phaser/src/physics/matter-js/World.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Bodies = require('./lib/factory/Bodies');
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var Class = require('../../utils/Class');
var Common = require('./lib/core/Common');
var Composite = require('./lib/body/Composite');
var Engine = require('./lib/core/Engine');
var EventEmitter = require('eventemitter3');
var GetFastValue = require('../../utils/object/GetFastValue');
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var GetValue = require('../../utils/object/GetValue');
var MatterBody = require('./lib/body/Body');
var MatterEvents = require('./lib/core/Events');
var MatterTileBody = require('./MatterTileBody');
var MatterWorld = require('./lib/body/World');
var Vector = require('./lib/geometry/Vector');
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/**
* @classdesc
* [description]
*
* @class World
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* @extends Phaser.Events.EventEmitter
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* @memberOf Phaser.Physics.Matter
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {object} config - [description]
*/
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var World = new Class({
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Extends: EventEmitter,
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initialize:
function World (scene, config)
{
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EventEmitter.call(this);
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/**
* [description]
*
* @name Phaser.Physics.Matter.World#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
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this.scene = scene;
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/**
* [description]
*
* @name Phaser.Physics.Matter.World#engine
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* @type {MatterJS.Engine}
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* @since 3.0.0
*/
this.engine = Engine.create(config);
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/**
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* A `World` composite object that will contain all simulated bodies and constraints.
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*
* @name Phaser.Physics.Matter.World#localWorld
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* @type {MatterJS.World}
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* @since 3.0.0
*/
this.localWorld = this.engine.world;
var gravity = GetValue(config, 'gravity', null);
if (gravity)
{
this.setGravity(gravity.x, gravity.y, gravity.scale);
}
/**
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* An object containing the 4 wall bodies that bound the physics world.
*
* @name Phaser.Physics.Matter.World#walls
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* @type {object}
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* @since 3.0.0
*/
this.walls = { left: null, right: null, top: null, bottom: null };
if (GetFastValue(config, 'setBounds', false))
{
var boundsConfig = config['setBounds'];
if (typeof boundsConfig === 'boolean')
{
this.setBounds();
}
else
{
var x = GetFastValue(boundsConfig, 'x', 0);
var y = GetFastValue(boundsConfig, 'y', 0);
var width = GetFastValue(boundsConfig, 'width', scene.sys.game.config.width);
var height = GetFastValue(boundsConfig, 'height', scene.sys.game.config.height);
var thickness = GetFastValue(boundsConfig, 'thickness', 64);
var left = GetFastValue(boundsConfig, 'left', true);
var right = GetFastValue(boundsConfig, 'right', true);
var top = GetFastValue(boundsConfig, 'top', true);
var bottom = GetFastValue(boundsConfig, 'bottom', true);
this.setBounds(x, y, width, height, thickness, left, right, top, bottom);
}
}
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/**
* [description]
*
* @name Phaser.Physics.Matter.World#enabled
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.enabled = GetValue(config, 'enabled', true);
/**
* The correction argument is an optional Number that specifies the time correction factor to apply to the update.
* This can help improve the accuracy of the simulation in cases where delta is changing between updates.
* The value of correction is defined as delta / lastDelta, i.e. the percentage change of delta over the last step.
* Therefore the value is always 1 (no correction) when delta constant (or when no correction is desired, which is the default).
* See the paper on Time Corrected Verlet for more information.
*
* @name Phaser.Physics.Matter.World#correction
* @type {number}
* @default 1
* @since 3.4.0
*/
this.correction = GetValue(config, 'correction', 1);
/**
* This function is called every time the core game loop steps, which is bound to the
* Request Animation Frame frequency unless otherwise modified.
*
* The function is passed two values: `time` and `delta`, both of which come from the game step values.
*
* It must return a number. This number is used as the delta value passed to Matter.Engine.update.
*
* You can override this function with your own to define your own timestep.
*
* If you need to update the Engine multiple times in a single game step then call
* `World.update` as many times as required. Each call will trigger the `getDelta` function.
* If you wish to have full control over when the Engine updates then see the property `autoUpdate`.
*
* You can also adjust the number of iterations that Engine.update performs.
