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

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Bodies = require('./lib/factory/Bodies');
var Body = require('./lib/body/Body');
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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');
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var Events = require('./events');
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
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* The Matter World class is responsible for managing one single instance of a Matter Physics World for Phaser.
*
* Access this via `this.matter.world` from within a Scene.
*
* This class creates a Matter JS World Composite along with the Matter JS Engine during instantiation. It also
* handles delta timing, bounds, body and constraint creation and debug drawing.
*
* If you wish to access the Matter JS World object directly, see the `localWorld` property.
* If you wish to access the Matter Engine directly, see the `engine` property.
*
* This class is an Event Emitter and will proxy _all_ Matter JS events, as they are received.
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*
* @class World
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* @extends Phaser.Events.EventEmitter
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* @memberof Phaser.Physics.Matter
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* @constructor
* @since 3.0.0
*
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* @param {Phaser.Scene} scene - The Scene to which this Matter World instance belongs.
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* @param {Phaser.Types.Physics.Matter.MatterWorldConfig} config - The Matter World configuration object.
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*/
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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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/**
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* The Scene to which this Matter World instance belongs.
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*
* @name Phaser.Physics.Matter.World#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
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this.scene = scene;
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/**
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* An instance of the MatterJS Engine.
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*
* @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 };
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/**
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* A flag that toggles if the world is enabled or not.
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*
* @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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var debugConfig = GetValue(config, 'debug', false);
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var drawDebug = (typeof(debugConfig) === 'object');
// Legacy version
if (typeof(debugConfig) === 'boolean')
{
drawDebug = debugConfig;
var wireframes = GetFastValue(config, 'debugWireframes', true);
// Old format config - remove in a later version
debugConfig = {
showBody: GetFastValue(config, 'debugShowBody', true),
showStaticBody: GetFastValue(config, 'debugShowStaticBody', true),
showSleeping: GetFastValue(config, 'debugShowSleeping', false),
showJoint: GetFastValue(config, 'debugShowJoint', true),
showInternalEdges: GetFastValue(config, 'debugShowInternalEdges', false),
showConvexHulls: GetFastValue(config, 'debugShowConvexHulls', false),
renderFill: !wireframes,
renderStroke: wireframes,
fillColor: GetFastValue(config, 'debugBodyFillColor', 0xe3a7e3),
strokeColor: GetFastValue(config, 'debugBodyColor', 0xff00ff),
staticFillColor: GetFastValue(config, 'debugStaticBodyColor', 0x0000ff),
staticStrokeColor: GetFastValue(config, 'debugStaticBodyColor', 0x0000ff),
staticBodySleepOpacity: 0.5,
jointColor: GetFastValue(config, 'debugJointColor', 0x000000),
hullColor: GetFastValue(config, 'debugConvexHullColor', 0xaaaaaa)
};
}
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/**
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* A flag that controls if the debug graphics will be drawn to or not.
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*
* @name Phaser.Physics.Matter.World#drawDebug
* @type {boolean}
* @default false
* @since 3.0.0
*/
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this.drawDebug = drawDebug;
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/**
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* An instance of the Graphics object the debug bodies are drawn to, if enabled.
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*
* @name Phaser.Physics.Matter.World#debugGraphic
* @type {Phaser.GameObjects.Graphics}
* @since 3.0.0
*/
this.debugGraphic;
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/**
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* The debug configuration object.
*
* The values stored in this object are read from the Matter World Config `debug` property.
*
* When a new Body or Constraint is added to the World, they are given the values stored in this object,
* unless they have their own `render` object that will override them.
*
* Note that while you can modify the values of properties in this object at run-time, it will not change
* any of the Matter objects _already added_. It will only impact objects newly added to the world, or one
* that is removed and then re-added at a later time.
