulating collision broadphase grid structures.
*
* @class Grid
*/
var Grid = {};
module.exports = Grid;
var Pair = _dereq_('./Pair');
var Detector = _dereq_('./Detector');
var Common = _dereq_('../core/Common');
(function() {
/**
* Creates a new grid.
* @method create
* @param {} options
* @return {grid} A new grid
*/
Grid.create = function(options) {
var defaults = {
controller: Grid,
detector: Detector.collisions,
buckets: {},
pairs: {},
pairsList: [],
bucketWidth: 48,
bucketHeight: 48
};
return Common.extend(defaults, options);
};
/**
* The width of a single grid bucket.
*
* @property bucketWidth
* @type number
* @default 48
*/
/**
* The height of a single grid bucket.
*
* @property bucketHeight
* @type number
* @default 48
*/
/**
* Updates the grid.
* @method update
* @param {grid} grid
* @param {body[]} bodies
* @param {engine} engine
* @param {boolean} forceUpdate
*/
Grid.update = function(grid, bodies, engine, forceUpdate) {
var i, col, row,
world = engine.world,
buckets = grid.buckets,
bucket,
bucketId,
gridChanged = false;
for (i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (body.isSleeping && !forceUpdate)
continue;
// don't update out of world bodies
if (body.bounds.max.x < world.bounds.min.x || body.bounds.min.x > world.bounds.max.x
|| body.bounds.max.y < world.bounds.min.y || body.bounds.min.y > world.bounds.max.y)
continue;
var newRegion = _getRegion(grid, body);
// if the body has changed grid region
if (!body.region || newRegion.id !== body.region.id || forceUpdate) {
if (!body.region || forceUpdate)
body.region = newRegion;
var union = _regionUnion(newRegion, body.region);
// update grid buckets affected by region change
// iterate over the union of both regions
for (col = union.startCol; col <= union.endCol; col++) {
for (row = union.startRow; row <= union.endRow; row++) {
bucketId = _getBucketId(col, row);
bucket = buckets[bucketId];
var isInsideNewRegion = (col >= newRegion.startCol && col <= newRegion.endCol
&& row >= newRegion.startRow && row <= newRegion.endRow);
var isInsideOldRegion = (col >= body.region.startCol && col <= body.region.endCol
&& row >= body.region.startRow && row <= body.region.endRow);
// remove from old region buckets
if (!isInsideNewRegion && isInsideOldRegion) {
if (isInsideOldRegion) {
if (bucket)
_bucketRemoveBody(grid, bucket, body);
}
}
// add to new region buckets
if (body.region === newRegion || (isInsideNewRegion && !isInsideOldRegion) || forceUpdate) {
if (!bucket)
bucket = _createBucket(buckets, bucketId);
_bucketAddBody(grid, bucket, body);
}
}
}
// set the new region
body.region = newRegion;
// flag changes so we can update pairs
gridChanged = true;
}
}
// update pairs list only if pairs changed (i.e. a body changed region)
if (gridChanged)
grid.pairsList = _createActivePairsList(grid);
};
/**
* Clears the grid.
* @method clear
* @param {grid} grid
*/
Grid.clear = function(grid) {
grid.buckets = {};
grid.pairs = {};
grid.pairsList = [];
};
/**
* Finds the union of two regions.
* @method _regionUnion
* @private
* @param {} regionA
* @param {} regionB
* @return {} region
*/
var _regionUnion = function(regionA, regionB) {
var startCol = Math.min(regionA.startCol, regionB.startCol),
endCol = Math.max(regionA.endCol, regionB.endCol),
startRow = Math.min(regionA.startRow, regionB.startRow),
endRow = Math.max(regionA.endRow, regionB.endRow);
return _createRegion(startCol, endCol, startRow, endRow);
};
/**
* Gets the region a given body falls in for a given grid.
* @method _getRegion
* @private
* @param {} grid
* @param {} body
* @return {} region
*/
var _getRegion = function(grid, body) {
var bounds = body.bounds,
startCol = Math.floor(bounds.min.x / grid.bucketWidth),
endCol = Math.floor(bounds.max.x / grid.bucketWidth),
startRow = Math.floor(bounds.min.y / grid.bucketHeight),
endRow = Math.floor(bounds.max.y / grid.bucketHeight);
return _createRegion(startCol, endCol, startRow, endRow);
};
/**
* Creates a region.
* @method _createRegion
* @private
* @param {} startCol
* @param {} endCol
* @param {} startRow
* @param {} endRow
* @return {} region
*/
var _createRegion = function(startCol, endCol, startRow, endRow) {
return {
id: startCol + ',' + endCol + ',' + startRow + ',' + endRow,
startCol: startCol,
endCol: endCol,
startRow: startRow,
endRow: endRow
};
};
/**
* Gets the bucket id at the given position.
* @method _getBucketId
* @private
* @param {} column
* @param {} row
* @return {string} bucket id
*/
var _getBucketId = function(column, row) {
return 'C' + column + 'R' + row;
};
/**
* Creates a bucket.
* @method _createBucket
* @private
* @param {} buckets
* @param {} bucketId
* @return {} bucket
*/
var _createBucket = function(buckets, bucketId) {
var bucket = buckets[bucketId] = [];
return bucket;
};
/**
* Adds a body to a bucket.
* @method _bucketAddBody
* @private
* @param {} grid
* @param {} bucket
* @param {} body
*/
var _bucketAddBody = function(grid, bucket, body) {
// add new pairs
for (var i = 0; i < bucket.length; i++) {
var bodyB = bucket[i];
if (body.id === bodyB.id || (body.isStatic && bodyB.isStatic))
continue;
// keep track of the number of buckets the pair exists in
// important for Grid.update to work
var pairId = Pair.id(body, bodyB),
pair = grid.pairs[pairId];
if (pair) {
pair[2] += 1;
} else {
grid.pairs[pairId] = [body, bodyB, 1];
}
}
// add to bodies (after pairs, otherwise pairs with self)
bucket.push(body);
};
/**
* Removes a body from a bucket.
* @method _bucketRemoveBody
* @private
* @param {} grid
* @param {} bucket
* @param {} body
*/
var _bucketRemoveBody = function(grid, bucket, body) {
// remove from bucket
bucket.splice(Common.indexOf(bucket, body), 1);
// update pair counts
for (var i = 0; i < bucket.length; i++) {
// keep track of the number of buckets the pair exists in
// important for _createActivePairsList to work
var bodyB = bucket[i],
pairId = Pair.id(body, bodyB),
pair = grid.pairs[pairId];
if (pair)
pair[2] -= 1;
}
};
/**
* Generates a list of the active pairs in the grid.
* @method _createActivePairsList
* @private
* @param {} grid
* @return [] pairs
*/
var _createActivePairsList = function(grid) {
var pairKeys,
pair,
pairs = [];
// grid.pairs is used as a hashmap
pairKeys = Common.keys(grid.pairs);
// iterate over grid.pairs
for (var k = 0; k < pairKeys.length; k++) {
pair = grid.pairs[pairKeys[k]];
// if pair exists in at least one bucket
// it is a pair that needs further collision testing so push it
if (pair[2] > 0) {
pairs.push(pair);
} else {
delete grid.pairs[pairKeys[k]];
}
}
return pairs;
};
})();
},{"../core/Common":14,"./Detector":5,"./Pair":7}],7:[function(_dereq_,module,exports){
/**
* The `Matter.Pair` module contains methods for creating and manipulating collision pairs.
*
* @class Pair
*/
var Pair = {};
module.exports = Pair;
var Contact = _dereq_('./Contact');
(function() {
/**
* Creates a pair.