* Use the Scene Matter Physics config object to set the following properties:
*
* positionIterations (defaults to 6)
* velocityIterations (defaults to 4)
* constraintIterations (defaults to 2)
*
* Adjusting these values can help performance in certain situations, depending on the physics requirements
* of your game.
*
* @name Phaser.Physics.Matter.World#getDelta
* @type {function}
* @since 3.4.0
*/
this.getDelta = GetValue(config, 'getDelta', this.update60Hz);
/**
* Automatically call Engine.update every time the game steps.
* If you disable this then you are responsible for calling `World.step` directly from your game.
* If you call `set60Hz` or `set30Hz` then `autoUpdate` is reset to `true`.
*
* @name Phaser.Physics.Matter.World#autoUpdate
* @type {boolean}
* @default true
* @since 3.4.0
*/
this.autoUpdate = GetValue(config, 'autoUpdate', true);
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/**
* [description]
*
* @name Phaser.Physics.Matter.World#drawDebug
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.drawDebug = GetValue(config, 'debug', false);
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/**
* [description]
*
* @name Phaser.Physics.Matter.World#debugGraphic
* @type {Phaser.GameObjects.Graphics}
* @since 3.0.0
*/
this.debugGraphic;
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/**
* [description]
*
* @name Phaser.Physics.Matter.World#defaults
* @type {object}
* @since 3.0.0
*/
this.defaults = {
debugShowBody: GetValue(config, 'debugShowBody', true),
debugShowStaticBody: GetValue(config, 'debugShowStaticBody', true),
debugShowVelocity: GetValue(config, 'debugShowVelocity', true),
bodyDebugColor: GetValue(config, 'debugBodyColor', 0xff00ff),
staticBodyDebugColor: GetValue(config, 'debugBodyColor', 0x0000ff),
velocityDebugColor: GetValue(config, 'debugVelocityColor', 0x00ff00),
debugShowJoint: GetValue(config, 'debugShowJoint', true),
jointDebugColor: GetValue(config, 'debugJointColor', 0x000000)
};
if (this.drawDebug)
{
this.createDebugGraphic();
}
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this.setEventsProxy();
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#setEventsProxy
* @since 3.0.0
*/
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setEventsProxy: function ()
{
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var _this = this;
var engine = this.engine;
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MatterEvents.on(engine, 'beforeUpdate', function (event)
{
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_this.emit('beforeupdate', event);
});
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MatterEvents.on(engine, 'afterUpdate', function (event)
{
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_this.emit('afterupdate', event);
});
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MatterEvents.on(engine, 'collisionStart', function (event)
{
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var pairs = event.pairs;
var bodyA;
var bodyB;
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if (pairs.length > 0)
{
bodyA = pairs[0].bodyA;
bodyB = pairs[0].bodyB;
}
_this.emit('collisionstart', event, bodyA, bodyB);
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});
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MatterEvents.on(engine, 'collisionActive', function (event)
{
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var pairs = event.pairs;
var bodyA;
var bodyB;
if (pairs.length > 0)
{
bodyA = pairs[0].bodyA;
bodyB = pairs[0].bodyB;
}
_this.emit('collisionactive', event, bodyA, bodyB);
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});
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MatterEvents.on(engine, 'collisionEnd', function (event)
{
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var pairs = event.pairs;
var bodyA;
var bodyB;
if (pairs.length > 0)
{
bodyA = pairs[0].bodyA;
bodyB = pairs[0].bodyB;
}
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_this.emit('collisionend', event, bodyA, bodyB);
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});
},
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/**
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* Sets the bounds of the Physics world to match the given world pixel dimensions.
* You can optionally set which 'walls' to create: left, right, top or bottom.
* If none of the walls are given it will default to use the walls settings it had previously.
* I.e. if you previously told it to not have the left or right walls, and you then adjust the world size
* the newly created bounds will also not have the left and right walls.
* Explicitly state them in the parameters to override this.
*
* @method Phaser.Physics.Matter.World#setBounds
* @since 3.0.0
*
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* @param {number} [x=0] - The x coordinate of the top-left corner of the bounds.
* @param {number} [y=0] - The y coordinate of the top-left corner of the bounds.