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*
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* @name Phaser.Physics.Matter.World#debugConfig
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* @type {Phaser.Types.Physics.Matter.MatterDebugConfig}
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* @since 3.22.0
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*/
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this.debugConfig = {
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showBody: GetFastValue(debugConfig, 'showBody', true),
showStaticBody: GetFastValue(debugConfig, 'showStaticBody', true),
showSleeping: GetFastValue(debugConfig, 'showSleeping', false),
showJoint: GetFastValue(debugConfig, 'showJoint', true),
showInternalEdges: GetFastValue(debugConfig, 'showInternalEdges', false),
showConvexHulls: GetFastValue(debugConfig, 'showConvexHulls', false),
renderFill: GetFastValue(debugConfig, 'renderFill', true),
renderStroke: GetFastValue(debugConfig, 'renderStroke', true),
lineThickness: GetFastValue(debugConfig, 'lineThickness', 1),
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fillColor: GetFastValue(debugConfig, 'fillColor', 0x106909),
strokeColor: GetFastValue(debugConfig, 'strokeColor', 0x28de19),
staticFillColor: GetFastValue(debugConfig, 'staticFillColor', 0x0d177b),
staticStrokeColor: GetFastValue(debugConfig, 'staticStrokeColor', 0x1327e4),
staticBodySleepOpacity: GetFastValue(debugConfig, 'staticBodySleepOpacity', 0.7),
sleepFillColor: GetFastValue(debugConfig, 'sleepFillColor', 0x464646),
sleepStrokeColor: GetFastValue(debugConfig, 'sleepStrokeColor', 0x999a99),
jointColor: GetFastValue(debugConfig, 'jointColor', 0xe0e042),
jointLineThickness: GetFastValue(debugConfig, 'jointLineThickness', 2),
pinSize: GetFastValue(debugConfig, 'pinSize', 4),
pinColor: GetFastValue(debugConfig, 'pinColor', 0x42e0e0),
springColor: GetFastValue(debugConfig, 'springColor', 0xe042e0),
anchorColor: GetFastValue(debugConfig, 'anchorColor', 0xefefef),
anchorSize: GetFastValue(debugConfig, 'anchorSize', 6),
hullColor: GetFastValue(debugConfig, 'hullColor', 0xd703d0)
};
if (this.drawDebug)
{
this.createDebugGraphic();
}
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this.setEventsProxy();
// Create the walls
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.scale.width);
var height = GetFastValue(boundsConfig, 'height', scene.sys.scale.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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},
/**
* Sets the debug render style for the given Matter Body.
*
* If you are using this on a Phaser Game Object, such as a Matter Sprite, then pass in the body property
* to this method, not the Game Object itself.
*
* If you wish to skip a parameter, so it retains its current value, pass `false` for it.
*
* If you wish to reset the Body render colors to the defaults found in the World Debug Config, then call
* this method with just the `body` argument provided, and no others.
*
* All other values are considered numeric color values.
*
* @method Phaser.Physics.Matter.World#setBodyRenderStyle
* @since 3.22.0
*
* @param {MatterJS.Body} body - The Matter Body to set the render style on.
* @param {number} [lineColor] - The line color. If `null` it will use the World Debug Config value.
* @param {number} [fillColor] - The fill color. If `null` it will use the World Debug Config value.
* @param {number} [lineThickness] - The line thickness. If `null` it will use the World Debug Config value.
* @param {number} [opacity] - The opacity, between 0 and 1.
*
* @return {this} This Matter World instance for method chaining.
*/
setBodyRenderStyle: function (body, lineColor, fillColor, lineThickness, opacity)
{
var render = body.render;
var config = this.debugConfig;
if (!render)
{
return this;
}
if (lineColor === undefined || lineColor === null)
{
lineColor = (body.isStatic) ? config.staticStrokeColor : config.strokeColor;
}
if (fillColor === undefined || fillColor === null)
{
fillColor = (body.isStatic) ? config.staticFillColor : config.fillColor;
}
if (lineThickness === undefined || lineThickness === null)
{
lineThickness = config.lineThickness;
}
if (lineColor !== false)
{
render.strokeColor = lineColor;
}
if (fillColor !== false)
{
render.fillColor = fillColor;
}
if (lineThickness !== false)
{
render.lineThickness = lineThickness;
}
if (typeof(opacity) === 'number')
{
render.opacity = opacity;
}
return this;
},
/**
* Sets the debug render style for the given Matter Constraint.
