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var Example = Example || {}; | ||
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Example.constraints = function() { | ||
var Engine = Matter.Engine, | ||
Render = Matter.Render, | ||
Runner = Matter.Runner, | ||
Composites = Matter.Composites, | ||
Common = Matter.Common, | ||
Constraint = Matter.Constraint, | ||
MouseConstraint = Matter.MouseConstraint, | ||
Mouse = Matter.Mouse, | ||
World = Matter.World, | ||
Bodies = Matter.Bodies; | ||
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// create engine | ||
var engine = Engine.create(), | ||
world = engine.world; | ||
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// create renderer | ||
var render = Render.create({ | ||
element: document.body, | ||
engine: engine, | ||
options: { | ||
width: Math.min(document.documentElement.clientWidth, 800), | ||
height: Math.min(document.documentElement.clientHeight, 600), | ||
showAngleIndicator: true | ||
} | ||
}); | ||
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Render.run(render); | ||
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// create runner | ||
var runner = Runner.create(); | ||
Runner.run(runner, engine); | ||
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// add stiff global constraint | ||
var body = Bodies.polygon(150, 200, 5, 30); | ||
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var constraint = Constraint.create({ | ||
pointA: { x: 150, y: 100 }, | ||
bodyB: body, | ||
pointB: { x: -10, y: -10 } | ||
}); | ||
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World.add(world, [body, constraint]); | ||
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// add soft global constraint | ||
var body = Bodies.polygon(280, 100, 3, 30); | ||
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var constraint = Constraint.create({ | ||
pointA: { x: 280, y: 120 }, | ||
bodyB: body, | ||
pointB: { x: -10, y: -7 }, | ||
stiffness: 0.001 | ||
}); | ||
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World.add(world, [body, constraint]); | ||
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// add damped soft global constraint | ||
var body = Bodies.polygon(400, 100, 4, 30); | ||
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var constraint = Constraint.create({ | ||
pointA: { x: 400, y: 120 }, | ||
bodyB: body, | ||
pointB: { x: -10, y: -10 }, | ||
stiffness: 0.001, | ||
damping: 0.05 | ||
}); | ||
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World.add(world, [body, constraint]); | ||
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// add revolute constraint | ||
var body = Bodies.rectangle(600, 200, 200, 20); | ||
var ball = Bodies.circle(550, 150, 20); | ||
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var constraint = Constraint.create({ | ||
pointA: { x: 600, y: 200 }, | ||
bodyB: body, | ||
length: 0 | ||
}); | ||
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World.add(world, [body, ball, constraint]); | ||
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// add revolute multi-body constraint | ||
var body = Bodies.rectangle(500, 400, 100, 20, { collisionFilter: { group: -1 } }); | ||
var ball = Bodies.circle(600, 400, 20, { collisionFilter: { group: -1 } }); | ||
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var constraint = Constraint.create({ | ||
bodyA: body, | ||
bodyB: ball | ||
}); | ||
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World.add(world, [body, ball, constraint]); | ||
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// add stiff multi-body constraint | ||
var bodyA = Bodies.polygon(100, 400, 6, 20); | ||
var bodyB = Bodies.polygon(200, 400, 1, 50); | ||
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var constraint = Constraint.create({ | ||
bodyA: bodyA, | ||
pointA: { x: -10, y: -10 }, | ||
bodyB: bodyB, | ||
pointB: { x: -10, y: -10 } | ||
}); | ||
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World.add(world, [bodyA, bodyB, constraint]); | ||
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// add soft global constraint | ||
var bodyA = Bodies.polygon(300, 400, 4, 20); | ||
var bodyB = Bodies.polygon(400, 400, 3, 30); | ||
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var constraint = Constraint.create({ | ||
bodyA: bodyA, | ||
pointA: { x: -10, y: -10 }, | ||
bodyB: bodyB, | ||
pointB: { x: -10, y: -7 }, | ||
stiffness: 0.001 | ||
}); | ||
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World.add(world, [bodyA, bodyB, constraint]); | ||
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// add damped soft global constraint | ||
var bodyA = Bodies.polygon(500, 400, 6, 30); | ||
var bodyB = Bodies.polygon(600, 400, 7, 60); | ||
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var constraint = Constraint.create({ | ||
bodyA: bodyA, | ||
pointA: { x: -10, y: -10 }, | ||
bodyB: bodyB, | ||
pointB: { x: -10, y: -10 }, | ||
stiffness: 0.001, | ||
damping: 0.1 | ||
}); | ||
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World.add(world, [bodyA, bodyB, constraint]); | ||
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World.add(world, [ | ||
// walls | ||
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }), | ||
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }), | ||
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }), | ||
Bodies.rectangle(0, 300, 50, 600, { isStatic: true }) | ||
]); | ||
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// add mouse control | ||
var mouse = Mouse.create(render.canvas), | ||
mouseConstraint = MouseConstraint.create(engine, { | ||
mouse: mouse, | ||
constraint: { | ||
// allow bodies on mouse to rotate | ||
angularStiffness: 0, | ||
render: { | ||
visible: false | ||
} | ||
} | ||
}); | ||
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World.add(world, mouseConstraint); | ||
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// keep the mouse in sync with rendering | ||
render.mouse = mouse; | ||
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// fit the render viewport to the scene | ||
Render.lookAt(render, { | ||
min: { x: 0, y: 0 }, | ||
max: { x: 800, y: 600 } | ||
}); | ||
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// context for MatterTools.Demo | ||
return { | ||
engine: engine, | ||
runner: runner, | ||
render: render, | ||
canvas: render.canvas, | ||
stop: function() { | ||
Matter.Render.stop(render); | ||
Matter.Runner.stop(runner); | ||
} | ||
}; | ||
}; |