spark-matter-js
Version:
A fork of the Matter.js 2D physics engine for Meta Spark
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JavaScript
/*!
* spark-matter-js 0.18.0 by @liabru
* https://github.com/andypotato/spark-matter-js
* License MIT
*
* The MIT License (MIT)
*
* Copyright (c) Liam Brummitt and contributors.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory();
else if(typeof define === 'function' && define.amd)
define("Matter", [], factory);
else if(typeof exports === 'object')
exports["Matter"] = factory();
else
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/* 0 */
/***/ (function(module, exports) {
/**
* The `Matter.Common` module contains utility functions that are common to all modules.
*
* @class Common
*/
var Common = {};
module.exports = Common;
(function() {
Common._nextId = 0;
Common._seed = 0;
Common._nowStartTime = +(new Date());
Common._warnedOnce = {};
Common._decomp = null;
/**
* Extends the object in the first argument using the object in the second argument.
* @method extend
* @param {} obj
* @param {boolean} deep
* @return {} obj extended
*/
Common.extend = function(obj, deep) {
var argsStart,
args,
deepClone;
if (typeof deep === 'boolean') {
argsStart = 2;
deepClone = deep;
} else {
argsStart = 1;
deepClone = true;
}
for (var i = argsStart; i < arguments.length; i++) {
var source = arguments[i];
if (source) {
for (var prop in source) {
if (deepClone && source[prop] && source[prop].constructor === Object) {
if (!obj[prop] || obj[prop].constructor === Object) {
obj[prop] = obj[prop] || {};
Common.extend(obj[prop], deepClone, source[prop]);
} else {
obj[prop] = source[prop];
}
} else {
obj[prop] = source[prop];
}
}
}
}
return obj;
};
/**
* Creates a new clone of the object, if deep is true references will also be cloned.
* @method clone
* @param {} obj
* @param {bool} deep
* @return {} obj cloned
*/
Common.clone = function(obj, deep) {
return Common.extend({}, deep, obj);
};
/**
* Returns the list of keys for the given object.
* @method keys
* @param {} obj
* @return {string[]} keys
*/
Common.keys = function(obj) {
if (Object.keys)
return Object.keys(obj);
// avoid hasOwnProperty for performance
var keys = [];
for (var key in obj)
keys.push(key);
return keys;
};
/**
* Returns the list of values for the given object.
* @method values
* @param {} obj
* @return {array} Array of the objects property values
*/
Common.values = function(obj) {
var values = [];
if (Object.keys) {
var keys = Object.keys(obj);
for (var i = 0; i < keys.length; i++) {
values.push(obj[keys[i]]);
}
return values;
}
// avoid hasOwnProperty for performance
for (var key in obj)
values.push(obj[key]);
return values;
};
/**
* Gets a value from `base` relative to the `path` string.
* @method get
* @param {} obj The base object
* @param {string} path The path relative to `base`, e.g. 'Foo.Bar.baz'
* @param {number} [begin] Path slice begin
* @param {number} [end] Path slice end
* @return {} The object at the given path
*/
Common.get = function(obj, path, begin, end) {
path = path.split('.').slice(begin, end);
for (var i = 0; i < path.length; i += 1) {
obj = obj[path[i]];
}
return obj;
};
/**
* Sets a value on `base` relative to the given `path` string.
* @method set
* @param {} obj The base object
* @param {string} path The path relative to `base`, e.g. 'Foo.Bar.baz'
* @param {} val The value to set
* @param {number} [begin] Path slice begin
* @param {number} [end] Path slice end
* @return {} Pass through `val` for chaining
*/
Common.set = function(obj, path, val, begin, end) {
var parts = path.split('.').slice(begin, end);
Common.get(obj, path, 0, -1)[parts[parts.length - 1]] = val;
return val;
};
/**
* Shuffles the given array in-place.
* The function uses a seeded random generator.
* @method shuffle
* @param {array} array
* @return {array} array shuffled randomly
*/
Common.shuffle = function(array) {
for (var i = array.length - 1; i > 0; i--) {
var j = Math.floor(Common.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
};
/**
* Randomly chooses a value from a list with equal probability.