*
* If you are using this on a Phaser Game Object, then pass in the body property
* to this method, not the Game Object itself.
*
* If you wish to skip a parameter, so it retains its current value, pass `false` for it.
*
* If you wish to reset the Constraint render colors to the defaults found in the World Debug Config, then call
* this method with just the `constraint` argument provided, and no others.
*
* All other values are considered numeric color values.
*
* @method Phaser.Physics.Matter.World#setConstraintRenderStyle
* @since 3.22.0
*
* @param {MatterJS.Constraint} constraint - The Matter Constraint to set the render style on.
* @param {number} [lineColor] - The line color. If `null` it will use the World Debug Config value.
* @param {number} [lineThickness] - The line thickness. If `null` it will use the World Debug Config value.
* @param {number} [pinSize] - If this constraint is a pin, this sets the size of the pin circle. If `null` it will use the World Debug Config value.
* @param {number} [anchorColor] - The color used when rendering this constraints anchors. If `null` it will use the World Debug Config value.
* @param {number} [anchorSize] - The size of the anchor circle, if this constraint has anchors. If `null` it will use the World Debug Config value.
*
* @return {this} This Matter World instance for method chaining.
*/
setConstraintRenderStyle: function (constraint, lineColor, lineThickness, pinSize, anchorColor, anchorSize)
{
var render = constraint.render;
var config = this.debugConfig;
if (!render)
{
return this;
}
// Reset them
if (lineColor === undefined || lineColor === null)
{
var type = render.type;
if (type === 'line')
{
lineColor = config.jointColor;
}
else if (type === 'pin')
{
lineColor = config.pinColor;
}
else if (type === 'spring')
{
lineColor = config.springColor;
}
}
if (lineThickness === undefined || lineThickness === null)
{
lineThickness = config.jointLineThickness;
}
if (pinSize === undefined || pinSize === null)
{
pinSize = config.pinSize;
}
if (anchorColor === undefined || anchorColor === null)
{
anchorColor = config.anchorColor;
}
if (anchorSize === undefined || anchorSize === null)
{
anchorSize = config.anchorSize;
}
if (lineColor !== false)
{
render.strokeColor = lineColor;
}
if (lineThickness !== false)
{
render.lineThickness = lineThickness;
}
if (pinSize !== false)
{
render.pinSize = pinSize;
}
if (anchorColor !== false)
{
render.anchorColor = anchorColor;
}
if (anchorSize !== false)
{
render.anchorSize = anchorSize;
}
return this;
},
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/**
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* This internal method acts as a proxy between all of the Matter JS events and then re-emits them
* via this class.
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*
* @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;
var world = this.localWorld;
// Inject debug styles
if (this.drawDebug)
{
MatterEvents.on(world, 'beforeAdd', function (event)
{
var objects = [].concat(event.object);
for (var i = 0; i < objects.length; i++)
{
var obj = objects[i];
var render = obj.render;
if (obj.type === 'body')
{
_this.setBodyRenderStyle(obj, render.strokeColor, render.fillColor, render.lineThickness);
}
else if (obj.type === 'constraint')
{
_this.setConstraintRenderStyle(obj, render.strokeColor, render.lineThickness, render.pinSize, render.anchorColor, render.anchorSize);
}
}
});
}
MatterEvents.on(world, 'beforeAdd', function (event)
{
_this.emit(Events.BEFORE_ADD, event);
});
MatterEvents.on(world, 'afterAdd', function (event)
{
_this.emit(Events.AFTER_ADD, event);
});
MatterEvents.on(world, 'beforeRemove', function (event)
{
_this.emit(Events.BEFORE_REMOVE, event);
});
MatterEvents.on(world, 'afterRemove', function (event)
{
_this.emit(Events.AFTER_REMOVE, event);
});
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MatterEvents.on(engine, 'beforeUpdate', function (event)
{
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_this.emit(Events.BEFORE_UPDATE, event);
});
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MatterEvents.on(engine, 'afterUpdate', function (event)
{
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_this.emit(Events.AFTER_UPDATE, 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;
}
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_this.emit(Events.COLLISION_START, 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;
}
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_this.emit(Events.COLLISION_ACTIVE, 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(Events.COLLISION_END, 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=64] - The thickness of each wall, in pixels.