* @method create
* @param {collision} collision
* @param {number} timestamp
* @return {pair} A new pair
*/
Pair.create = function(collision, timestamp) {
var bodyA = collision.bodyA,
bodyB = collision.bodyB,
parentA = collision.parentA,
parentB = collision.parentB;
var pair = {
id: Pair.id(bodyA, bodyB),
bodyA: bodyA,
bodyB: bodyB,
contacts: {},
activeContacts: [],
separation: 0,
isActive: true,
isSensor: bodyA.isSensor || bodyB.isSensor,
timeCreated: timestamp,
timeUpdated: timestamp,
inverseMass: parentA.inverseMass + parentB.inverseMass,
friction: Math.min(parentA.friction, parentB.friction),
frictionStatic: Math.max(parentA.frictionStatic, parentB.frictionStatic),
restitution: Math.max(parentA.restitution, parentB.restitution),
slop: Math.max(parentA.slop, parentB.slop)
};
Pair.update(pair, collision, timestamp);
return pair;
};
/**
* Updates a pair given a collision.
* @method update
* @param {pair} pair
* @param {collision} collision
* @param {number} timestamp
*/
Pair.update = function(pair, collision, timestamp) {
var contacts = pair.contacts,
supports = collision.supports,
activeContacts = pair.activeContacts,
parentA = collision.parentA,
parentB = collision.parentB;
pair.collision = collision;
pair.inverseMass = parentA.inverseMass + parentB.inverseMass;
pair.friction = Math.min(parentA.friction, parentB.friction);
pair.frictionStatic = Math.max(parentA.frictionStatic, parentB.frictionStatic);
pair.restitution = Math.max(parentA.restitution, parentB.restitution);
pair.slop = Math.max(parentA.slop, parentB.slop);
activeContacts.length = 0;
if (collision.collided) {
for (var i = 0; i < supports.length; i++) {
var support = supports[i],
contactId = Contact.id(support),
contact = contacts[contactId];
if (contact) {
activeContacts.push(contact);
} else {
activeContacts.push(contacts[contactId] = Contact.create(support));
}
}
pair.separation = collision.depth;
Pair.setActive(pair, true, timestamp);
} else {
if (pair.isActive === true)
Pair.setActive(pair, false, timestamp);
}
};
/**
* Set a pair as active or inactive.
* @method setActive
* @param {pair} pair
* @param {bool} isActive
* @param {number} timestamp
*/
Pair.setActive = function(pair, isActive, timestamp) {
if (isActive) {
pair.isActive = true;
pair.timeUpdated = timestamp;
} else {
pair.isActive = false;
pair.activeContacts.length = 0;
}
};
/**
* Get the id for the given pair.
* @method id
* @param {body} bodyA
* @param {body} bodyB
* @return {string} Unique pairId
*/
Pair.id = function(bodyA, bodyB) {
if (bodyA.id < bodyB.id) {
return 'A' + bodyA.id + 'B' + bodyB.id;
} else {
return 'A' + bodyB.id + 'B' + bodyA.id;
}
};
})();
},{"./Contact":4}],8:[function(_dereq_,module,exports){
/**
* The `Matter.Pairs` module contains methods for creating and manipulating collision pair sets.
*
* @class Pairs
*/
var Pairs = {};
module.exports = Pairs;
var Pair = _dereq_('./Pair');
var Common = _dereq_('../core/Common');
(function() {
var _pairMaxIdleLife = 1000;
/**
* Creates a new pairs structure.
* @method create
* @param {object} options
* @return {pairs} A new pairs structure
*/
Pairs.create = function(options) {
return Common.extend({
table: {},
list: [],
collisionStart: [],
collisionActive: [],
collisionEnd: []
}, options);
};
/**
* Updates pairs given a list of collisions.
* @method update
* @param {object} pairs
* @param {collision[]} collisions
* @param {number} timestamp
*/
Pairs.update = function(pairs, collisions, timestamp) {
var pairsList = pairs.list,
pairsTable = pairs.table,
collisionStart = pairs.collisionStart,
collisionEnd = pairs.collisionEnd,
collisionActive = pairs.collisionActive,
activePairIds = [],
collision,
pairId,
pair,
i;
// clear collision state arrays, but maintain old reference
collisionStart.length = 0;
collisionEnd.length = 0;
collisionActive.length = 0;
for (i = 0; i < collisions.length; i++) {
collision = collisions[i];
if (collision.collided) {
pairId = Pair.id(collision.bodyA, collision.bodyB);
activePairIds.push(pairId);
pair = pairsTable[pairId];
if (pair) {
// pair already exists (but may or may not be active)
if (pair.isActive) {
// pair exists and is active
collisionActive.push(pair);
} else {
// pair exists but was inactive, so a collision has just started again
collisionStart.push(pair);
}
// update the pair
Pair.update(pair, collision, timestamp);
} else {
// pair did not exist, create a new pair
pair = Pair.create(collision, timestamp);
pairsTable[pairId] = pair;
// push the new pair
collisionStart.push(pair);
pairsList.push(pair);
}
}
}
// deactivate previously active pairs that are now inactive
for (i = 0; i < pairsList.length; i++) {
pair = pairsList[i];
if (pair.isActive && Common.indexOf(activePairIds, pair.id) === -1) {
Pair.setActive(pair, false, timestamp);
collisionEnd.push(pair);
}
}
};
/**
* Finds and removes pairs that have been inactive for a set amount of time.
* @method removeOld
* @param {object} pairs
* @param {number} timestamp
*/
Pairs.removeOld = function(pairs, timestamp) {
var pairsList = pairs.list,
pairsTable = pairs.table,
indexesToRemove = [],
pair,
collision,
pairIndex,
i;
for (i = 0; i < pairsList.length; i++) {
pair = pairsList[i];
collision = pair.collision;
// never remove sleeping pairs
if (collision.bodyA.isSleeping || collision.bodyB.isSleeping) {
pair.timeUpdated = timestamp;
continue;
}
// if pair is inactive for too long, mark it to be removed
if (timestamp - pair.timeUpdated > _pairMaxIdleLife) {
indexesToRemove.push(i);
}
}
// remove marked pairs
for (i = 0; i < indexesToRemove.length; i++) {
pairIndex = indexesToRemove[i] - i;
pair = pairsList[pairIndex];
delete pairsTable[pair.id];
pairsList.splice(pairIndex, 1);
}
};
/**
* Clears the given pairs structure.
* @method clear
* @param {pairs} pairs
* @return {pairs} pairs
*/
Pairs.clear = function(pairs) {
pairs.table = {};
pairs.list.length = 0;
pairs.collisionStart.length = 0;
pairs.collisionActive.length = 0;
pairs.collisionEnd.length = 0;
return pairs;
};
})();
},{"../core/Common":14,"./Pair":7}],9:[function(_dereq_,module,exports){
/**
* The `Matter.Query` module contains methods for performing collision queries.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
*
* @class Query
*/
var Query = {};
module.exports = Query;
var Vector = _dereq_('../geometry/Vector');
var SAT = _dereq_('./SAT');
var Bounds = _dereq_('../geometry/Bounds');
var Bodies = _dereq_('../factory/Bodies');
var Vertices = _dereq_('../geometry/Vertices');
(function() {
/**
* Casts a ray segment against a set of bodies and returns all collisions, ray width is optional. Intersection points are not provided.
