mirror of
https://github.com/photonstorm/phaser
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2215 lines
74 KiB
JavaScript
2215 lines
74 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Bodies = require('./lib/factory/Bodies');
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var Body = require('./lib/body/Body');
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var Class = require('../../utils/Class');
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var Common = require('./lib/core/Common');
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var Composite = require('./lib/body/Composite');
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var Engine = require('./lib/core/Engine');
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var EventEmitter = require('eventemitter3');
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var Events = require('./events');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var GetValue = require('../../utils/object/GetValue');
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var MatterBody = require('./lib/body/Body');
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var MatterEvents = require('./lib/core/Events');
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var MatterTileBody = require('./MatterTileBody');
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var MatterWorld = require('./lib/body/World');
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var Vector = require('./lib/geometry/Vector');
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/**
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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.
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*
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* Access this via `this.matter.world` from within a Scene.
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*
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* This class creates a Matter JS World Composite along with the Matter JS Engine during instantiation. It also
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* handles delta timing, bounds, body and constraint creation and debug drawing.
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*
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* If you wish to access the Matter JS World object directly, see the `localWorld` property.
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* If you wish to access the Matter Engine directly, see the `engine` property.
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*
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* This class is an Event Emitter and will proxy _all_ Matter JS events, as they are received.
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*
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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
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* @since 3.0.0
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*
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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:
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function World (scene, config)
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{
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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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*
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* @name Phaser.Physics.Matter.World#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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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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*
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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
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*/
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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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*
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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
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*/
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this.localWorld = this.engine.world;
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var gravity = GetValue(config, 'gravity', null);
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if (gravity)
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{
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this.setGravity(gravity.x, gravity.y, gravity.scale);
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}
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else if (gravity === false)
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{
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this.setGravity(0, 0, 0);
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}
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/**
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* An object containing the 4 wall bodies that bound the physics world.
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*
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* @name Phaser.Physics.Matter.World#walls
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* @type {object}
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* @since 3.0.0
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*/
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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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*
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* @name Phaser.Physics.Matter.World#enabled
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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this.enabled = GetValue(config, 'enabled', true);
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/**
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* The correction argument is an optional Number that specifies the time correction factor to apply to the update.
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* This can help improve the accuracy of the simulation in cases where delta is changing between updates.
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* The value of correction is defined as delta / lastDelta, i.e. the percentage change of delta over the last step.
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* Therefore the value is always 1 (no correction) when delta is constant (or when no correction is desired, which is the default).
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* See the paper on Time Corrected Verlet for more information.
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*
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* @name Phaser.Physics.Matter.World#correction
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* @type {number}
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* @default 1
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* @since 3.4.0
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*/
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this.correction = GetValue(config, 'correction', 1);
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/**
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* This function is called every time the core game loop steps, which is bound to the
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* Request Animation Frame frequency unless otherwise modified.
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*
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* The function is passed two values: `time` and `delta`, both of which come from the game step values.
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*
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* It must return a number. This number is used as the delta value passed to Matter.Engine.update.
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*
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* You can override this function with your own to define your own timestep.
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*
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* If you need to update the Engine multiple times in a single game step then call
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* `World.update` as many times as required. Each call will trigger the `getDelta` function.
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* If you wish to have full control over when the Engine updates then see the property `autoUpdate`.
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*
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* You can also adjust the number of iterations that Engine.update performs.
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* Use the Scene Matter Physics config object to set the following properties:
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*
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* positionIterations (defaults to 6)
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* velocityIterations (defaults to 4)
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* constraintIterations (defaults to 2)
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*
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* Adjusting these values can help performance in certain situations, depending on the physics requirements
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* of your game.
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*
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* @name Phaser.Physics.Matter.World#getDelta
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* @type {function}
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* @since 3.4.0
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*/
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this.getDelta = GetValue(config, 'getDelta', this.update60Hz);
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var runnerConfig = GetFastValue(config, 'runner', {});
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var hasFPS = GetFastValue(runnerConfig, 'fps', false);
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var fps = GetFastValue(runnerConfig, 'fps', 60);
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var delta = GetFastValue(runnerConfig, 'delta', 1000 / fps);
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var deltaMin = GetFastValue(runnerConfig, 'deltaMin', 1000 / fps);
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var deltaMax = GetFastValue(runnerConfig, 'deltaMax', 1000 / (fps * 0.5));
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if (!hasFPS)
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{
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fps = 1000 / delta;
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}
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/**
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* The Matter JS Runner Configuration object.
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*
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* This object is populated via the Matter Configuration object's `runner` property and is
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* updated constantly during the game step.
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*
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* @name Phaser.Physics.Matter.World#runner
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* @type {Phaser.Types.Physics.Matter.MatterRunnerConfig}
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* @since 3.22.0
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*/
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this.runner = {
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fps: fps,
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correction: GetFastValue(runnerConfig, 'correction', 1),
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deltaSampleSize: GetFastValue(runnerConfig, 'deltaSampleSize', 60),
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counterTimestamp: 0,
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frameCounter: 0,
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deltaHistory: [],
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timePrev: null,
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timeScalePrev: 1,
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frameRequestId: null,
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isFixed: GetFastValue(runnerConfig, 'isFixed', false),
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delta: delta,
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deltaMin: deltaMin,
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deltaMax: deltaMax
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};
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/**
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* Automatically call Engine.update every time the game steps.
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* If you disable this then you are responsible for calling `World.step` directly from your game.
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* If you call `set60Hz` or `set30Hz` then `autoUpdate` is reset to `true`.
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*
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* @name Phaser.Physics.Matter.World#autoUpdate
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* @type {boolean}
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* @default true
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* @since 3.4.0
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*/
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this.autoUpdate = GetValue(config, 'autoUpdate', true);
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var debugConfig = GetValue(config, 'debug', false);
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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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*
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* @name Phaser.Physics.Matter.World#drawDebug
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.drawDebug = (typeof(debugConfig) === 'object') ? true : debugConfig;
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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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*
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* @name Phaser.Physics.Matter.World#debugGraphic
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* @type {Phaser.GameObjects.Graphics}
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* @since 3.0.0
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*/
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this.debugGraphic;
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/**
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* The debug configuration object.