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* @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.scale.width; }
if (height === undefined) { height = this.scene.sys.scale.height; }
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if (thickness === undefined) { thickness = 64; }
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, thickness, height + (thickness * 2));
this.updateWall(right, 'right', x + width, y - thickness, thickness, height + (thickness * 2));
this.updateWall(top, 'top', x, y - thickness, width, thickness);
this.updateWall(bottom, 'bottom', x, y + height, width, thickness);
return this;
},
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/**
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* Updates the 4 rectangle bodies that were created, if `setBounds` was set in the Matter config, to use
* the new positions and sizes. This method is usually only called internally via the `setBounds` method.
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*
* @method Phaser.Physics.Matter.World#updateWall
* @since 3.0.0
*
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* @param {boolean} add - `true` if the walls are being added or updated, `false` to remove them from the world.
* @param {string} [position] - Either `left`, `right`, `top` or `bottom`. Only optional if `add` is `false`.
* @param {number} [x] - The horizontal position to place the walls at. Only optional if `add` is `false`.
* @param {number} [y] - The vertical position to place the walls at. Only optional if `add` is `false`.
* @param {number} [width] - The width of the walls, in pixels. Only optional if `add` is `false`.
* @param {number} [height] - The height of the walls, in pixels. Only optional if `add` is `false`.
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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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/**
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* Creates a Phaser.GameObjects.Graphics object that is used to render all of the debug bodies and joints to.
*
* This method is called automatically by the constructor, if debugging has been enabled.
*
* The created Graphics object is automatically added to the Scene at 0x0 and given a depth of `Number.MAX_VALUE`,
* so it renders above all else in the Scene.
*
* The Graphics object is assigned to the `debugGraphic` property of this class and `drawDebug` is enabled.
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*
* @method Phaser.Physics.Matter.World#createDebugGraphic
* @since 3.0.0
*
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* @return {Phaser.GameObjects.Graphics} The newly created Graphics object.
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*/
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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/**
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* Sets the world gravity and gravity scale to 0.
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*
* @method Phaser.Physics.Matter.World#disableGravity
* @since 3.0.0
*
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* @return {this} This Matter World object.
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*/
disableGravity: function ()
{
this.localWorld.gravity.x = 0;
this.localWorld.gravity.y = 0;
this.localWorld.gravity.scale = 0;
return this;
},
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/**
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* Sets the worlds gravity to the values given.
*
* Gravity effects all bodies in the world, unless they have the `ignoreGravity` flag set.
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*
* @method Phaser.Physics.Matter.World#setGravity
* @since 3.0.0
*
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* @param {number} [x=0] - The world gravity x component.
* @param {number} [y=1] - The world gravity y component.
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* @param {number} [scale=0.001] - The gravity scale factor.
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*
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* @return {this} This Matter World object.
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*/
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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/**
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* Creates a rectangle Matter body and adds it to the world.
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*
* @method Phaser.Physics.Matter.World#create
* @since 3.0.0
*
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* @param {number} x - The horizontal position of the body in the world.
* @param {number} y - The vertical position of the body in the world.
* @param {number} width - The width of the body.
* @param {number} height - The height of the body.
* @param {object} options - Optional Matter configuration object.
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*
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* @return {MatterJS.Body} The Matter.js body that was created.
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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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/**
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* Adds a Matter JS object, or array of objects, to the world.
*
* The objects should be valid Matter JS entities, such as a Body, Composite or Constraint.
*
* Triggers `beforeAdd` and `afterAdd` events.