* @method ray
* @param {body[]} bodies
* @param {vector} startPoint
* @param {vector} endPoint
* @param {number} [rayWidth]
* @return {object[]} Collisions
*/
Query.ray = function(bodies, startPoint, endPoint, rayWidth) {
rayWidth = rayWidth || 1e-100;
var rayAngle = Vector.angle(startPoint, endPoint),
rayLength = Vector.magnitude(Vector.sub(startPoint, endPoint)),
rayX = (endPoint.x + startPoint.x) * 0.5,
rayY = (endPoint.y + startPoint.y) * 0.5,
ray = Bodies.rectangle(rayX, rayY, rayLength, rayWidth, { angle: rayAngle }),
collisions = [];
for (var i = 0; i < bodies.length; i++) {
var bodyA = bodies[i];
if (Bounds.overlaps(bodyA.bounds, ray.bounds)) {
for (var j = bodyA.parts.length === 1 ? 0 : 1; j < bodyA.parts.length; j++) {
var part = bodyA.parts[j];
if (Bounds.overlaps(part.bounds, ray.bounds)) {
var collision = SAT.collides(part, ray);
if (collision.collided) {
collision.body = collision.bodyA = collision.bodyB = bodyA;
collisions.push(collision);
break;
}
}
}
}
}
return collisions;
};
/**
* Returns all bodies whose bounds are inside (or outside if set) the given set of bounds, from the given set of bodies.
* @method region
* @param {body[]} bodies
* @param {bounds} bounds
* @param {bool} [outside=false]
* @return {body[]} The bodies matching the query
*/
Query.region = function(bodies, bounds, outside) {
var result = [];
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i],
overlaps = Bounds.overlaps(body.bounds, bounds);
if ((overlaps && !outside) || (!overlaps && outside))
result.push(body);
}
return result;
};
/**
* Returns all bodies whose vertices contain the given point, from the given set of bodies.
* @method point
* @param {body[]} bodies
* @param {vector} point
* @return {body[]} The bodies matching the query
*/
Query.point = function(bodies, point) {
var result = [];
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (Bounds.contains(body.bounds, point)) {
for (var j = body.parts.length === 1 ? 0 : 1; j < body.parts.length; j++) {
var part = body.parts[j];
if (Bounds.contains(part.bounds, point)
&& Vertices.contains(part.vertices, point)) {
result.push(body);
break;
}
}
}
}
return result;
};
})();
},{"../factory/Bodies":23,"../geometry/Bounds":26,"../geometry/Vector":28,"../geometry/Vertices":29,"./SAT":11}],10:[function(_dereq_,module,exports){
/**
* The `Matter.Resolver` module contains methods for resolving collision pairs.
*
* @class Resolver
*/
var Resolver = {};
module.exports = Resolver;
var Vertices = _dereq_('../geometry/Vertices');
var Vector = _dereq_('../geometry/Vector');
var Common = _dereq_('../core/Common');
var Bounds = _dereq_('../geometry/Bounds');
(function() {
Resolver._restingThresh = 4;
Resolver._restingThreshTangent = 6;
Resolver._positionDampen = 0.9;
Resolver._positionWarming = 0.8;
Resolver._frictionNormalMultiplier = 5;
/**
* Prepare pairs for position solving.
* @method preSolvePosition
* @param {pair[]} pairs
*/
Resolver.preSolvePosition = function(pairs) {
var i,
pair,
activeCount;
// find total contacts on each body
for (i = 0; i < pairs.length; i++) {
pair = pairs[i];
if (!pair.isActive)
continue;
activeCount = pair.activeContacts.length;
pair.collision.parentA.totalContacts += activeCount;
pair.collision.parentB.totalContacts += activeCount;
}
};
/**
* Find a solution for pair positions.
* @method solvePosition
* @param {pair[]} pairs
* @param {number} timeScale
*/
Resolver.solvePosition = function(pairs, timeScale) {
var i,
pair,
collision,
bodyA,
bodyB,
normal,
bodyBtoA,
contactShare,
positionImpulse,
contactCount = {},
tempA = Vector._temp[0],
tempB = Vector._temp[1],
tempC = Vector._temp[2],
tempD = Vector._temp[3];
// find impulses required to resolve penetration
for (i = 0; i < pairs.length; i++) {
pair = pairs[i];
if (!pair.isActive || pair.isSensor)
continue;
collision = pair.collision;
bodyA = collision.parentA;
bodyB = collision.parentB;
normal = collision.normal;
// get current separation between body edges involved in collision
bodyBtoA = Vector.sub(Vector.add(bodyB.positionImpulse, bodyB.position, tempA),
Vector.add(bodyA.positionImpulse,
Vector.sub(bodyB.position, collision.penetration, tempB), tempC), tempD);
pair.separation = Vector.dot(normal, bodyBtoA);
}
for (i = 0; i < pairs.length; i++) {
pair = pairs[i];
if (!pair.isActive || pair.isSensor || pair.separation < 0)
continue;
collision = pair.collision;
bodyA = collision.parentA;
bodyB = collision.parentB;
normal = collision.normal;
positionImpulse = (pair.separation - pair.slop) * timeScale;
if (bodyA.isStatic || bodyB.isStatic)
positionImpulse *= 2;
if (!(bodyA.isStatic || bodyA.isSleeping)) {
contactShare = Resolver._positionDampen / bodyA.totalContacts;
bodyA.positionImpulse.x += normal.x * positionImpulse * contactShare;
bodyA.positionImpulse.y += normal.y * positionImpulse * contactShare;
}
if (!(bodyB.isStatic || bodyB.isSleeping)) {
contactShare = Resolver._positionDampen / bodyB.totalContacts;
bodyB.positionImpulse.x -= normal.x * positionImpulse * contactShare;
bodyB.positionImpulse.y -= normal.y * positionImpulse * contactShare;
}
}
};
/**
* Apply position resolution.
* @method postSolvePosition
* @param {body[]} bodies
*/
Resolver.postSolvePosition = function(bodies) {
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
// reset contact count
body.totalContacts = 0;
if (body.positionImpulse.x !== 0 || body.positionImpulse.y !== 0) {
// update body geometry
for (var j = 0; j < body.parts.length; j++) {
var part = body.parts[j];
Vertices.translate(part.vertices, body.positionImpulse);
Bounds.update(part.bounds, part.vertices, body.velocity);
part.position.x += body.positionImpulse.x;
part.position.y += body.positionImpulse.y;
}
// move the body without changing velocity
body.positionPrev.x += body.positionImpulse.x;
body.positionPrev.y += body.positionImpulse.y;
if (Vector.dot(body.positionImpulse, body.velocity) < 0) {
// reset cached impulse if the body has velocity along it
body.positionImpulse.x = 0;
body.positionImpulse.y = 0;
} else {
// warm the next iteration
body.positionImpulse.x *= Resolver._positionWarming;
body.positionImpulse.y *= Resolver._positionWarming;
}
}
}
};
/**
* Prepare pairs for velocity solving.
