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

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/**
* @author Joachim Grill <joachim@codeandweb.com>
* @copyright 2018 CodeAndWeb GmbH
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Bodies = require('./lib/factory/Bodies');
var Body = require('./lib/body/Body');
var GetFastValue = require('../../utils/object/GetFastValue');
var Common = require('./lib/core/Common');
var Vertices = require('./lib/geometry/Vertices');
var Bounds = require('./lib/geometry/Bounds');
var Vector = require('./lib/geometry/Vector');
var PhysicsEditorLoader = {
loadBody: function (x, y, w, h, config)
{
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var fixtureConfigs = GetFastValue(config, 'fixtures', []);
var fixtures = [];
for (var fc = 0; fc < fixtureConfigs.length; fc++)
{
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var fixtureParts = this.loadFixture(fixtureConfigs[fc]);
for(var i = 0; i < fixtureParts.length; i++)
{
fixtures.push(fixtureParts[i]);
}
}
var matterConfig = Common.extend({}, false, config);
delete matterConfig.fixtures;
delete matterConfig.type;
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var body = Body.create(matterConfig);
Body.setParts(body, fixtures);
body.render.sprite.xOffset = body.position.x / w;
body.render.sprite.yOffset = body.position.y / h;
Body.setPosition(body, { x: x, y: y });
return body;
},
loadFixture: function (fixtureConfig)
{
var matterConfig = Common.extend({}, false, fixtureConfig);
delete matterConfig.circle;
delete matterConfig.vertices;
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var fixtures;
if (fixtureConfig.circle)
{
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var x = GetFastValue(fixtureConfig.circle, 'x');
var y = GetFastValue(fixtureConfig.circle, 'y');
var r = GetFastValue(fixtureConfig.circle, 'radius');
fixtures = [ Bodies.circle(x, y, r, matterConfig) ];
}
else if (fixtureConfig.vertices)
{
fixtures = this.loadVertices(fixtureConfig.vertices, matterConfig);
}
return fixtures;
},
loadVertices: function (vertexSets, options)
{
var i, j, k, v, z;
var parts = [];
options = options || {};
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for (v = 0; v < vertexSets.length; v += 1)
{
parts.push(Body.create(Common.extend({
position: Vertices.centre(vertexSets[v]),
vertices: vertexSets[v]
}, options)));
}
// flag coincident part edges
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var coincidentMaxDist = 5;
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for (i = 0; i < parts.length; i++)
{
var partA = parts[i];
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for (j = i + 1; j < parts.length; j++)
{
var partB = parts[j];
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if (Bounds.overlaps(partA.bounds, partB.bounds))
{
var pav = partA.vertices,
pbv = partB.vertices;
// iterate vertices of both parts
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for (k = 0; k < partA.vertices.length; k++)
{
for (z = 0; z < partB.vertices.length; z++)
{
// find distances between the vertices
var da = Vector.magnitudeSquared(Vector.sub(pav[(k + 1) % pav.length], pbv[z])),
db = Vector.magnitudeSquared(Vector.sub(pav[k], pbv[(z + 1) % pbv.length]));
// if both vertices are very close, consider the edge concident (internal)
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if (da < coincidentMaxDist && db < coincidentMaxDist)
{
pav[k].isInternal = true;
pbv[z].isInternal = true;
}
}
}
}
}
}
return parts;
}
};
module.exports = PhysicsEditorLoader;