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*
* @method Phaser.Physics.Matter.World#add
* @since 3.0.0
*
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* @param {(object|object[])} object - Can be single object, or an array, and can be a body, composite or constraint.
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*
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* @return {this} This Matter World object.
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*/
add: function (object)
{
MatterWorld.add(this.localWorld, object);
return this;
},
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/**
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* Removes a Matter JS object, or array of objects, from the world.
*
* The objects should be valid Matter JS entities, such as a Body, Composite or Constraint.
*
* Triggers `beforeRemove` and `afterRemove` events.
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*
* @method Phaser.Physics.Matter.World#remove
* @since 3.0.0
*
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* @param {(object|object[])} object - Can be single object, or an array, and can be a body, composite or constraint.
* @param {boolean} [deep=false] - Optionally search the objects children and recursively remove those as well.
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*
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* @return {this} This Matter World object.
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*/
remove: function (object, deep)
{
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if (!Array.isArray(object))
{
object = [ object ];
}
for (var i = 0; i < object.length; i++)
{
var entity = object[i];
var body = (entity.body) ? entity.body : entity;
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Composite.remove(this.localWorld, body, deep);
}
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return this;
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},
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/**
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* Removes a Matter JS constraint, or array of constraints, from the world.
*
* Triggers `beforeRemove` and `afterRemove` events.
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*
* @method Phaser.Physics.Matter.World#removeConstraint
* @since 3.0.0
*
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* @param {(MatterJS.Constraint|MatterJS.Constraint[])} constraint - A Matter JS Constraint, or an array of constraints, to be removed.
* @param {boolean} [deep=false] - Optionally search the objects children and recursively remove those as well.
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*
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* @return {this} This Matter World object.
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*/
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removeConstraint: function (constraint, deep)
{
Composite.remove(this.localWorld, constraint, deep);
return this;
},
/**
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* 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. {@see Phaser.Physics.Matter.TileBody}
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*
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* @return {this} This Matter World object.
*/
convertTilemapLayer: function (tilemapLayer, options)
{
var layerData = tilemapLayer.layer;
var tiles = tilemapLayer.getTilesWithin(0, 0, layerData.width, layerData.height, { isColliding: true });
this.convertTiles(tiles, options);
return this;
},
/**
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* 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 {this} 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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/**
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* 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.
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*
* @method Phaser.Physics.Matter.World#nextGroup
* @since 3.0.0
*
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* @param {boolean} [isNonColliding=false] - If `true`, returns the next unique group index for which bodies will _not_ collide.
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*
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* @return {number} Unique category bitfield
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*/
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nextGroup: function (isNonColliding)
{
return MatterBody.nextGroup(isNonColliding);
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},
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/**
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* Returns the next unique category bitfield (starting after the initial default category 0x0001).
* There are 32 available.
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*
* @method Phaser.Physics.Matter.World#nextCategory
* @since 3.0.0
*
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* @return {number} Unique category bitfield
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*/
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nextCategory: function ()
{
return MatterBody.nextCategory();
},
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/**
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* Pauses this Matter World instance and sets `enabled` to `false`.
*
* A paused world will not run any simulations for the duration it is paused.
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*
* @method Phaser.Physics.Matter.World#pause
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* @fires Phaser.Physics.Matter.Events#PAUSE
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* @since 3.0.0
*
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* @return {this} This Matter World object.
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*/
pause: function ()
{
this.enabled = false;
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this.emit(Events.PAUSE);
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return this;
},
/**
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* Resumes this Matter World instance from a paused state and sets `enabled` to `true`.
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*
* @method Phaser.Physics.Matter.World#resume
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* @fires Phaser.Physics.Matter.Events#RESUME
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* @since 3.0.0
*
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* @return {this} This Matter World object.
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*/
resume: function ()
{
this.enabled = true;
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this.emit(Events.RESUME);
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return this;
},
/**
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* The internal update method. This is called automatically by the parent Scene.
*
* Moves the simulation forward in time by delta ms. Uses `World.correction` value as 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 is constant (or when no correction is desired, which is the default).