* @method preSolveVelocity
* @param {pair[]} pairs
*/
Resolver.preSolveVelocity = function(pairs) {
var i,
j,
pair,
contacts,
collision,
bodyA,
bodyB,
normal,
tangent,
contact,
contactVertex,
normalImpulse,
tangentImpulse,
offset,
impulse = Vector._temp[0],
tempA = Vector._temp[1];
for (i = 0; i < pairs.length; i++) {
pair = pairs[i];
if (!pair.isActive || pair.isSensor)
continue;
contacts = pair.activeContacts;
collision = pair.collision;
bodyA = collision.parentA;
bodyB = collision.parentB;
normal = collision.normal;
tangent = collision.tangent;
// resolve each contact
for (j = 0; j < contacts.length; j++) {
contact = contacts[j];
contactVertex = contact.vertex;
normalImpulse = contact.normalImpulse;
tangentImpulse = contact.tangentImpulse;
if (normalImpulse !== 0 || tangentImpulse !== 0) {
// total impulse from contact
impulse.x = (normal.x * normalImpulse) + (tangent.x * tangentImpulse);
impulse.y = (normal.y * normalImpulse) + (tangent.y * tangentImpulse);
// apply impulse from contact
if (!(bodyA.isStatic || bodyA.isSleeping)) {
offset = Vector.sub(contactVertex, bodyA.position, tempA);
bodyA.positionPrev.x += impulse.x * bodyA.inverseMass;
bodyA.positionPrev.y += impulse.y * bodyA.inverseMass;
bodyA.anglePrev += Vector.cross(offset, impulse) * bodyA.inverseInertia;
}
if (!(bodyB.isStatic || bodyB.isSleeping)) {
offset = Vector.sub(contactVertex, bodyB.position, tempA);
bodyB.positionPrev.x -= impulse.x * bodyB.inverseMass;
bodyB.positionPrev.y -= impulse.y * bodyB.inverseMass;
bodyB.anglePrev -= Vector.cross(offset, impulse) * bodyB.inverseInertia;
}
}
}
}
};
/**
* Find a solution for pair velocities.
* @method solveVelocity
* @param {pair[]} pairs
* @param {number} timeScale
*/
Resolver.solveVelocity = function(pairs, timeScale) {
var timeScaleSquared = timeScale * timeScale,
impulse = Vector._temp[0],
tempA = Vector._temp[1],
tempB = Vector._temp[2],
tempC = Vector._temp[3],
tempD = Vector._temp[4],
tempE = Vector._temp[5];
for (var i = 0; i < pairs.length; i++) {
var pair = pairs[i];
if (!pair.isActive || pair.isSensor)
continue;
var collision = pair.collision,
bodyA = collision.parentA,
bodyB = collision.parentB,
normal = collision.normal,
tangent = collision.tangent,
contacts = pair.activeContacts,
contactShare = 1 / contacts.length;
// update body velocities
bodyA.velocity.x = bodyA.position.x - bodyA.positionPrev.x;
bodyA.velocity.y = bodyA.position.y - bodyA.positionPrev.y;
bodyB.velocity.x = bodyB.position.x - bodyB.positionPrev.x;
bodyB.velocity.y = bodyB.position.y - bodyB.positionPrev.y;
bodyA.angularVelocity = bodyA.angle - bodyA.anglePrev;
bodyB.angularVelocity = bodyB.angle - bodyB.anglePrev;
// resolve each contact
for (var j = 0; j < contacts.length; j++) {
var contact = contacts[j],
contactVertex = contact.vertex,
offsetA = Vector.sub(contactVertex, bodyA.position, tempA),
offsetB = Vector.sub(contactVertex, bodyB.position, tempB),
velocityPointA = Vector.add(bodyA.velocity, Vector.mult(Vector.perp(offsetA), bodyA.angularVelocity), tempC),
velocityPointB = Vector.add(bodyB.velocity, Vector.mult(Vector.perp(offsetB), bodyB.angularVelocity), tempD),
relativeVelocity = Vector.sub(velocityPointA, velocityPointB, tempE),
normalVelocity = Vector.dot(normal, relativeVelocity);
var tangentVelocity = Vector.dot(tangent, relativeVelocity),
tangentSpeed = Math.abs(tangentVelocity),
tangentVelocityDirection = Common.sign(tangentVelocity);
// raw impulses
var normalImpulse = (1 + pair.restitution) * normalVelocity,
normalForce = Common.clamp(pair.separation + normalVelocity, 0, 1) * Resolver._frictionNormalMultiplier;
// coulomb friction
var tangentImpulse = tangentVelocity,
maxFriction = Infinity;
if (tangentSpeed > pair.friction * pair.frictionStatic * normalForce * timeScaleSquared) {
maxFriction = tangentSpeed;
tangentImpulse = Common.clamp(
pair.friction * tangentVelocityDirection * timeScaleSquared,
-maxFriction, maxFriction
);
}
// modify impulses accounting for mass, inertia and offset
var oAcN = Vector.cross(offsetA, normal),
oBcN = Vector.cross(offsetB, normal),
share = contactShare / (bodyA.inverseMass + bodyB.inverseMass + bodyA.inverseInertia * oAcN * oAcN + bodyB.inverseInertia * oBcN * oBcN);
normalImpulse *= share;
tangentImpulse *= share;
// handle high velocity and resting collisions separately
if (normalVelocity < 0 && normalVelocity * normalVelocity > Resolver._restingThresh * timeScaleSquared) {
// high normal velocity so clear cached contact normal impulse
contact.normalImpulse = 0;
} else {
// solve resting collision constraints using Erin Catto's method (GDC08)
// impulse constraint tends to 0
var contactNormalImpulse = contact.normalImpulse;
contact.normalImpulse = Math.min(contact.normalImpulse + normalImpulse, 0);
normalImpulse = contact.normalImpulse - contactNormalImpulse;
}
// handle high velocity and resting collisions separately
if (tangentVelocity * tangentVelocity > Resolver._restingThreshTangent * timeScaleSquared) {
// high tangent velocity so clear cached contact tangent impulse
contact.tangentImpulse = 0;
} else {
// solve resting collision constraints using Erin Catto's method (GDC08)
// tangent impulse tends to -tangentSpeed or +tangentSpeed
var contactTangentImpulse = contact.tangentImpulse;
contact.tangentImpulse = Common.clamp(contact.tangentImpulse + tangentImpulse, -maxFriction, maxFriction);
tangentImpulse = contact.tangentImpulse - contactTangentImpulse;
}
// total impulse from contact
impulse.x = (normal.x * normalImpulse) + (tangent.x * tangentImpulse);
impulse.y = (normal.y * normalImpulse) + (tangent.y * tangentImpulse);
// apply impulse from contact
if (!(bodyA.isStatic || bodyA.isSleeping)) {
bodyA.positionPrev.x += impulse.x * bodyA.inverseMass;
bodyA.positionPrev.y += impulse.y * bodyA.inverseMass;
bodyA.anglePrev += Vector.cross(offsetA, impulse) * bodyA.inverseInertia;
}
if (!(bodyB.isStatic || bodyB.isSleeping)) {
bodyB.positionPrev.x -= impulse.x * bodyB.inverseMass;
bodyB.positionPrev.y -= impulse.y * bodyB.inverseMass;
bodyB.anglePrev -= Vector.cross(offsetB, impulse) * bodyB.inverseInertia;
}
}
}
};
})();
},{"../core/Common":14,"../geometry/Bounds":26,"../geometry/Vector":28,"../geometry/Vertices":29}],11:[function(_dereq_,module,exports){
/**
* The `Matter.SAT` module contains methods for detecting collisions using the Separating Axis Theorem.
*
* @class SAT
*/
// TODO: true circles and curves
var SAT = {};
module.exports = SAT;
var Vertices = _dereq_('../geometry/Vertices');
var Vector = _dereq_('../geometry/Vector');
(function() {
/**
* Detect collision between two bodies using the Separating Axis Theorem.