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*
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* The values stored in this object are read from the Matter World Config `debug` property.
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*
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* When a new Body or Constraint is _added to the World_, they are given the values stored in this object,
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* unless they have their own `render` object set that will override them.
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*
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* Note that while you can modify the values of properties in this object at run-time, it will not change
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* any of the Matter objects _already added_. It will only impact objects newly added to the world, or one
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* 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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showAxes: GetFastValue(debugConfig, 'showAxes', false),
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showAngleIndicator: GetFastValue(debugConfig, 'showAngleIndicator', false),
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angleColor: GetFastValue(debugConfig, 'angleColor', 0xe81153),
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showBroadphase: GetFastValue(debugConfig, 'showBroadphase', false),
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broadphaseColor: GetFastValue(debugConfig, 'broadphaseColor', 0xffb400),
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showBounds: GetFastValue(debugConfig, 'showBounds', false),
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boundsColor: GetFastValue(debugConfig, 'boundsColor', 0xffffff),
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showVelocity: GetFastValue(debugConfig, 'showVelocity', false),
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velocityColor: GetFastValue(debugConfig, 'velocityColor', 0x00aeef),
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showCollisions: GetFastValue(debugConfig, 'showCollisions', false),
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collisionColor: GetFastValue(debugConfig, 'collisionColor', 0xf5950c),
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showSeparations: GetFastValue(debugConfig, 'showSeparations', false),
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separationColor: GetFastValue(debugConfig, 'separationColor', 0xffa500),
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showBody: GetFastValue(debugConfig, 'showBody', true),
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showStaticBody: GetFastValue(debugConfig, 'showStaticBody', true),
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showInternalEdges: GetFastValue(debugConfig, 'showInternalEdges', false),
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renderFill: GetFastValue(debugConfig, 'renderFill', false),
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renderLine: GetFastValue(debugConfig, 'renderLine', true),
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fillColor: GetFastValue(debugConfig, 'fillColor', 0x106909),
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fillOpacity: GetFastValue(debugConfig, 'fillOpacity', 1),
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lineColor: GetFastValue(debugConfig, 'lineColor', 0x28de19),
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lineOpacity: GetFastValue(debugConfig, 'lineOpacity', 1),
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lineThickness: GetFastValue(debugConfig, 'lineThickness', 1),
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staticFillColor: GetFastValue(debugConfig, 'staticFillColor', 0x0d177b),
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staticLineColor: GetFastValue(debugConfig, 'staticLineColor', 0x1327e4),
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showSleeping: GetFastValue(debugConfig, 'showSleeping', false),
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staticBodySleepOpacity: GetFastValue(debugConfig, 'staticBodySleepOpacity', 0.7),
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sleepFillColor: GetFastValue(debugConfig, 'sleepFillColor', 0x464646),
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sleepLineColor: GetFastValue(debugConfig, 'sleepLineColor', 0x999a99),
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showSensors: GetFastValue(debugConfig, 'showSensors', true),
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sensorFillColor: GetFastValue(debugConfig, 'sensorFillColor', 0x0d177b),
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sensorLineColor: GetFastValue(debugConfig, 'sensorLineColor', 0x1327e4),
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showPositions: GetFastValue(debugConfig, 'showPositions', true),
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positionSize: GetFastValue(debugConfig, 'positionSize', 4),
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positionColor: GetFastValue(debugConfig, 'positionColor', 0xe042da),
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showJoint: GetFastValue(debugConfig, 'showJoint', true),
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jointColor: GetFastValue(debugConfig, 'jointColor', 0xe0e042),
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jointLineOpacity: GetFastValue(debugConfig, 'jointLineOpacity', 1),
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jointLineThickness: GetFastValue(debugConfig, 'jointLineThickness', 2),
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pinSize: GetFastValue(debugConfig, 'pinSize', 4),
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pinColor: GetFastValue(debugConfig, 'pinColor', 0x42e0e0),
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springColor: GetFastValue(debugConfig, 'springColor', 0xe042e0),
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anchorColor: GetFastValue(debugConfig, 'anchorColor', 0xefefef),
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anchorSize: GetFastValue(debugConfig, 'anchorSize', 4),
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showConvexHulls: GetFastValue(debugConfig, 'showConvexHulls', false),
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hullColor: GetFastValue(debugConfig, 'hullColor', 0xd703d0)
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};
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if (this.drawDebug)
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{
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this.createDebugGraphic();
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}
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this.setEventsProxy();
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// Create the walls
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if (GetFastValue(config, 'setBounds', false))
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{
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var boundsConfig = config['setBounds'];
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if (typeof boundsConfig === 'boolean')
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{
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this.setBounds();
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}
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else
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{
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var x = GetFastValue(boundsConfig, 'x', 0);
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var y = GetFastValue(boundsConfig, 'y', 0);
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var width = GetFastValue(boundsConfig, 'width', scene.sys.scale.width);
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var height = GetFastValue(boundsConfig, 'height', scene.sys.scale.height);
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var thickness = GetFastValue(boundsConfig, 'thickness', 64);
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var left = GetFastValue(boundsConfig, 'left', true);
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var right = GetFastValue(boundsConfig, 'right', true);
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var top = GetFastValue(boundsConfig, 'top', true);
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var bottom = GetFastValue(boundsConfig, 'bottom', true);
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this.setBounds(x, y, width, height, thickness, left, right, top, bottom);
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}
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}
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},
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/**
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* Sets the debug render style for the children of the given Matter Composite.
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*
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* Composites themselves do not render, but they can contain bodies, constraints and other composites that may do.
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* So the children of this composite are passed to the `setBodyRenderStyle`, `setCompositeRenderStyle` and
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* `setConstraintRenderStyle` methods accordingly.
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*
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* @method Phaser.Physics.Matter.World#setCompositeRenderStyle
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* @since 3.22.0
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*
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* @param {MatterJS.CompositeType} composite - The Matter Composite to set the render style on.