* See the paper on Time Corrected Verlet for more information.
*
* Triggers `beforeUpdate` and `afterUpdate` events. Triggers `collisionStart`, `collisionActive` and `collisionEnd` events.
*
* If the World is paused, `update` is still run, but exits early and does not update the Matter Engine.
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*
* @method Phaser.Physics.Matter.World#update
* @since 3.0.0
*
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* @param {number} time - The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
* @param {number} delta - The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
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*/
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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
*
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* @param {number} [delta=16.666] - The delta value.
* @param {number} [correction=1] - Optional delta correction value.
*/
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;
},
/**
* Returns all the bodies in the Matter World, including all bodies in children, recursively.
*
* @method Phaser.Physics.Matter.World#getAllBodies
* @since 3.22.0
*
* @return {MatterJS.Body[]} An array of all the Matter JS Bodies in this World.
*/
getAllBodies: function ()
{
return Composite.allBodies(this.localWorld);
},
/**
* Returns all the constraints in the Matter World, including all constraints in children, recursively.
*
* @method Phaser.Physics.Matter.World#getAllConstraints
* @since 3.22.0
*
* @return {MatterJS.Constraint[]} An array of all the Matter JS Constraints in this World.
*/
getAllConstraints: function ()
{
return Composite.allConstraints(this.localWorld);
},
/**
* Returns all the composites in the Matter World, including all composites in children, recursively.
*
* @method Phaser.Physics.Matter.World#getAllComposites
* @since 3.22.0
*
* @return {MatterJS.Composite[]} An array of all the Matter JS Composites in this World.
*/
getAllComposites: function ()
{
return Composite.allComposites(this.localWorld);
},
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/**
* Handles the rendering of bodies and debug information to the debug Graphics object, if enabled.
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*
* This method is called automatically by the Scene after all processing has taken place.
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*
* @method Phaser.Physics.Matter.World#postUpdate
* @private
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* @since 3.0.0
*/
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postUpdate: function ()
{
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var config = this.debugConfig;
var showBody = config.showBody;
var showStaticBody = config.showStaticBody;
var showJoint = config.showJoint;
if (!this.drawDebug || (!showBody && !showStaticBody && !showJoint))
{
return;
}
this.debugGraphic.clear();
var bodies = Composite.allBodies(this.localWorld);
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this.renderBodies(bodies);
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if (showJoint)
{
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this.renderJoints();
}
},
/**
* Renders the given array of Bodies to the debug graphics instance.
*
* Called automatically by the `postUpdate` method.
*
* @method Phaser.Physics.Matter.World#renderBodies
* @private
* @since 3.14.0
*
* @param {array} bodies - An array of bodies from the localWorld.
*/
renderBodies: function (bodies)
{
var graphics = this.debugGraphic;
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var config = this.debugConfig;
var showBody = config.showBody;
var showStaticBody = config.showStaticBody;
var showSleeping = config.showSleeping;
var showInternalEdges = config.showInternalEdges;
var showConvexHulls = config.showConvexHulls;
var renderFill = config.renderFill;
var renderStroke = config.renderStroke;
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var staticBodySleepOpacity = config.staticBodySleepOpacity;
var sleepFillColor = config.sleepFillColor;
var sleepStrokeColor = config.sleepStrokeColor;
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var hullColor = config.hullColor;
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for (var i = 0; i < bodies.length; i++)
{
var body = bodies[i];
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// 1) Don't show invisible bodies
if (!body.render.visible)
{
continue;
}
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// 2) Don't show static bodies, OR
// 3) Don't show dynamic bodies
if ((!showStaticBody && body.isStatic) || (!showBody && !body.isStatic))
{
continue;
}
var opacity = body.render.opacity;
var strokeColor = body.render.strokeColor;
var fillColor = body.render.fillColor;
var lineThickness = body.render.lineThickness;
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if (showSleeping && body.isSleeping)
{
if (body.isStatic)
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{
opacity *= staticBodySleepOpacity;
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}
else
{
strokeColor = sleepStrokeColor;
fillColor = sleepFillColor;
}
}
if (!renderFill)
{
fillColor = null;
}
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if (!renderStroke)
{
strokeColor = null;
}
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this.renderBody(body, graphics, showInternalEdges, strokeColor, fillColor, opacity, lineThickness);
var partsLength = body.parts.length;
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if (showConvexHulls && partsLength > 1)
{
this.renderConvexHull(body, graphics, hullColor, lineThickness);
}
}
},
/**
* Renders a single Matter Body to the given Phaser Graphics Game Object.