* @param {number} [width] - The width of the bounds.
* @param {number} [height] - The height of the bounds.
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* @param {number} [thickness=128] - The thickness of each wall, in pixels.
* @param {boolean} [left=true] - If true will create the left bounds wall.
* @param {boolean} [right=true] - If true will create the right bounds wall.
* @param {boolean} [top=true] - If true will create the top bounds wall.
* @param {boolean} [bottom=true] - If true will create the bottom bounds wall.
*
* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
setBounds: function (x, y, width, height, thickness, left, right, top, bottom)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.scene.sys.game.config.width; }
if (height === undefined) { height = this.scene.sys.game.config.height; }
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if (thickness === undefined) { thickness = 128; }
if (left === undefined) { left = true; }
if (right === undefined) { right = true; }
if (top === undefined) { top = true; }
if (bottom === undefined) { bottom = true; }
this.updateWall(left, 'left', x - thickness, y, thickness, height);
this.updateWall(right, 'right', x + width, y, thickness, height);
this.updateWall(top, 'top', x, y - thickness, width, thickness);
this.updateWall(bottom, 'bottom', x, y + height, width, thickness);
return this;
},
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// position = 'left', 'right', 'top' or 'bottom'
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#updateWall
* @since 3.0.0
*
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* @param {boolean} add - [description]
* @param {string} position - [description]
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} width - [description]
* @param {number} height - [description]
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*/
updateWall: function (add, position, x, y, width, height)
{
var wall = this.walls[position];
if (add)
{
if (wall)
{
MatterWorld.remove(this.localWorld, wall);
}
// adjust center
x += (width / 2);
y += (height / 2);
this.walls[position] = this.create(x, y, width, height, { isStatic: true, friction: 0, frictionStatic: 0 });
}
else
{
if (wall)
{
MatterWorld.remove(this.localWorld, wall);
}
this.walls[position] = null;
}
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#createDebugGraphic
* @since 3.0.0
*
* @return {Phaser.GameObjects.Graphics} [description]
*/
createDebugGraphic: function ()
{
var graphic = this.scene.sys.add.graphics({ x: 0, y: 0 });
graphic.setDepth(Number.MAX_VALUE);
this.debugGraphic = graphic;
this.drawDebug = true;
return graphic;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#disableGravity
* @since 3.0.0
*
* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
disableGravity: function ()
{
this.localWorld.gravity.x = 0;
this.localWorld.gravity.y = 0;
this.localWorld.gravity.scale = 0;
return this;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#setGravity
* @since 3.0.0
*
* @param {number} [x=0] - [description]
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* @param {number} [y=1] - [description]
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* @param {number} [scale] - [description]
*
* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
setGravity: function (x, y, scale)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 1; }
this.localWorld.gravity.x = x;
this.localWorld.gravity.y = y;
if (scale !== undefined)
{
this.localWorld.gravity.scale = scale;
}
return this;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#create
* @since 3.0.0
*
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* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} width - [description]
* @param {number} height - [description]
* @param {object} options - [description]
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*
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* @return {MatterJS.Body} [description]
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*/
create: function (x, y, width, height, options)
{
var body = Bodies.rectangle(x, y, width, height, options);
MatterWorld.add(this.localWorld, body);
return body;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#add
* @since 3.0.0
*
* @param {(object|object[])} object - Can be single or an array, and can be a body, composite or constraint
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*
* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
add: function (object)
{
MatterWorld.add(this.localWorld, object);
return this;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#remove
* @since 3.0.0
*
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* @param {object} object - The object to be removed from the world.
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* @param {boolean} deep - [description]
*
* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
remove: function (object, deep)
{
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var body = (object.body) ? object.body : object;
Composite.removeBody(this.localWorld, body, deep);
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return this;
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},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#removeConstraint
* @since 3.0.0
*
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* @param {MatterJS.Constraint} constraint - [description]
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* @param {boolean} deep - [description]
*
* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
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removeConstraint: function (constraint, deep)
{
Composite.remove(this.localWorld, constraint, deep);
return this;
},
/**
* Adds MatterTileBody instances for all the colliding tiles within the given tilemap layer. Set
* the appropriate tiles in your layer to collide before calling this method!