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*
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* @return {this} This Matter World instance for method chaining.
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*/
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setCompositeRenderStyle: function (composite)
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{
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var bodies = composite.bodies;
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var constraints = composite.constraints;
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var composites = composite.composites;
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var i;
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var obj;
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var render;
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for (i = 0; i < bodies.length; i++)
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{
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obj = bodies[i];
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render = obj.render;
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this.setBodyRenderStyle(obj, render.lineColor, render.lineOpacity, render.lineThickness, render.fillColor, render.fillOpacity);
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}
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for (i = 0; i < constraints.length; i++)
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{
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obj = constraints[i];
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render = obj.render;
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this.setConstraintRenderStyle(obj, render.lineColor, render.lineOpacity, render.lineThickness, render.pinSize, render.anchorColor, render.anchorSize);
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}
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for (i = 0; i < composites.length; i++)
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{
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obj = composites[i];
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this.setCompositeRenderStyle(obj);
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}
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return this;
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},
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/**
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* Sets the debug render style for the given Matter Body.
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*
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* If you are using this on a Phaser Game Object, such as a Matter Sprite, then pass in the body property
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* to this method, not the Game Object itself.
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*
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* If you wish to skip a parameter, so it retains its current value, pass `false` for it.
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*
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* If you wish to reset the Body render colors to the defaults found in the World Debug Config, then call
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* this method with just the `body` parameter provided and no others.
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*
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* @method Phaser.Physics.Matter.World#setBodyRenderStyle
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* @since 3.22.0
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*
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* @param {MatterJS.BodyType} body - The Matter Body to set the render style on.
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* @param {number} [lineColor] - The line color. If `null` it will use the World Debug Config value.
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* @param {number} [lineOpacity] - The line opacity, between 0 and 1. If `null` it will use the World Debug Config value.
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* @param {number} [lineThickness] - The line thickness. If `null` it will use the World Debug Config value.
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* @param {number} [fillColor] - The fill color. If `null` it will use the World Debug Config value.
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* @param {number} [fillOpacity] - The fill opacity, between 0 and 1. If `null` it will use the World Debug Config value.
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*
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* @return {this} This Matter World instance for method chaining.
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*/
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setBodyRenderStyle: function (body, lineColor, lineOpacity, lineThickness, fillColor, fillOpacity)
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{
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var render = body.render;
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var config = this.debugConfig;
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if (!render)
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{
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return this;
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}
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if (lineColor === undefined || lineColor === null)
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{
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lineColor = (body.isStatic) ? config.staticLineColor : config.lineColor;
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}
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if (lineOpacity === undefined || lineOpacity === null)
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{
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lineOpacity = config.lineOpacity;
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}
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if (lineThickness === undefined || lineThickness === null)
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{
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lineThickness = config.lineThickness;
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}
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if (fillColor === undefined || fillColor === null)
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{
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fillColor = (body.isStatic) ? config.staticFillColor : config.fillColor;
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}
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if (fillOpacity === undefined || fillOpacity === null)
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{
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fillOpacity = config.fillOpacity;
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}
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if (lineColor !== false)
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{
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render.lineColor = lineColor;
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}
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if (lineOpacity !== false)
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{
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render.lineOpacity = lineOpacity;
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}
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if (lineThickness !== false)
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{
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render.lineThickness = lineThickness;
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}
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if (fillColor !== false)
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{
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render.fillColor = fillColor;
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}
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if (fillOpacity !== false)
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{
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render.fillOpacity = fillOpacity;
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}
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return this;
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},
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/**
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* Sets the debug render style for the given Matter Constraint.
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*
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* If you are using this on a Phaser Game Object, then pass in the body property
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* to this method, not the Game Object itself.
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*
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* If you wish to skip a parameter, so it retains its current value, pass `false` for it.
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*
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* If you wish to reset the Constraint render colors to the defaults found in the World Debug Config, then call
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* this method with just the `constraint` parameter provided and no others.
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*
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* @method Phaser.Physics.Matter.World#setConstraintRenderStyle
|
|
* @since 3.22.0
|
|
*
|
|
* @param {MatterJS.ConstraintType} 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} [lineOpacity] - The line opacity, between 0 and 1. 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, lineOpacity, 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 (lineOpacity === undefined || lineOpacity === null)
|
|
{
|
|
lineOpacity = config.jointLineOpacity;
|
|
}
|
|
|
|
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.lineColor = lineColor;
|
|
}
|
|
|
|
if (lineOpacity !== false)
|
|
{
|
|
render.lineOpacity = lineOpacity;
|
|
}
|
|
|
|
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;
|
|
},
|
|
|
|
/**
|
|
* This internal method acts as a proxy between all of the Matter JS events and then re-emits them
|
|
* via this class.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#setEventsProxy
|
|
* @since 3.0.0
|
|
*/
|
|
setEventsProxy: function ()
|
|
{
|
|
var _this = this;
|
|
var engine = this.engine;
|
|
var world = this.localWorld;
|
|
|
|
// Inject debug styles
|
|
|
|
if (this.drawDebug)
|
|
{
|
|
MatterEvents.on(world, 'compositeModified', function (composite)
|
|
{
|
|
_this.setCompositeRenderStyle(composite);
|
|
});
|
|
|
|
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.lineColor, render.lineOpacity, render.lineThickness, render.fillColor, render.fillOpacity);
|
|
}
|
|
else if (obj.type === 'composite')
|
|
{
|
|
_this.setCompositeRenderStyle(obj);
|
|
}
|
|
else if (obj.type === 'constraint')
|
|
{
|
|
_this.setConstraintRenderStyle(obj, render.lineColor, render.lineOpacity, 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);
|
|
});
|
|
|
|
MatterEvents.on(engine, 'beforeUpdate', function (event)
|
|
{
|
|
_this.emit(Events.BEFORE_UPDATE, event);
|
|
});
|
|
|
|
MatterEvents.on(engine, 'afterUpdate', function (event)
|
|
{
|
|
_this.emit(Events.AFTER_UPDATE, event);
|
|
});
|
|
|
|
MatterEvents.on(engine, 'collisionStart', function (event)
|
|
{
|
|
var pairs = event.pairs;
|
|
var bodyA;
|
|
var bodyB;
|
|
|
|
if (pairs.length > 0)
|
|
{
|
|
bodyA = pairs[0].bodyA;
|
|
bodyB = pairs[0].bodyB;
|
|
}
|
|
|
|
_this.emit(Events.COLLISION_START, event, bodyA, bodyB);
|
|
});
|
|
|
|
MatterEvents.on(engine, 'collisionActive', function (event)
|
|
{
|
|
var pairs = event.pairs;
|
|
var bodyA;
|
|
var bodyB;
|
|
|
|
if (pairs.length > 0)
|
|
{
|
|
bodyA = pairs[0].bodyA;
|
|
bodyB = pairs[0].bodyB;
|
|
}
|
|
|
|
_this.emit(Events.COLLISION_ACTIVE, event, bodyA, bodyB);
|
|
});
|
|
|
|
MatterEvents.on(engine, 'collisionEnd', function (event)
|
|
{
|
|
var pairs = event.pairs;
|
|
var bodyA;
|
|
var bodyB;
|
|
|
|
if (pairs.length > 0)
|
|
{
|
|
bodyA = pairs[0].bodyA;
|
|
bodyB = pairs[0].bodyB;
|
|
}
|
|
|
|
_this.emit(Events.COLLISION_END, event, bodyA, bodyB);
|
|
});
|
|
},
|
|
|
|
/**
|
|
* 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
|
|
*
|
|
* @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.