*
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
* you wish to render a Body to your own Graphics instance.
*
* @method Phaser.Physics.Matter.World#renderBody
* @since 3.22.0
*
* @param {MatterJS.Body} body - The Matter Body to be rendered.
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
* @param {boolean} showInternalEdges - Render internal edges of the polygon?
* @param {number} [lineColor] - The stroke color. Set to `null` if you don't want to render a stroke.
* @param {number} [fillColor] - The fill color. Set to `null` if you don't want to render a fill.
* @param {number} [opacity] - The opacity, between 0 and 1. Set to `null` if you want to use the opacity defined in the Body render object.
* @param {number} [lineThickness=1] - The stroke line thickness.
*
* @return {this} This Matter World instance for method chaining.
*/
renderBody: function (body, graphics, showInternalEdges, lineColor, fillColor, opacity, lineThickness)
{
if (lineColor === undefined) { lineColor = null; }
if (fillColor === undefined) { fillColor = null; }
if (opacity === undefined) { opacity = null; }
if (lineThickness === undefined) { lineThickness = 1; }
var usePartOpacity = !opacity;
// Handle compound parts
var parts = body.parts;
var partsLength = parts.length;
for (var k = (partsLength > 1) ? 1 : 0; k < partsLength; k++)
{
var part = parts[k];
var render = part.render;
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if (usePartOpacity)
{
opacity = render.opacity;
}
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if (!render.visible || opacity === 0)
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{
continue;
}
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// Part polygon
var circleRadius = part.circleRadius;
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graphics.beginPath();
if (fillColor !== null)
{
graphics.fillStyle(fillColor, opacity);
}
if (lineColor !== null)
{
graphics.lineStyle(lineThickness, lineColor, opacity);
}
if (circleRadius)
{
graphics.arc(part.position.x, part.position.y, circleRadius, 0, 2 * Math.PI);
}
else
{
var vertices = part.vertices;
var vertLength = vertices.length;
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graphics.moveTo(vertices[0].x, vertices[0].y);
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for (var j = 1; j < vertLength; j++)
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{
var vert = vertices[j];
if (!vertices[j - 1].isInternal || showInternalEdges)
{
graphics.lineTo(vert.x, vert.y);
}
else
{
graphics.moveTo(vert.x, vert.y);
}
if (vert.isInternal && !showInternalEdges)
{
var nextIndex = (j + 1) % vertLength;
graphics.moveTo(vertices[nextIndex].x, vertices[nextIndex].y);
}
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}
graphics.closePath();
}
if (fillColor !== null)
{
graphics.fillPath();
}
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if (lineColor !== null)
{
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graphics.strokePath();
}
}
return this;
},
/**
* Renders the Convex Hull for a single Matter Body to the given Phaser Graphics Game Object.
*
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
* you wish to render a Body hull to your own Graphics instance.
*
* @method Phaser.Physics.Matter.World#renderConvexHull
* @since 3.22.0
*
* @param {MatterJS.Body} body - The Matter Body to be rendered.
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
* @param {number} hullColor - The stroke color used to render the hull.
* @param {number} [lineThickness=1] - The stroke line thickness.
*
* @return {this} This Matter World instance for method chaining.