* @method collides
* @param {body} bodyA
* @param {body} bodyB
* @param {collision} previousCollision
* @return {collision} collision
*/
SAT.collides = function(bodyA, bodyB, previousCollision) {
var overlapAB,
overlapBA,
minOverlap,
collision,
canReusePrevCol = false;
if (previousCollision) {
// estimate total motion
var parentA = bodyA.parent,
parentB = bodyB.parent,
motion = parentA.speed * parentA.speed + parentA.angularSpeed * parentA.angularSpeed
+ parentB.speed * parentB.speed + parentB.angularSpeed * parentB.angularSpeed;
// we may be able to (partially) reuse collision result
// but only safe if collision was resting
canReusePrevCol = previousCollision && previousCollision.collided && motion < 0.2;
// reuse collision object
collision = previousCollision;
} else {
collision = { collided: false, bodyA: bodyA, bodyB: bodyB };
}
if (previousCollision && canReusePrevCol) {
// if we can reuse the collision result
// we only need to test the previously found axis
var axisBodyA = collision.axisBody,
axisBodyB = axisBodyA === bodyA ? bodyB : bodyA,
axes = [axisBodyA.axes[previousCollision.axisNumber]];
minOverlap = _overlapAxes(axisBodyA.vertices, axisBodyB.vertices, axes);
collision.reused = true;
if (minOverlap.overlap <= 0) {
collision.collided = false;
return collision;
}
} else {
// if we can't reuse a result, perform a full SAT test
overlapAB = _overlapAxes(bodyA.vertices, bodyB.vertices, bodyA.axes);
if (overlapAB.overlap <= 0) {
collision.collided = false;
return collision;
}
overlapBA = _overlapAxes(bodyB.vertices, bodyA.vertices, bodyB.axes);
if (overlapBA.overlap <= 0) {
collision.collided = false;
return collision;
}
if (overlapAB.overlap < overlapBA.overlap) {
minOverlap = overlapAB;
collision.axisBody = bodyA;
} else {
minOverlap = overlapBA;
collision.axisBody = bodyB;
}
// important for reuse later
collision.axisNumber = minOverlap.axisNumber;
}
collision.bodyA = bodyA.id < bodyB.id ? bodyA : bodyB;
collision.bodyB = bodyA.id < bodyB.id ? bodyB : bodyA;
collision.collided = true;
collision.depth = minOverlap.overlap;
collision.parentA = collision.bodyA.parent;
collision.parentB = collision.bodyB.parent;
bodyA = collision.bodyA;
bodyB = collision.bodyB;
// ensure normal is facing away from bodyA
if (Vector.dot(minOverlap.axis, Vector.sub(bodyB.position, bodyA.position)) < 0) {
collision.normal = {
x: minOverlap.axis.x,
y: minOverlap.axis.y
};
} else {
collision.normal = {
x: -minOverlap.axis.x,
y: -minOverlap.axis.y
};
}
collision.tangent = Vector.perp(collision.normal);
collision.penetration = collision.penetration || {};
collision.penetration.x = collision.normal.x * collision.depth;
collision.penetration.y = collision.normal.y * collision.depth;
// find support points, there is always either exactly one or two
var verticesB = _findSupports(bodyA, bodyB, collision.normal),
supports = [];
// find the supports from bodyB that are inside bodyA
if (Vertices.contains(bodyA.vertices, verticesB[0]))
supports.push(verticesB[0]);
if (Vertices.contains(bodyA.vertices, verticesB[1]))
supports.push(verticesB[1]);
// find the supports from bodyA that are inside bodyB
if (supports.length < 2) {
var verticesA = _findSupports(bodyB, bodyA, Vector.neg(collision.normal));
if (Vertices.contains(bodyB.vertices, verticesA[0]))
supports.push(verticesA[0]);
if (supports.length < 2 && Vertices.contains(bodyB.vertices, verticesA[1]))
supports.push(verticesA[1]);
}
// account for the edge case of overlapping but no vertex containment
if (supports.length < 1)
supports = [verticesB[0]];
collision.supports = supports;
return collision;
};
/**
* Find the overlap between two sets of vertices.
* @method _overlapAxes
* @private
* @param {} verticesA
* @param {} verticesB
* @param {} axes
* @return result
*/
var _overlapAxes = function(verticesA, verticesB, axes) {
var projectionA = Vector._temp[0],
projectionB = Vector._temp[1],
result = { overlap: Number.MAX_VALUE },
overlap,
axis;
for (var i = 0; i < axes.length; i++) {
axis = axes[i];
_projectToAxis(projectionA, verticesA, axis);
_projectToAxis(projectionB, verticesB, axis);
overlap = Math.min(projectionA.max - projectionB.min, projectionB.max - projectionA.min);
if (overlap <= 0) {
result.overlap = overlap;
return result;
}
if (overlap < result.overlap) {
result.overlap = overlap;
result.axis = axis;
result.axisNumber = i;
}
}
return result;
};
/**
* Projects vertices on an axis and returns an interval.
* @method _projectToAxis
* @private
* @param {} projection
* @param {} vertices
* @param {} axis
*/
var _projectToAxis = function(projection, vertices, axis) {
var min = Vector.dot(vertices[0], axis),
max = min;
for (var i = 1; i < vertices.length; i += 1) {
var dot = Vector.dot(vertices[i], axis);
if (dot > max) {
max = dot;
} else if (dot < min) {
min = dot;
}
}
projection.min = min;
projection.max = max;
};
/**
* Finds supporting vertices given two bodies along a given direction using hill-climbing.
* @method _findSupports
* @private
* @param {} bodyA
* @param {} bodyB
* @param {} normal
* @return [vector]
*/
var _findSupports = function(bodyA, bodyB, normal) {
var nearestDistance = Number.MAX_VALUE,
vertexToBody = Vector._temp[0],
vertices = bodyB.vertices,
bodyAPosition = bodyA.position,
distance,
vertex,
vertexA,
vertexB;
// find closest vertex on bodyB
for (var i = 0; i < vertices.length; i++) {
vertex = vertices[i];
vertexToBody.x = vertex.x - bodyAPosition.x;
vertexToBody.y = vertex.y - bodyAPosition.y;
distance = -Vector.dot(normal, vertexToBody);
if (distance < nearestDistance) {
nearestDistance = distance;
vertexA = vertex;
}
}
// find next closest vertex using the two connected to it
var prevIndex = vertexA.index - 1 >= 0 ? vertexA.index - 1 : vertices.length - 1;
vertex = vertices[prevIndex];
vertexToBody.x = vertex.x - bodyAPosition.x;
vertexToBody.y = vertex.y - bodyAPosition.y;
nearestDistance = -Vector.dot(normal, vertexToBody);
vertexB = vertex;
var nextIndex = (vertexA.index + 1) % vertices.length;
vertex = vertices[nextIndex];
vertexToBody.x = vertex.x - bodyAPosition.x;
vertexToBody.y = vertex.y - bodyAPosition.y;
distance = -Vector.dot(normal, vertexToBody);
if (distance < nearestDistance) {
vertexB = vertex;
}
return [vertexA, vertexB];
};
})();
},{"../geometry/Vector":28,"../geometry/Vertices":29}],12:[function(_dereq_,module,exports){
/**
* The `Matter.Constraint` module contains methods for creating and manipulating constraints.
* Constraints are used for specifying that a fixed distance must be maintained between two bodies (or a body and a fixed world-space position).
* The stiffness of constraints can be modified to create springs or elastic.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
*
* @class Constraint
*/
// TODO: fix instability issues with torque
// TODO: linked constraints
// TODO: breakable constraints
// TODO: collision constraints
// TODO: allow constrained bodies to sleep
// TODO: handle 0 length constraints properly
// TODO: impulse caching and warming
var Constraint = {};
module.exports = Constraint;
var Vertices = _dereq_('../geometry/Vertices');
var Vector = _dereq_('../geometry/Vector');
var Sleeping = _dereq_('../core/Sleeping');
var Bounds = _dereq_('../geometry/Bounds');
var Axes = _dereq_('../geometry/Axes');
var Common = _dereq_('../core/Common');
(function() {
var _minLength = 0.000001,
_minDifference = 0.001;
/**
* Creates a new constraint.