* The function uses a seeded random generator.
* @method choose
* @param {array} choices
* @return {object} A random choice object from the array
*/
Common.choose = function(choices) {
return choices[Math.floor(Common.random() * choices.length)];
};
/**
* Returns true if the object is a HTMLElement, otherwise false.
* @method isElement
* @param {object} obj
* @return {boolean} True if the object is a HTMLElement, otherwise false
*/
Common.isElement = function(obj) {
if (typeof HTMLElement !== 'undefined') {
return obj instanceof HTMLElement;
}
return !!(obj && obj.nodeType && obj.nodeName);
};
/**
* Returns true if the object is an array.
* @method isArray
* @param {object} obj
* @return {boolean} True if the object is an array, otherwise false
*/
Common.isArray = function(obj) {
return Object.prototype.toString.call(obj) === '[object Array]';
};
/**
* Returns true if the object is a function.
* @method isFunction
* @param {object} obj
* @return {boolean} True if the object is a function, otherwise false
*/
Common.isFunction = function(obj) {
return typeof obj === "function";
};
/**
* Returns true if the object is a plain object.
* @method isPlainObject
* @param {object} obj
* @return {boolean} True if the object is a plain object, otherwise false
*/
Common.isPlainObject = function(obj) {
return typeof obj === 'object' && obj.constructor === Object;
};
/**
* Returns true if the object is a string.
* @method isString
* @param {object} obj
* @return {boolean} True if the object is a string, otherwise false
*/
Common.isString = function(obj) {
return toString.call(obj) === '[object String]';
};
/**
* Returns the given value clamped between a minimum and maximum value.
* @method clamp
* @param {number} value
* @param {number} min
* @param {number} max
* @return {number} The value clamped between min and max inclusive
*/
Common.clamp = function(value, min, max) {
if (value < min)
return min;
if (value > max)
return max;
return value;
};
/**
* Returns the sign of the given value.
* @method sign
* @param {number} value
* @return {number} -1 if negative, +1 if 0 or positive
*/
Common.sign = function(value) {
return value < 0 ? -1 : 1;
};
/**
* Returns the current timestamp since the time origin (e.g. from page load).
* The result is in milliseconds and will use high-resolution timing if available.
* @method now
* @return {number} the current timestamp in milliseconds
*/
Common.now = function() {
if (typeof window !== 'undefined' && window.performance) {
if (window.performance.now) {
return window.performance.now();
} else if (window.performance.webkitNow) {
return window.performance.webkitNow();
}
}
if (Date.now) {
return Date.now();
}
return (new Date()) - Common._nowStartTime;
};
/**
* Returns a random value between a minimum and a maximum value inclusive.
* The function uses a seeded random generator.
* @method random
* @param {number} min
* @param {number} max
* @return {number} A random number between min and max inclusive
*/
Common.random = function(min, max) {
min = (typeof min !== "undefined") ? min : 0;
max = (typeof max !== "undefined") ? max : 1;
return min + _seededRandom() * (max - min);
};
var _seededRandom = function() {
// https://en.wikipedia.org/wiki/Linear_congruential_generator
Common._seed = (Common._seed * 9301 + 49297) % 233280;
return Common._seed / 233280;
};
/**
* Converts a CSS hex colour string into an integer.
* @method colorToNumber
* @param {string} colorString
* @return {number} An integer representing the CSS hex string
*/
Common.colorToNumber = function(colorString) {
colorString = colorString.replace('#','');
if (colorString.length == 3) {
colorString = colorString.charAt(0) + colorString.charAt(0)
+ colorString.charAt(1) + colorString.charAt(1)
+ colorString.charAt(2) + colorString.charAt(2);
}
return parseInt(colorString, 16);
};
/**
* The console logging level to use, where each level includes all levels above and excludes the levels below.
* The default level is 'debug' which shows all console messages.
*
* Possible level values are:
* - 0 = None
* - 1 = Debug
* - 2 = Info
* - 3 = Warn
* - 4 = Error
* @property Common.logLevel
* @type {Number}
* @default 1
*/
Common.logLevel = 1;
/**
* Shows a `console.log` message only if the current `Common.logLevel` allows it.