*/
renderConvexHull: function (body, graphics, hullColor, lineThickness)
{
if (lineThickness === undefined) { lineThickness = 1; }
var parts = body.parts;
var partsLength = parts.length;
// Render Convex Hulls
if (partsLength > 1)
{
var verts = body.vertices;
graphics.lineStyle(lineThickness, hullColor);
graphics.beginPath();
graphics.moveTo(verts[0].x, verts[0].y);
for (var v = 1; v < verts.length; v++)
{
graphics.lineTo(verts[v].x, verts[v].y);
}
graphics.lineTo(verts[0].x, verts[0].y);
graphics.strokePath();
}
return this;
},
/**
* Renders all of the constraints in the world (unless they are specifically set to invisible).
*
* Called automatically by the `postUpdate` method.
*
* @method Phaser.Physics.Matter.World#renderJoints
* @private
* @since 3.14.0
*/
renderJoints: function ()
{
var graphics = this.debugGraphic;
// Render constraints
var constraints = Composite.allConstraints(this.localWorld);
for (var i = 0; i < constraints.length; i++)
{
var config = constraints[i].render;
var strokeColor = config.strokeColor;
var lineThickness = config.lineThickness;
var pinSize = config.pinSize;
var anchorColor = config.anchorColor;
var anchorSize = config.anchorSize;
this.renderConstraint(constraints[i], graphics, strokeColor, lineThickness, pinSize, anchorColor, anchorSize);
}
},
/**
* Renders a single Matter Constraint, such as a Pin or a Spring, to the given Phaser Graphics Game Object.
*
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
* you wish to render a Constraint to your own Graphics instance.
*
* @method Phaser.Physics.Matter.World#renderConstraint
* @since 3.22.0
*
* @param {MatterJS.Constraint} constraint - The Matter Constraint to render.
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
* @param {number} lineColor - The line color used when rendering this constraint.
* @param {number} lineThickness - The line thickness.
* @param {number} pinSize - If this constraint is a pin, this sets the size of the pin circle.
* @param {number} anchorColor - The color used when rendering this constraints anchors. Set to `null` to not render anchors.
* @param {number} anchorSize - The size of the anchor circle, if this constraint has anchors and is rendering them.
*
* @return {this} This Matter World instance for method chaining.
*/
renderConstraint: function (constraint, graphics, lineColor, lineThickness, pinSize, anchorColor, anchorSize)
{
var render = constraint.render;
if (!render.visible || !constraint.pointA || !constraint.pointB)
{
return this;
}
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graphics.lineStyle(lineThickness, lineColor);
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 (render.type === 'pin')
{
graphics.strokeCircle(start.x, start.y, pinSize);
}
else
{
if (bodyB)
{
end = Vector.add(bodyB.position, constraint.pointB);
}
else
{
end = constraint.pointB;
}
graphics.beginPath();
graphics.moveTo(start.x, start.y);
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if (render.type === 'spring')
{
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 (var j = 1; j < coils; j += 1)
{
offset = (j % 2 === 0) ? 1 : -1;
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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);
}
graphics.strokePath();
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if (render.anchors && anchorSize > 0)
{
graphics.fillStyle(anchorColor);
graphics.fillCircle(start.x, start.y, anchorSize);
graphics.fillCircle(end.x, end.y, anchorSize);
}
return this;
},
/**
* Resets the internal collision IDs that Matter.JS uses for Body collision groups.
*
* You should call this before destroying your game if you need to restart the game
* again on the same page, without first reloading the page. Or, if you wish to
* consistently destroy a Scene that contains Matter.js and then run it again
* later in the same game.
*
* @method Phaser.Physics.Matter.World#resetCollisionIDs
* @since 3.17.0
*/
resetCollisionIDs: function ()
{
Body._nextCollidingGroupId = 1;
Body._nextNonCollidingGroupId = -1;
Body._nextCategory = 0x0001;
return this;
},
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/**
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* Will remove all Matter physics event listeners and clear the matter physics world,
* engine and any debug graphics, if any.
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*
* @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);
if (this.drawDebug)
{
this.debugGraphic.destroy();
}
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},
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/**
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* Will remove all Matter physics event listeners and clear the matter physics world,
* engine and any debug graphics, if any.
*
* After destroying the world it cannot be re-used again.
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*
* @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;