*
* @method Phaser.Physics.Matter.World#convertTilemapLayer
* @since 3.0.0
*
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* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer -
* An array of tiles.
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* @param {object} [options] - Options to be passed to the MatterTileBody constructor. {@ee Phaser.Physics.Matter.TileBody}
*
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* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
convertTilemapLayer: function (tilemapLayer, options)
{
var layerData = tilemapLayer.layer;
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var tiles = tilemapLayer.getTilesWithin(0, 0, layerData.width, layerData.height, {isColliding: true});
this.convertTiles(tiles, options);
return this;
},
/**
* Adds MatterTileBody instances for the given tiles. This adds bodies regardless of whether the
* tiles are set to collide or not.
*
* @method Phaser.Physics.Matter.World#convertTiles
* @since 3.0.0
*
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* @param {Phaser.Tilemaps.Tile[]} tiles - An array of tiles.
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* @param {object} [options] - Options to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}
*
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* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
convertTiles: function (tiles, options)
{
if (tiles.length === 0)
{
return this;
}
for (var i = 0; i < tiles.length; i++)
{
new MatterTileBody(this, tiles[i], options);
}
return this;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#nextGroup
* @since 3.0.0
*
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* @param {boolean} isNonColliding - [description]
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*
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* @return {number} [description]
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*/
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nextGroup: function (isNonColliding)
{
return MatterBody.nextGroup(isNonColliding);
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},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#nextCategory
* @since 3.0.0
*
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* @return {number} [description]
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*/
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nextCategory: function ()
{
return MatterBody.nextCategory();
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#pause
* @since 3.0.0
*
* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
pause: function ()
{
this.enabled = false;
this.emit('pause');
return this;
},
/**
* [description]
*
* @method Phaser.Physics.Matter.World#resume
* @since 3.0.0
*
* @return {Phaser.Physics.Matter.World} This Matter World object.
*/
resume: function ()
{
this.enabled = true;
this.emit('resume');
return this;
},
/**
* [description]
*
* @method Phaser.Physics.Matter.World#update
* @since 3.0.0
*
* @param {number} time - [description]
* @param {number} delta - [description]
*/
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update: function (time, delta)
{
if (this.enabled && this.autoUpdate)
{
Engine.update(this.engine, this.getDelta(time, delta), this.correction);
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}
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},
/**
* Manually advances the physics simulation by one iteration.
*
* You can optionally pass in the `delta` and `correction` values to be used by Engine.update.
* If undefined they use the Matter defaults of 60Hz and no correction.
*
* Calling `step` directly bypasses any checks of `enabled` or `autoUpdate`.
*
* It also ignores any custom `getDelta` functions, as you should be passing the delta
* value in to this call.
*
* You can adjust the number of iterations that Engine.update performs internally.
* Use the Scene Matter Physics config object to set the following properties:
*
* positionIterations (defaults to 6)
* velocityIterations (defaults to 4)
* constraintIterations (defaults to 2)
*
* Adjusting these values can help performance in certain situations, depending on the physics requirements
* of your game.
*
* @method Phaser.Physics.Matter.World#step
* @since 3.4.0
*
* @param {number} [delta=16.666] - [description]
* @param {number} [correction=1] - [description]
*/
step: function (delta, correction)
{
Engine.update(this.engine, delta, correction);
},
/**
* Runs the Matter Engine.update at a fixed timestep of 60Hz.
*
* @method Phaser.Physics.Matter.World#update60Hz
* @since 3.4.0
*
* @return {number} The delta value to be passed to Engine.update.
*/
update60Hz: function ()
{
return 1000 / 60;
},
/**
* Runs the Matter Engine.update at a fixed timestep of 30Hz.
*
* @method Phaser.Physics.Matter.World#update30Hz
* @since 3.4.0
*
* @return {number} The delta value to be passed to Engine.update.