|
|
* @param {number} [thickness=64] - 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.scale.width; }
|
|
if (height === undefined) { height = this.scene.sys.scale.height; }
|
|
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;
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#updateWall
|
|
* @since 3.0.0
|
|
*
|
|
* @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`.
|
|
*/
|
|
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;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#createDebugGraphic
|
|
* @since 3.0.0
|
|
*
|
|
* @return {Phaser.GameObjects.Graphics} The newly created Graphics object.
|
|
*/
|
|
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;
|
|
},
|
|
|
|
/**
|
|
* Sets the world gravity and gravity scale to 0.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#disableGravity
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Matter World object.
|
|
*/
|
|
disableGravity: function ()
|
|
{
|
|
this.localWorld.gravity.x = 0;
|
|
this.localWorld.gravity.y = 0;
|
|
this.localWorld.gravity.scale = 0;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Sets the worlds gravity to the values given.
|
|
*
|
|
* Gravity effects all bodies in the world, unless they have the `ignoreGravity` flag set.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#setGravity
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} [x=0] - The world gravity x component.
|
|
* @param {number} [y=1] - The world gravity y component.
|
|
* @param {number} [scale=0.001] - The gravity scale factor.
|
|
*
|
|
* @return {this} 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;
|
|
},
|
|
|
|
/**
|
|
* Creates a rectangle Matter body and adds it to the world.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#create
|
|
* @since 3.0.0
|
|
*
|
|
* @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.
|
|
*
|
|
* @return {MatterJS.BodyType} The Matter.js body that was created.
|
|
*/
|
|
create: function (x, y, width, height, options)
|
|
{
|
|
var body = Bodies.rectangle(x, y, width, height, options);
|
|
|
|
MatterWorld.add(this.localWorld, body);
|
|
|
|
return body;
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#add
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(object|object[])} object - Can be single object, or an array, and can be a body, composite or constraint.
|
|
*
|
|
* @return {this} This Matter World object.
|
|
*/
|
|
add: function (object)
|
|
{
|
|
MatterWorld.add(this.localWorld, object);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#remove
|
|
* @since 3.0.0
|
|
*
|
|
* @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.
|
|
*
|
|
* @return {this} This Matter World object.
|
|
*/
|
|
remove: function (object, deep)
|
|
{
|
|
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;
|
|
|
|
Composite.remove(this.localWorld, body, deep);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Removes a Matter JS constraint, or array of constraints, from the world.
|
|
*
|
|
* Triggers `beforeRemove` and `afterRemove` events.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#removeConstraint
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(MatterJS.ConstraintType|MatterJS.ConstraintType[])} 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.
|
|
*
|
|
* @return {this} This Matter World object.
|
|
*/
|
|
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
|
|
*
|
|
* @param {(Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} tilemapLayer -
|
|
* An array of tiles.
|
|
* @param {object} [options] - Options to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}
|
|
*
|
|
* @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;
|
|
},
|
|
|
|
/**
|
|
* 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
|
|
*
|
|
* @param {Phaser.Tilemaps.Tile[]} tiles - An array of tiles.
|
|
* @param {object} [options] - Options to be passed to the MatterTileBody constructor. {@see Phaser.Physics.Matter.TileBody}
|
|
*
|
|
* @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;
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#nextGroup
|
|
* @since 3.0.0
|
|
*
|
|
* @param {boolean} [isNonColliding=false] - If `true`, returns the next unique group index for which bodies will _not_ collide.
|
|
*
|
|
* @return {number} Unique category bitfield
|
|
*/
|
|
nextGroup: function (isNonColliding)
|
|
{
|
|
return MatterBody.nextGroup(isNonColliding);
|
|
},
|
|
|
|
/**
|
|
* Returns the next unique category bitfield (starting after the initial default category 0x0001).
|
|
* There are 32 available.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#nextCategory
|
|
* @since 3.0.0
|
|
*
|
|
* @return {number} Unique category bitfield
|
|
*/
|
|
nextCategory: function ()
|
|
{
|
|
return MatterBody.nextCategory();
|
|
},
|
|
|
|
/**
|
|
* Pauses this Matter World instance and sets `enabled` to `false`.
|
|
*
|
|
* A paused world will not run any simulations for the duration it is paused.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#pause
|
|
* @fires Phaser.Physics.Matter.Events#PAUSE
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Matter World object.