* All properties have default values, and many are pre-calculated automatically based on other properties.
* See the properties section below for detailed information on what you can pass via the `options` object.
* @method create
* @param {} options
* @return {constraint} constraint
*/
Constraint.create = function(options) {
var constraint = options;
// if bodies defined but no points, use body centre
if (constraint.bodyA && !constraint.pointA)
constraint.pointA = { x: 0, y: 0 };
if (constraint.bodyB && !constraint.pointB)
constraint.pointB = { x: 0, y: 0 };
// calculate static length using initial world space points
var initialPointA = constraint.bodyA ? Vector.add(constraint.bodyA.position, constraint.pointA) : constraint.pointA,
initialPointB = constraint.bodyB ? Vector.add(constraint.bodyB.position, constraint.pointB) : constraint.pointB,
length = Vector.magnitude(Vector.sub(initialPointA, initialPointB));
constraint.length = constraint.length || length || _minLength;
// render
var render = {
visible: true,
lineWidth: 2,
strokeStyle: '#ffffff'
};
constraint.render = Common.extend(render, constraint.render);
// option defaults
constraint.id = constraint.id || Common.nextId();
constraint.label = constraint.label || 'Constraint';
constraint.type = 'constraint';
constraint.stiffness = constraint.stiffness || 1;
constraint.angularStiffness = constraint.angularStiffness || 0;
constraint.angleA = constraint.bodyA ? constraint.bodyA.angle : constraint.angleA;
constraint.angleB = constraint.bodyB ? constraint.bodyB.angle : constraint.angleB;
constraint.plugin = {};
return constraint;
};
/**
* Solves all constraints in a list of collisions.
* @private
* @method solveAll
* @param {constraint[]} constraints
* @param {number} timeScale
*/
Constraint.solveAll = function(constraints, timeScale) {
for (var i = 0; i < constraints.length; i++) {
Constraint.solve(constraints[i], timeScale);
}
};
/**
* Solves a distance constraint with Gauss-Siedel method.
* @private
* @method solve
* @param {constraint} constraint
* @param {number} timeScale
*/
Constraint.solve = function(constraint, timeScale) {
var bodyA = constraint.bodyA,
bodyB = constraint.bodyB,
pointA = constraint.pointA,
pointB = constraint.pointB;
// update reference angle
if (bodyA && !bodyA.isStatic) {
constraint.pointA = Vector.rotate(pointA, bodyA.angle - constraint.angleA);
constraint.angleA = bodyA.angle;
}
// update reference angle
if (bodyB && !bodyB.isStatic) {
constraint.pointB = Vector.rotate(pointB, bodyB.angle - constraint.angleB);
constraint.angleB = bodyB.angle;
}
var pointAWorld = pointA,
pointBWorld = pointB;
if (bodyA) pointAWorld = Vector.add(bodyA.position, pointA);
if (bodyB) pointBWorld = Vector.add(bodyB.position, pointB);
if (!pointAWorld || !pointBWorld)
return;
var delta = Vector.sub(pointAWorld, pointBWorld),
currentLength = Vector.magnitude(delta);
// prevent singularity
if (currentLength === 0)
currentLength = _minLength;
// solve distance constraint with Gauss-Siedel method
var difference = (currentLength - constraint.length) / currentLength,
normal = Vector.div(delta, currentLength),
force = Vector.mult(delta, difference * 0.5 * constraint.stiffness * timeScale * timeScale);
// if difference is very small, we can skip
if (Math.abs(1 - (currentLength / constraint.length)) < _minDifference * timeScale)
return;
var velocityPointA,
velocityPointB,
offsetA,
offsetB,
oAn,
oBn,
bodyADenom,
bodyBDenom;
if (bodyA && !bodyA.isStatic) {
// point body offset
offsetA = {
x: pointAWorld.x - bodyA.position.x + force.x,
y: pointAWorld.y - bodyA.position.y + force.y
};
// update velocity
bodyA.velocity.x = bodyA.position.x - bodyA.positionPrev.x;
bodyA.velocity.y = bodyA.position.y - bodyA.positionPrev.y;
bodyA.angularVelocity = bodyA.angle - bodyA.anglePrev;
// find point velocity and body mass
velocityPointA = Vector.add(bodyA.velocity, Vector.mult(Vector.perp(offsetA), bodyA.angularVelocity));
oAn = Vector.dot(offsetA, normal);
bodyADenom = bodyA.inverseMass + bodyA.inverseInertia * oAn * oAn;
} else {
velocityPointA = { x: 0, y: 0 };
bodyADenom = bodyA ? bodyA.inverseMass : 0;
}
if (bodyB && !bodyB.isStatic) {
// point body offset
offsetB = {
x: pointBWorld.x - bodyB.position.x - force.x,
y: pointBWorld.y - bodyB.position.y - force.y
};
// update velocity
bodyB.velocity.x = bodyB.position.x - bodyB.positionPrev.x;
bodyB.velocity.y = bodyB.position.y - bodyB.positionPrev.y;
bodyB.angularVelocity = bodyB.angle - bodyB.anglePrev;
// find point velocity and body mass
velocityPointB = Vector.add(bodyB.velocity, Vector.mult(Vector.perp(offsetB), bodyB.angularVelocity));
oBn = Vector.dot(offsetB, normal);
bodyBDenom = bodyB.inverseMass + bodyB.inverseInertia * oBn * oBn;
} else {
velocityPointB = { x: 0, y: 0 };
bodyBDenom = bodyB ? bodyB.inverseMass : 0;
}
var relativeVelocity = Vector.sub(velocityPointB, velocityPointA),
normalImpulse = Vector.dot(normal, relativeVelocity) / (bodyADenom + bodyBDenom);
if (normalImpulse > 0) normalImpulse = 0;
var normalVelocity = {
x: normal.x * normalImpulse,
y: normal.y * normalImpulse
};
var torque;
if (bodyA && !bodyA.isStatic) {
torque = Vector.cross(offsetA, normalVelocity) * bodyA.inverseInertia * (1 - constraint.angularStiffness);
// keep track of applied impulses for post solving
bodyA.constraintImpulse.x -= force.x;
bodyA.constraintImpulse.y -= force.y;
bodyA.constraintImpulse.angle += torque;
// apply forces
bodyA.position.x -= force.x;
bodyA.position.y -= force.y;
bodyA.angle += torque;
}
if (bodyB && !bodyB.isStatic) {
torque = Vector.cross(offsetB, normalVelocity) * bodyB.inverseInertia * (1 - constraint.angularStiffness);
// keep track of applied impulses for post solving
bodyB.constraintImpulse.x += force.x;
bodyB.constraintImpulse.y += force.y;
bodyB.constraintImpulse.angle -= torque;
// apply forces
bodyB.position.x += force.x;
bodyB.position.y += force.y;
bodyB.angle -= torque;
}
};
/**
* Performs body updates required after solving constraints.