*/
update30Hz: function ()
{
return 1000 / 30;
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#postUpdate
* @since 3.0.0
*/
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postUpdate: function ()
{
if (!this.drawDebug)
{
return;
}
var graphics = this.debugGraphic;
var bodies = Composite.allBodies(this.localWorld);
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graphics.clear();
graphics.lineStyle(1, this.defaults.bodyDebugColor);
graphics.beginPath();
var i,j;
for (i = 0; i < bodies.length; i++)
{
if (!bodies[i].render.visible)
{
return;
}
// Handle drawing both single bodies and compound bodies. If compound, draw both the
// convex hull (first part) and the rest of the bodies.
for (j = 0; j < bodies[i].parts.length; j++)
{
var body = bodies[i].parts[j];
var vertices = body.vertices;
graphics.moveTo(vertices[0].x, vertices[0].y);
for (var k = 1; k < vertices.length; k++)
{
graphics.lineTo(vertices[k].x, vertices[k].y);
}
graphics.lineTo(vertices[0].x, vertices[0].y);
graphics.strokePath();
}
}
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graphics.closePath();
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if (this.defaults.debugShowJoint)
{
graphics.lineStyle(2, this.defaults.jointDebugColor);
// Render constraints
var constraints = Composite.allConstraints(this.localWorld);
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for (i = 0; i < constraints.length; i++)
{
var constraint = constraints[i];
if (!constraint.render.visible || !constraint.pointA || !constraint.pointB)
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{
continue;
}
if (constraint.render.lineWidth)
{
graphics.lineStyle(constraint.render.lineWidth, Common.colorToNumber(constraint.render.strokeStyle));
}
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var bodyA = constraint.bodyA;
var bodyB = constraint.bodyB;
var start;
var end;
if (bodyA)
{
start = Vector.add(bodyA.position, constraint.pointA);
}
else
{
start = constraint.pointA;
}
if (constraint.render.type === 'pin')
{
graphics.beginPath();
graphics.arc(start.x, start.y, 3, 0, 2 * Math.PI);
graphics.closePath();
}
else
{
if (bodyB)
{
end = Vector.add(bodyB.position, constraint.pointB);
}
else
{
end = constraint.pointB;
}
graphics.beginPath();
graphics.moveTo(start.x, start.y);
if (constraint.render.type === 'spring')
{
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var delta = Vector.sub(end, start);
var normal = Vector.perp(Vector.normalise(delta));
var coils = Math.ceil(Common.clamp(constraint.length / 5, 12, 20));
var offset;
for (j = 1; j < coils; j += 1)
{
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offset = (j % 2 === 0) ? 1 : -1;
graphics.lineTo(
start.x + delta.x * (j / coils) + normal.x * offset * 4,
start.y + delta.y * (j / coils) + normal.y * offset * 4
);
}
}
graphics.lineTo(end.x, end.y);
}
if (constraint.render.lineWidth)
{
graphics.strokePath();
}
if (constraint.render.anchors)
{
graphics.fillStyle(Common.colorToNumber(constraint.render.strokeStyle));
graphics.beginPath();
graphics.arc(start.x, start.y, 6, 0, 2 * Math.PI);
graphics.arc(end.x, end.y, 6, 0, 2 * Math.PI);
graphics.closePath();
graphics.fillPath();
}
}
}
},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#fromPath
* @since 3.0.0
*
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* @param {string} path - [description]
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* @param {array} points - [description]
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*
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* @return {array} [description]
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*/
fromPath: function (path, points)
{
if (points === undefined) { points = []; }
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// var pathPattern = /L?\s*([-\d.e]+)[\s,]*([-\d.e]+)*/ig;
// eslint-disable-next-line no-useless-escape
var pathPattern = /L?\s*([\-\d\.e]+)[\s,]*([\-\d\.e]+)*/ig;
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path.replace(pathPattern, function (match, x, y)
{
points.push({ x: parseFloat(x), y: parseFloat(y) });
});
return points;
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},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#shutdown
* @since 3.0.0
*/
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shutdown: function ()
{
MatterEvents.off(this.engine);
this.removeAllListeners();
MatterWorld.clear(this.localWorld, false);
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Engine.clear(this.engine);
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},
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/**
* [description]
*
* @method Phaser.Physics.Matter.World#destroy
* @since 3.0.0
*/
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destroy: function ()
{
this.shutdown();
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}
});
module.exports = World;