|
|
*/
|
|
pause: function ()
|
|
{
|
|
this.enabled = false;
|
|
|
|
this.emit(Events.PAUSE);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Resumes this Matter World instance from a paused state and sets `enabled` to `true`.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#resume
|
|
* @fires Phaser.Physics.Matter.Events#RESUME
|
|
* @since 3.0.0
|
|
*
|
|
* @return {this} This Matter World object.
|
|
*/
|
|
resume: function ()
|
|
{
|
|
this.enabled = true;
|
|
|
|
this.emit(Events.RESUME);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#update
|
|
* @since 3.0.0
|
|
*
|
|
* @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.
|
|
*/
|
|
update: function (time, delta)
|
|
{
|
|
if (!this.enabled || !this.autoUpdate)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var engine = this.engine;
|
|
var runner = this.runner;
|
|
|
|
var timing = engine.timing;
|
|
var correction = this.correction;
|
|
|
|
if (runner.isFixed)
|
|
{
|
|
// fixed timestep
|
|
delta = this.getDelta(time, delta);
|
|
}
|
|
else
|
|
{
|
|
// dynamic timestep based on wall clock between calls
|
|
delta = (time - runner.timePrev) || runner.delta;
|
|
runner.timePrev = time;
|
|
|
|
// optimistically filter delta over a few frames, to improve stability
|
|
runner.deltaHistory.push(delta);
|
|
runner.deltaHistory = runner.deltaHistory.slice(-runner.deltaSampleSize);
|
|
delta = Math.min.apply(null, runner.deltaHistory);
|
|
|
|
// limit delta
|
|
delta = delta < runner.deltaMin ? runner.deltaMin : delta;
|
|
delta = delta > runner.deltaMax ? runner.deltaMax : delta;
|
|
|
|
// correction for delta
|
|
correction = delta / runner.delta;
|
|
|
|
// update engine timing object
|
|
runner.delta = delta;
|
|
}
|
|
|
|
// time correction for time scaling
|
|
if (runner.timeScalePrev !== 0)
|
|
{
|
|
correction *= timing.timeScale / runner.timeScalePrev;
|
|
}
|
|
|
|
if (timing.timeScale === 0)
|
|
{
|
|
correction = 0;
|
|
}
|
|
|
|
runner.timeScalePrev = timing.timeScale;
|
|
runner.correction = correction;
|
|
|
|
// fps counter
|
|
runner.frameCounter += 1;
|
|
|
|
if (time - runner.counterTimestamp >= 1000)
|
|
{
|
|
runner.fps = runner.frameCounter * ((time - runner.counterTimestamp) / 1000);
|
|
runner.counterTimestamp = time;
|
|
runner.frameCounter = 0;
|
|
}
|
|
|
|
Engine.update(engine, delta, correction);
|
|
},
|
|
|
|
/**
|
|
* 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] - 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 `true` if the given body can be found within the World.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#has
|
|
* @since 3.22.0
|
|
*
|
|
* @param {(MatterJS.Body|Phaser.GameObjects.GameObject)} body - The Matter Body, or Game Object, to search for within the world.
|
|
*
|
|
* @return {MatterJS.BodyType[]} An array of all the Matter JS Bodies in this World.
|
|
*/
|
|
has: function (body)
|
|
{
|
|
var src = (body.hasOwnProperty('body')) ? body.body : body;
|
|
|
|
return (Composite.get(this.localWorld, src.id, src.type) !== null);
|
|
},
|
|
|
|
/**
|
|
* 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.BodyType[]} 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.ConstraintType[]} 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.CompositeType[]} An array of all the Matter JS Composites in this World.
|
|
*/
|
|
getAllComposites: function ()
|
|
{
|
|
return Composite.allComposites(this.localWorld);
|
|
},
|
|
|
|
/**
|
|
* Handles the rendering of bodies and debug information to the debug Graphics object, if enabled.
|
|
*
|
|
* This method is called automatically by the Scene after all processing has taken place.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#postUpdate
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
postUpdate: function ()
|
|
{
|
|
if (!this.drawDebug)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var config = this.debugConfig;
|
|
var engine = this.engine;
|
|
var graphics = this.debugGraphic;
|
|
|
|
var bodies = Composite.allBodies(this.localWorld);
|
|
|
|
this.debugGraphic.clear();
|
|
|
|
if (config.showBroadphase && engine.broadphase.controller)
|
|
{
|
|
this.renderGrid(engine.broadphase, graphics, config.broadphaseColor, 0.5);
|
|
}
|
|
|
|
if (config.showBounds)
|
|
{
|
|
this.renderBodyBounds(bodies, graphics, config.boundsColor, 0.5);
|
|
}
|
|
|
|
if (config.showBody || config.showStaticBody)
|
|
{
|
|
this.renderBodies(bodies);
|
|
}
|
|
|
|
if (config.showJoint)
|
|
{
|
|
this.renderJoints();
|
|
}
|
|
|
|
if (config.showAxes || config.showAngleIndicator)
|
|
{
|
|
this.renderBodyAxes(bodies, graphics, config.showAxes, config.angleColor, 0.5);
|
|
}
|
|
|
|
if (config.showVelocity)
|
|
{
|
|
this.renderBodyVelocity(bodies, graphics, config.velocityColor, 1, 2);
|
|
}
|
|
|
|
if (config.showSeparations)
|
|
{
|
|
this.renderSeparations(engine.pairs.list, graphics, config.separationColor);
|
|
}
|
|
|
|
if (config.showCollisions)
|
|
{
|
|
this.renderCollisions(engine.pairs.list, graphics, config.collisionColor);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Renders the Engine Broadphase Controller Grid to the given Graphics instance.
|
|
*
|
|
* The debug renderer calls this method if the `showBroadphase` config value is set.
|
|
*
|
|
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
|
* you wish to render the Grid to your own Graphics instance.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#renderGrid
|
|
* @since 3.22.0
|
|
*
|
|
* @param {MatterJS.Grid} grid - The Matter Grid to be rendered.
|
|
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
|
* @param {number} lineColor - The line color.
|
|
* @param {number} lineOpacity - The line opacity, between 0 and 1.
|
|
*
|
|
* @return {this} This Matter World instance for method chaining.