* @private
* @method postSolveAll
* @param {body[]} bodies
*/
Constraint.postSolveAll = function(bodies) {
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i],
impulse = body.constraintImpulse;
if (impulse.x === 0 && impulse.y === 0 && impulse.angle === 0) {
continue;
}
Sleeping.set(body, false);
// update geometry and reset
for (var j = 0; j < body.parts.length; j++) {
var part = body.parts[j];
Vertices.translate(part.vertices, impulse);
if (j > 0) {
part.position.x += impulse.x;
part.position.y += impulse.y;
}
if (impulse.angle !== 0) {
Vertices.rotate(part.vertices, impulse.angle, body.position);
Axes.rotate(part.axes, impulse.angle);
if (j > 0) {
Vector.rotateAbout(part.position, impulse.angle, body.position, part.position);
}
}
Bounds.update(part.bounds, part.vertices, body.velocity);
}
impulse.angle = 0;
impulse.x = 0;
impulse.y = 0;
}
};
/*
*
* Properties Documentation
*
*/
/**
* An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`.
*
* @property id
* @type number
*/
/**
* A `String` denoting the type of object.
*
* @property type
* @type string
* @default "constraint"
* @readOnly
*/
/**
* An arbitrary `String` name to help the user identify and manage bodies.
*
* @property label
* @type string
* @default "Constraint"
*/
/**
* An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`.
*
* @property render
* @type object
*/
/**
* A flag that indicates if the constraint should be rendered.
*
* @property render.visible
* @type boolean
* @default true
*/
/**
* A `Number` that defines the line width to use when rendering the constraint outline.
* A value of `0` means no outline will be rendered.
*
* @property render.lineWidth
* @type number
* @default 2
*/
/**
* A `String` that defines the stroke style to use when rendering the constraint outline.
* It is the same as when using a canvas, so it accepts CSS style property values.
*
* @property render.strokeStyle
* @type string
* @default a random colour
*/
/**
* The first possible `Body` that this constraint is attached to.
*
* @property bodyA
* @type body
* @default null
*/
/**
* The second possible `Body` that this constraint is attached to.
*
* @property bodyB
* @type body
* @default null
*/
/**
* A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyA` if defined, otherwise a world-space position.
*
* @property pointA
* @type vector
* @default { x: 0, y: 0 }
*/
/**
* A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyA` if defined, otherwise a world-space position.
*
* @property pointB
* @type vector
* @default { x: 0, y: 0 }
*/
/**
* A `Number` that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting `constraint.length`.
* A value of `1` means the constraint should be very stiff.
* A value of `0.2` means the constraint acts like a soft spring.
*
* @property stiffness
* @type number
* @default 1
*/
/**
* A `Number` that specifies the target resting length of the constraint.
* It is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`.
*
* @property length
* @type number
*/
/**
* An object reserved for storing plugin-specific properties.
*
* @property plugin
* @type {}
*/
})();
},{"../core/Common":14,"../core/Sleeping":22,"../geometry/Axes":25,"../geometry/Bounds":26,"../geometry/Vector":28,"../geometry/Vertices":29}],13:[function(_dereq_,module,exports){
/**
* The `Matter.MouseConstraint` module contains methods for creating mouse constraints.
* Mouse constraints are used for allowing user interaction, providing the ability to move bodies via the mouse or touch.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
*
* @class MouseConstraint
*/
var MouseConstraint = {};
module.exports = MouseConstraint;
var Vertices = _dereq_('../geometry/Vertices');
var Sleeping = _dereq_('../core/Sleeping');
var Mouse = _dereq_('../core/Mouse');
var Events = _dereq_('../core/Events');
var Detector = _dereq_('../collision/Detector');
var Constraint = _dereq_('./Constraint');
var Composite = _dereq_('../body/Composite');
var Common = _dereq_('../core/Common');
var Bounds = _dereq_('../geometry/Bounds');
(function() {
/**
* Creates a new mouse constraint.
* All properties have default values, and many are pre-calculated automatically based on other properties.
* See the properties section below for detailed information on what you can pass via the `options` object.
* @method create
* @param {engine} engine
* @param {} options
* @return {MouseConstraint} A new MouseConstraint
*/
MouseConstraint.create = function(engine, options) {
var mouse = (engine ? engine.mouse : null) || (options ? options.mouse : null);
if (!mouse) {
if (engine && engine.render && engine.render.canvas) {
mouse = Mouse.create(engine.render.canvas);
} else if (options && options.element) {
mouse = Mouse.create(options.element);
} else {
mouse = Mouse.create();
Common.warn('MouseConstraint.create: options.mouse was undefined, options.element was undefined, may not function as expected');
}
}
var constraint = Constraint.create({
label: 'Mouse Constraint',
pointA: mouse.position,
pointB: { x: 0, y: 0 },
length: 0.01,
stiffness: 0.1,
angularStiffness: 1,
render: {
strokeStyle: '#90EE90',
lineWidth: 3
}
});
var defaults = {
type: 'mouseConstraint',
mouse: mouse,
element: null,
body: null,
constraint: constraint,
collisionFilter: {
category: 0x0001,
mask: 0xFFFFFFFF,
group: 0
}
};
var mouseConstraint = Common.extend(defaults, options);
Events.on(engine, 'beforeUpdate', function() {
var allBodies = Composite.allBodies(engine.world);
MouseConstraint.update(mouseConstraint, allBodies);
_triggerEvents(mouseConstraint);
});
return mouseConstraint;
};
/**
* Updates the given mouse constraint.
* @private
* @method update
* @param {MouseConstraint} mouseConstraint
* @param {body[]} bodies
*/
MouseConstraint.update = function(mouseConstraint, bodies) {
var mouse = mouseConstraint.mouse,
constraint = mouseConstraint.constraint,
body = mouseConstraint.body;
if (mouse.button === 0) {
if (!constraint.bodyB) {
for (var i = 0; i < bodies.length; i++) {
body = bodies[i];
if (Bounds.contains(body.bounds, mouse.position)
&& Detector.canCollide(body.collisionFilter, mouseConstraint.collisionFilter)) {
for (var j = body.parts.length > 1 ? 1 : 0; j < body.parts.length; j++) {
var part = body.parts[j];
if (Vertices.contains(part.vertices, mouse.position)) {
constraint.pointA = mouse.position;
constraint.bodyB = mouseConstraint.body = body;
constraint.pointB = { x: mouse.position.x - body.position.x, y: mouse.position.y - body.position.y };
constraint.angleB = body.angle;
Sleeping.set(body, false);
Events.trigger(mouseConstraint, 'startdrag', { mouse: mouse, body: body });
break;
}
}
}
}
} else {
Sleeping.set(constraint.bodyB, false);
constraint.pointA = mouse.position;
}
} else {
constraint.bodyB = mouseConstraint.body = null;
constraint.pointB = null;
if (body)
Events.trigger(mouseConstraint, 'enddrag', { mouse: mouse, body: body });
}
};
/**
* Triggers mouse constraint events.
* @method _triggerEvents
* @private
* @param {mouse} mouseConstraint
*/
var _triggerEvents = function(mouseConstraint) {
var mouse = mouseConstraint.mouse,
mouseEvents = mouse.sourceEvents;
if (mouseEvents.mousemove)
Events.trigger(mouseConstraint, 'mousemove', { mouse: mouse });
if (mouseEvents.mousedown)
Events.trigger(mouseConstraint, 'mousedown', { mouse: mouse });
if (mouseEvents.mouseup)
Events.trigger(mouseConstraint, 'mouseup', { mouse: mouse });
// reset the mouse state ready for the next step
Mouse.clearSourceEvents(mouse);
};
/*
*
* Events Documentation
*
*/
/**
* Fired when the mouse has moved (or a touch moves) during the last step
*
* @event mousemove
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when the mouse is down (or a touch has started) during the last step
*
* @event mousedown
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when the mouse is up (or a touch has ended) during the last step
*
* @event mouseup
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when the user starts dragging a body
*
* @event startdrag
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {body} event.body The body being dragged
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/**
* Fired when the user ends dragging a body
*
* @event enddrag
* @param {} event An event object
* @param {mouse} event.mouse The engine's mouse instance
* @param {body} event.body The body that has stopped being dragged
* @param {} event.source The source object of the event
* @param {} event.name The name of the event
*/
/*
*
* Properties Documentation
*
*/
/**
* A `String` denoting the type of object.