|
|
*/
|
|
renderGrid: function (grid, graphics, lineColor, lineOpacity)
|
|
{
|
|
graphics.lineStyle(1, lineColor, lineOpacity);
|
|
|
|
var bucketKeys = Common.keys(grid.buckets);
|
|
|
|
for (var i = 0; i < bucketKeys.length; i++)
|
|
{
|
|
var bucketId = bucketKeys[i];
|
|
|
|
if (grid.buckets[bucketId].length < 2)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var region = bucketId.split(/C|R/);
|
|
|
|
graphics.strokeRect(
|
|
parseInt(region[1], 10) * grid.bucketWidth,
|
|
parseInt(region[2], 10) * grid.bucketHeight,
|
|
grid.bucketWidth,
|
|
grid.bucketHeight
|
|
);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Renders the list of Pair separations to the given Graphics instance.
|
|
*
|
|
* The debug renderer calls this method if the `showSeparations` config value is set.
|
|
*
|
|
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
|
* you wish to render the Grid to your own Graphics instance.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#renderSeparations
|
|
* @since 3.22.0
|
|
*
|
|
* @param {MatterJS.Pair[]} pairs - An array of Matter Pairs to be rendered.
|
|
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
|
* @param {number} lineColor - The line color.
|
|
*
|
|
* @return {this} This Matter World instance for method chaining.
|
|
*/
|
|
renderSeparations: function (pairs, graphics, lineColor)
|
|
{
|
|
graphics.lineStyle(1, lineColor, 1);
|
|
|
|
for (var i = 0; i < pairs.length; i++)
|
|
{
|
|
var pair = pairs[i];
|
|
|
|
if (!pair.isActive)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var collision = pair.collision;
|
|
var bodyA = collision.bodyA;
|
|
var bodyB = collision.bodyB;
|
|
var posA = bodyA.position;
|
|
var posB = bodyB.position;
|
|
var penetration = collision.penetration;
|
|
|
|
var k = (!bodyA.isStatic && !bodyB.isStatic) ? 4 : 1;
|
|
|
|
if (bodyB.isStatic)
|
|
{
|
|
k = 0;
|
|
}
|
|
|
|
graphics.lineBetween(
|
|
posB.x,
|
|
posB.y,
|
|
posB.x - (penetration.x * k),
|
|
posB.y - (penetration.y * k)
|
|
);
|
|
|
|
k = (!bodyA.isStatic && !bodyB.isStatic) ? 4 : 1;
|
|
|
|
if (bodyA.isStatic)
|
|
{
|
|
k = 0;
|
|
}
|
|
|
|
graphics.lineBetween(
|
|
posA.x,
|
|
posA.y,
|
|
posA.x - (penetration.x * k),
|
|
posA.y - (penetration.y * k)
|
|
);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Renders the list of collision points and normals to the given Graphics instance.
|
|
*
|
|
* The debug renderer calls this method if the `showCollisions` config value is set.
|
|
*
|
|
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
|
* you wish to render the Grid to your own Graphics instance.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#renderCollisions
|
|
* @since 3.22.0
|
|
*
|
|
* @param {MatterJS.Pair[]} pairs - An array of Matter Pairs to be rendered.
|
|
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
|
* @param {number} lineColor - The line color.
|
|
*
|
|
* @return {this} This Matter World instance for method chaining.
|
|
*/
|
|
renderCollisions: function (pairs, graphics, lineColor)
|
|
{
|
|
graphics.lineStyle(1, lineColor, 0.5);
|
|
graphics.fillStyle(lineColor, 1);
|
|
|
|
var i;
|
|
var pair;
|
|
|
|
// Collision Positions
|
|
|
|
for (i = 0; i < pairs.length; i++)
|
|
{
|
|
pair = pairs[i];
|
|
|
|
if (!pair.isActive)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (var j = 0; j < pair.activeContacts.length; j++)
|
|
{
|
|
var contact = pair.activeContacts[j];
|
|
var vertex = contact.vertex;
|
|
|
|
graphics.fillRect(vertex.x - 2, vertex.y - 2, 5, 5);
|
|
}
|
|
}
|
|
|
|
// Collision Normals
|
|
|
|
for (i = 0; i < pairs.length; i++)
|
|
{
|
|
pair = pairs[i];
|
|
|
|
if (!pair.isActive)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var collision = pair.collision;
|
|
var contacts = pair.activeContacts;
|
|
|
|
if (contacts.length > 0)
|
|
{
|
|
var normalPosX = contacts[0].vertex.x;
|
|
var normalPosY = contacts[0].vertex.y;
|
|
|
|
if (contacts.length === 2)
|
|
{
|
|
normalPosX = (contacts[0].vertex.x + contacts[1].vertex.x) / 2;
|
|
normalPosY = (contacts[0].vertex.y + contacts[1].vertex.y) / 2;
|
|
}
|
|
|
|
if (collision.bodyB === collision.supports[0].body || collision.bodyA.isStatic)
|
|
{
|
|
graphics.lineBetween(
|
|
normalPosX - collision.normal.x * 8,
|
|
normalPosY - collision.normal.y * 8,
|
|
normalPosX,
|
|
normalPosY
|
|
);
|
|
}
|
|
else
|
|
{
|
|
graphics.lineBetween(
|
|
normalPosX + collision.normal.x * 8,
|
|
normalPosY + collision.normal.y * 8,
|
|
normalPosX,
|
|
normalPosY
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Renders the bounds of an array of Bodies to the given Graphics instance.
|
|
*
|
|
* If the body is a compound body, it will render the bounds for the parent compound.
|
|
*
|
|
* The debug renderer calls this method if the `showBounds` config value is set.
|
|
*
|
|
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
|
* you wish to render bounds to your own Graphics instance.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#renderBodyBounds
|
|
* @since 3.22.0
|
|
*
|
|
* @param {array} bodies - An array of bodies from the localWorld.
|
|
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
|
* @param {number} lineColor - The line color.
|
|
* @param {number} lineOpacity - The line opacity, between 0 and 1.
|
|
*/
|
|
renderBodyBounds: function (bodies, graphics, lineColor, lineOpacity)
|
|
{
|
|
graphics.lineStyle(1, lineColor, lineOpacity);
|
|
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
var body = bodies[i];
|
|
|
|
// 1) Don't show invisible bodies
|
|
if (!body.render.visible)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var bounds = body.bounds;
|
|
|
|
if (bounds)
|
|
{
|
|
graphics.strokeRect(
|
|
bounds.min.x,
|
|
bounds.min.y,
|
|
bounds.max.x - bounds.min.x,
|
|
bounds.max.y - bounds.min.y
|
|
);
|
|
}
|
|
else
|
|
{
|
|
var parts = body.parts;
|
|
|
|
for (var j = parts.length > 1 ? 1 : 0; j < parts.length; j++)
|
|
{
|
|
var part = parts[j];
|
|
|
|
graphics.strokeRect(
|
|
part.bounds.min.x,
|
|
part.bounds.min.y,
|
|
part.bounds.max.x - part.bounds.min.x,
|
|
part.bounds.max.y - part.bounds.min.y
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Renders either all axes, or a single axis indicator, for an array of Bodies, to the given Graphics instance.
|
|
*
|
|
* The debug renderer calls this method if the `showAxes` or `showAngleIndicator` config values are set.
|
|
*
|
|
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
|
* you wish to render bounds to your own Graphics instance.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#renderBodyAxes
|
|
* @since 3.22.0
|
|
*
|
|
* @param {array} bodies - An array of bodies from the localWorld.
|
|
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
|
* @param {boolean} showAxes - If `true` it will render all body axes. If `false` it will render a single axis indicator.
|
|
* @param {number} lineColor - The line color.
|
|
* @param {number} lineOpacity - The line opacity, between 0 and 1.
|
|
*/
|
|
renderBodyAxes: function (bodies, graphics, showAxes, lineColor, lineOpacity)
|
|
{
|
|
graphics.lineStyle(1, lineColor, lineOpacity);
|
|
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
var body = bodies[i];
|
|
var parts = body.parts;
|
|
|
|
// 1) Don't show invisible bodies
|
|
if (!body.render.visible)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var part;
|
|
var j;
|
|
var k;
|
|
|
|
if (showAxes)
|
|
{
|
|
for (j = parts.length > 1 ? 1 : 0; j < parts.length; j++)
|
|
{
|
|
part = parts[j];
|
|
|
|
for (k = 0; k < part.axes.length; k++)
|
|
{
|
|
var axis = part.axes[k];
|
|
|
|
graphics.lineBetween(
|
|
part.position.x,
|
|
part.position.y,
|
|
part.position.x + axis.x * 20,
|
|
part.position.y + axis.y * 20
|
|
);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (j = parts.length > 1 ? 1 : 0; j < parts.length; j++)
|
|
{
|
|
part = parts[j];
|
|
|
|
for (k = 0; k < part.axes.length; k++)
|
|
{
|
|
graphics.lineBetween(
|
|
part.position.x,
|
|
part.position.y,
|
|
(part.vertices[0].x + part.vertices[part.vertices.length - 1].x) / 2,
|
|
(part.vertices[0].y + part.vertices[part.vertices.length - 1].y) / 2
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Renders a velocity indicator for an array of Bodies, to the given Graphics instance.
|
|
*
|
|
* The debug renderer calls this method if the `showVelocity` config value is set.
|
|
*
|
|
* This method is used internally by the Matter Debug Renderer, but is also exposed publically should
|
|
* you wish to render bounds to your own Graphics instance.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#renderBodyVelocity
|
|
* @since 3.22.0
|
|
*
|
|
* @param {array} bodies - An array of bodies from the localWorld.
|
|
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
|
* @param {number} lineColor - The line color.
|
|
* @param {number} lineOpacity - The line opacity, between 0 and 1.
|
|
* @param {number} lineThickness - The line thickness.
|
|
*/
|
|
renderBodyVelocity: function (bodies, graphics, lineColor, lineOpacity, lineThickness)
|
|
{
|
|
graphics.lineStyle(lineThickness, lineColor, lineOpacity);
|
|
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
var body = bodies[i];
|
|
|
|
// 1) Don't show invisible bodies
|
|
if (!body.render.visible)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
graphics.lineBetween(
|
|
body.position.x,
|
|
body.position.y,
|
|
body.position.x + (body.position.x - body.positionPrev.x) * 2,
|
|
body.position.y + (body.position.y - body.positionPrev.y) * 2
|
|
);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* 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;
|
|
|
|
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 renderLine = config.renderLine;
|
|
|
|
var staticBodySleepOpacity = config.staticBodySleepOpacity;
|
|
var sleepFillColor = config.sleepFillColor;
|
|
var sleepLineColor = config.sleepLineColor;
|
|
|
|
var hullColor = config.hullColor;
|
|
|
|
for (var i = 0; i < bodies.length; i++)
|
|
{
|
|
var body = bodies[i];
|
|
|
|
// 1) Don't show invisible bodies
|
|
if (!body.render.visible)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// 2) Don't show static bodies, OR
|
|
// 3) Don't show dynamic bodies
|
|
if ((!showStaticBody && body.isStatic) || (!showBody && !body.isStatic))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var lineColor = body.render.lineColor;
|
|
var lineOpacity = body.render.lineOpacity;
|
|
var lineThickness = body.render.lineThickness;
|
|
var fillColor = body.render.fillColor;
|
|
var fillOpacity = body.render.fillOpacity;
|
|
|
|
if (showSleeping && body.isSleeping)
|
|
{
|
|
if (body.isStatic)
|
|
{
|
|
lineOpacity *= staticBodySleepOpacity;
|
|
fillOpacity *= staticBodySleepOpacity;
|
|
}
|
|
else
|
|
{
|
|
lineColor = sleepLineColor;
|
|
fillColor = sleepFillColor;
|
|
}
|
|
}
|
|
|
|
if (!renderFill)
|
|
{
|
|
fillColor = null;
|
|
}
|
|
|
|
if (!renderLine)
|
|
{
|
|
lineColor = null;
|
|
}
|
|
|
|
this.renderBody(body, graphics, showInternalEdges, lineColor, lineOpacity, lineThickness, fillColor, fillOpacity);
|
|
|
|
var partsLength = body.parts.length;
|
|
|
|
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.