*
* @property type
* @type string
* @default "constraint"
* @readOnly
*/
/**
* The `Mouse` instance in use. If not supplied in `MouseConstraint.create`, one will be created.
*
* @property mouse
* @type mouse
* @default mouse
*/
/**
* The `Body` that is currently being moved by the user, or `null` if no body.
*
* @property body
* @type body
* @default null
*/
/**
* The `Constraint` object that is used to move the body during interaction.
*
* @property constraint
* @type constraint
*/
/**
* An `Object` that specifies the collision filter properties.
* The collision filter allows the user to define which types of body this mouse constraint can interact with.
* See `body.collisionFilter` for more information.
*
* @property collisionFilter
* @type object
*/
})();
},{"../body/Composite":2,"../collision/Detector":5,"../core/Common":14,"../core/Events":16,"../core/Mouse":19,"../core/Sleeping":22,"../geometry/Bounds":26,"../geometry/Vertices":29,"./Constraint":12}],14:[function(_dereq_,module,exports){
/**
* The `Matter.Common` module contains utility functions that are common to all modules.
*
* @class Common
*/
var Common = {};
module.exports = Common;
(function() {
Common._nextId = 0;
Common._seed = 0;
/**
* Extends the object in the first argument using the object in the second argument.
* @method extend
* @param {} obj
* @param {boolean} deep
* @return {} obj extended
*/
Common.extend = function(obj, deep) {
var argsStart,
args,
deepClone;
if (typeof deep === 'boolean') {
argsStart = 2;
deepClone = deep;
} else {
argsStart = 1;
deepClone = true;
}
for (var i = argsStart; i < arguments.length; i++)
gitextract_sz37bwmb/ ├── .babelrc ├── .eslintrc ├── .gitignore ├── .npmignore ├── .travis.yml ├── API.md ├── LICENSE ├── README.md ├── build/ │ └── matter-attractors.js ├── docs/ │ ├── examples/ │ │ ├── basic.js │ │ └── gravity.js │ ├── index.html │ └── libs/ │ ├── bundle.js │ ├── matter-tools.demo.js │ ├── matter-wrap.js │ └── matter.js ├── index.js ├── package.json ├── test/ │ └── test.spec.js └── webpack.config.js
SYMBOL INDEX (5 symbols across 5 files)
FILE: build/matter-attractors.js
function __webpack_require__ (line 21) | function __webpack_require__(moduleId) {
FILE: docs/libs/bundle.js
function __webpack_require__ (line 21) | function __webpack_require__(moduleId) {
FILE: docs/libs/matter-tools.demo.js
function __webpack_require__ (line 21) | function __webpack_require__(moduleId) {
FILE: docs/libs/matter-wrap.js
function __webpack_require__ (line 21) | function __webpack_require__(moduleId) {
FILE: docs/libs/matter.js
function s (line 31) | function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&re...
Condensed preview — 20 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (423K chars).
[
{
"path": ".babelrc",
"chars": 28,
"preview": " { \"presets\": [ \"es2015\" ] }"
},
{
"path": ".eslintrc",
"chars": 394,
"preview": "{\n \"parserOptions\": {\n \"ecmaVersion\": 6,\n \"sourceType\": \"module\"\n },\n \"rules\": {\n \"valid-jsdoc\": 1,\n \"no-"
},
{
"path": ".gitignore",
"chars": 34,
"preview": "node_modules\nnpm-debug.log\n.vscode"
},
{
"path": ".npmignore",
"chars": 13,
"preview": "docs/demo.gif"
},
{
"path": ".travis.yml",
"chars": 135,
"preview": "language: node_js\nsudo: false\nnode_js:\n - \"node\"\ninstall: \n - npm install\nscript:\n - npm run lint\n - npm run build\n "
},
{
"path": "API.md",
"chars": 2069,
"preview": "\n\n<!-- Start index.js -->\n\n## MatterAttractors\n\nAn attractors plugin for matter.js.\nSee the readme for usage and example"
},
{
"path": "LICENSE",
"chars": 1079,
"preview": "The MIT License (MIT)\n\nCopyright (c) 2017 Liam Brummitt\n\nPermission is hereby granted, free of charge, to any person obt"
},
{
"path": "README.md",
"chars": 3152,
"preview": "# matter-attractors\n\n> An attractors plugin for [matter.js](https://github.com/liabru/matter-js/)\n\n[;\n\nvar Example = Example || {};\n\nExample.basic = fun"
},
{
"path": "docs/examples/gravity.js",
"chars": 2437,
"preview": "// install plugin\nMatter.use(\n 'matter-wrap', // not required, just for demo\n 'matter-attractors' // PLUGIN_NAME\n);\n\nv"
},
{
"path": "docs/index.html",
"chars": 1935,
"preview": "<!DOCTYPE html>\n<html lang=\"en\">\n <head>\n <meta charset=\"utf-8\">\n <meta http-equiv=\"X-UA-Compatible\" content=\"IE="
},
{
"path": "docs/libs/bundle.js",
"chars": 7753,
"preview": "/*!\n * matter-attractors 0.1.6 by Liam Brummitt 2017-05-15\n * https://github.com/liabru/matter-attractors\n * License MIT"
},
{
"path": "docs/libs/matter-tools.demo.js",
"chars": 22409,
"preview": "/*!\n * matter-tools 0.10.0 by Liam Brummitt 2017-02-04\n * https://github.com/liabru/matter-tools\n * License MIT\n */\n(fun"
},
{
"path": "docs/libs/matter-wrap.js",
"chars": 6220,
"preview": "/*!\n * matter-wrap 0.1.2 by Liam Brummitt 2017-02-12\n * https://github.com/liabru/matter-wrap\n * License MIT\n */\n(functi"
},
{
"path": "docs/libs/matter.js",
"chars": 339231,
"preview": "/**\n* matter-js 0.12.0 by @liabru 2017-02-02\n* http://brm.io/matter-js/\n* License MIT\n*/\n\n/**\n * The MIT License (MIT)\n "
},
{
"path": "index.js",
"chars": 4480,
"preview": "\"use strict\";\n\nconst Matter = require('matter-js');\n\n/**\n * An attractors plugin for matter.js.\n * See the readme for us"
},
{
"path": "package.json",
"chars": 1452,
"preview": "{\n \"name\": \"matter-attractors\",\n \"description\": \"An attractors plugin for matter.js\",\n \"version\": \"0.1.6\",\n \"main\": "
},
{
"path": "test/test.spec.js",
"chars": 2203,
"preview": "\"use strict\";\n\nconst Matter = require('matter-js');\nconst MatterAttractors = require('../index.js');\nconst expect = requ"
},
{
"path": "webpack.config.js",
"chars": 2577,
"preview": "\"use strict\";\n\nconst webpack = require('webpack');\nconst replace = require('replace-in-file');\nconst fs = require('fs');"
}
]
About this extraction
This page contains the full source code of the liabru/matter-attractors GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 20 files (398.3 KB), approximately 95.0k tokens, and a symbol index with 5 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.