|
|
*
|
|
* If you don't wish to render a line around the body, set the `lineColor` parameter to `null`.
|
|
* Equally, if you don't wish to render a fill, set the `fillColor` parameter to `null`.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#renderBody
|
|
* @since 3.22.0
|
|
*
|
|
* @param {MatterJS.BodyType} 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 line color.
|
|
* @param {number} [lineOpacity] - The line opacity, between 0 and 1.
|
|
* @param {number} [lineThickness=1] - The line thickness.
|
|
* @param {number} [fillColor] - The fill color.
|
|
* @param {number} [fillOpacity] - The fill opacity, between 0 and 1.
|
|
*
|
|
* @return {this} This Matter World instance for method chaining.
|
|
*/
|
|
renderBody: function (body, graphics, showInternalEdges, lineColor, lineOpacity, lineThickness, fillColor, fillOpacity)
|
|
{
|
|
if (lineColor === undefined) { lineColor = null; }
|
|
if (lineOpacity === undefined) { lineOpacity = null; }
|
|
if (lineThickness === undefined) { lineThickness = 1; }
|
|
if (fillColor === undefined) { fillColor = null; }
|
|
if (fillOpacity === undefined) { fillOpacity = null; }
|
|
|
|
var config = this.debugConfig;
|
|
|
|
var sensorFillColor = config.sensorFillColor;
|
|
var sensorLineColor = config.sensorLineColor;
|
|
|
|
// 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;
|
|
var opacity = render.opacity;
|
|
|
|
if (!render.visible || opacity === 0 || (part.isSensor && !config.showSensors))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Part polygon
|
|
var circleRadius = part.circleRadius;
|
|
|
|
graphics.beginPath();
|
|
|
|
if (part.isSensor)
|
|
{
|
|
if (fillColor !== null)
|
|
{
|
|
graphics.fillStyle(sensorFillColor, fillOpacity * opacity);
|
|
}
|
|
|
|
if (lineColor !== null)
|
|
{
|
|
graphics.lineStyle(lineThickness, sensorLineColor, lineOpacity * opacity);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (fillColor !== null)
|
|
{
|
|
graphics.fillStyle(fillColor, fillOpacity * opacity);
|
|
}
|
|
|
|
if (lineColor !== null)
|
|
{
|
|
graphics.lineStyle(lineThickness, lineColor, lineOpacity * 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;
|
|
|
|
graphics.moveTo(vertices[0].x, vertices[0].y);
|
|
|
|
for (var j = 1; j < vertLength; j++)
|
|
{
|
|
var vert = vertices[j];
|
|
|
|
if (!vertices[j - 1].isInternal || showInternalEdges)
|
|
{
|
|
graphics.lineTo(vert.x, vert.y);
|
|
}
|
|
else
|
|
{
|
|
graphics.moveTo(vert.x, vert.y);
|
|
}
|
|
|
|
if (j < vertLength && vert.isInternal && !showInternalEdges)
|
|
{
|
|
var nextIndex = (j + 1) % vertLength;
|
|
|
|
graphics.moveTo(vertices[nextIndex].x, vertices[nextIndex].y);
|
|
}
|
|
}
|
|
|
|
graphics.closePath();
|
|
}
|
|
|
|
if (fillColor !== null)
|
|
{
|
|
graphics.fillPath();
|
|
}
|
|
|
|
if (lineColor !== null)
|
|
{
|
|
graphics.strokePath();
|
|
}
|
|
}
|
|
|
|
if (config.showPositions && !body.isStatic)
|
|
{
|
|
var px = body.position.x;
|
|
var py = body.position.y;
|
|
var hs = Math.ceil(config.positionSize / 2);
|
|
|
|
graphics.fillStyle(config.positionColor, 1);
|
|
graphics.fillRect(px - hs, py - hs, config.positionSize, config.positionSize);
|
|
}
|
|
|
|
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.BodyType} body - The Matter Body to be rendered.
|
|
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
|
* @param {number} hullColor - The color used to render the hull.
|
|
* @param {number} [lineThickness=1] - The hull 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 lineColor = config.lineColor;
|
|
var lineOpacity = config.lineOpacity;
|
|
var lineThickness = config.lineThickness;
|
|
var pinSize = config.pinSize;
|
|
var anchorColor = config.anchorColor;
|
|
var anchorSize = config.anchorSize;
|
|
|
|
this.renderConstraint(constraints[i], graphics, lineColor, lineOpacity, 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.ConstraintType} constraint - The Matter Constraint to render.
|
|
* @param {Phaser.GameObjects.Graphics} graphics - The Graphics object to render to.
|
|
* @param {number} lineColor - The line color.
|
|
* @param {number} lineOpacity - The line opacity, between 0 and 1.
|
|
* @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, lineOpacity, lineThickness, pinSize, anchorColor, anchorSize)
|
|
{
|
|
var render = constraint.render;
|
|
|
|
if (!render.visible || !constraint.pointA || !constraint.pointB)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
graphics.lineStyle(lineThickness, lineColor, lineOpacity);
|
|
|
|
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);
|
|
|
|
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;
|
|
|
|
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();
|
|
|
|
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;
|
|
},
|
|
|
|
/**
|
|
* Will remove all Matter physics event listeners and clear the matter physics world,
|
|
* engine and any debug graphics, if any.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#shutdown
|
|
* @since 3.0.0
|
|
*/
|
|
shutdown: function ()
|
|
{
|
|
MatterEvents.off(this.engine);
|
|
|
|
this.removeAllListeners();
|
|
|
|
MatterWorld.clear(this.localWorld, false);
|
|
|
|
Engine.clear(this.engine);
|
|
|
|
if (this.drawDebug)
|
|
{
|
|
this.debugGraphic.destroy();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.Physics.Matter.World#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.shutdown();
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = World;
|