* The message will be prefixed with 'matter-js' to make it easily identifiable.
* @method log
* @param ...objs {} The objects to log.
*/
Common.log = function() {
if (console && Common.logLevel > 0 && Common.logLevel <= 3) {
console.log.apply(console, ['matter-js:'].concat(Array.prototype.slice.call(arguments)));
}
};
/**
* Shows a `console.info` message only if the current `Common.logLevel` allows it.
* The message will be prefixed with 'matter-js' to make it easily identifiable.
* @method info
* @param ...objs {} The objects to log.
*/
Common.info = function() {
if (console && Common.logLevel > 0 && Common.logLevel <= 2) {
console.info.apply(console, ['matter-js:'].concat(Array.prototype.slice.call(arguments)));
}
};
/**
* Shows a `console.warn` message only if the current `Common.logLevel` allows it.
* The message will be prefixed with 'matter-js' to make it easily identifiable.
* @method warn
* @param ...objs {} The objects to log.
*/
Common.warn = function() {
if (console && Common.logLevel > 0 && Common.logLevel <= 3) {
console.warn.apply(console, ['matter-js:'].concat(Array.prototype.slice.call(arguments)));
}
};
/**
* Uses `Common.warn` to log the given message one time only.
* @method warnOnce
* @param ...objs {} The objects to log.
*/
Common.warnOnce = function() {
var message = Array.prototype.slice.call(arguments).join(' ');
if (!Common._warnedOnce[message]) {
Common.warn(message);
Common._warnedOnce[message] = true;
}
};
/**
* Shows a deprecated console warning when the function on the given object is called.
* The target function will be replaced with a new function that first shows the warning
* and then calls the original function.
* @method deprecated
* @param {object} obj The object or module
* @param {string} name The property name of the function on obj
* @param {string} warning The one-time message to show if the function is called
*/
Common.deprecated = function(obj, prop, warning) {
obj[prop] = Common.chain(function() {
Common.warnOnce('🔅 deprecated 🔅', warning);
}, obj[prop]);
};
/**
* Returns the next unique sequential ID.
* @method nextId
* @return {Number} Unique sequential ID
*/
Common.nextId = function() {
return Common._nextId++;
};
/**
* A cross browser compatible indexOf implementation.
* @method indexOf
* @param {array} haystack
* @param {object} needle
* @return {number} The position of needle in haystack, otherwise -1.
*/
Common.indexOf = function(haystack, needle) {
if (haystack.indexOf)
return haystack.indexOf(needle);
for (var i = 0; i < haystack.length; i++) {
if (haystack[i] === needle)
return i;
}
return -1;
};
/**
* A cross browser compatible array map implementation.
* @method map
* @param {array} list
* @param {function} func
* @return {array} Values from list transformed by func.
*/
Common.map = function(list, func) {
if (list.map) {
return list.map(func);
}
var mapped = [];
for (var i = 0; i < list.length; i += 1) {
mapped.push(func(list[i]));
}
return mapped;
};
/**
* Takes a directed graph and returns the partially ordered set of vertices in topological order.
* Circular dependencies are allowed.
* @method topologicalSort
* @param {object} graph
* @return {array} Partially ordered set of vertices in topological order.
*/
Common.topologicalSort = function(graph) {
// https://github.com/mgechev/javascript-algorithms
// Copyright (c) Minko Gechev (MIT license)
// Modifications: tidy formatting and naming
var result = [],
visited = [],
temp = [];
for (var node in graph) {
if (!visited[node] && !temp[node]) {
Common._topologicalSort(node, visited, temp, graph, result);
}
}
return result;
};
Common._topologicalSort = function(node, visited, temp, graph, result) {
var neighbors = graph[node] || [];
temp[node] = true;
for (var i = 0; i < neighbors.length; i += 1) {
var neighbor = neighbors[i];
if (temp[neighbor]) {
// skip circular dependencies
continue;
}
if (!visited[neighbor]) {
Common._topologicalSort(neighbor, visited, temp, graph, result);
}
}
temp[node] = false;
visited[node] = true;
result.push(node);
};
/**
* Provide the [poly-decomp](https://github.com/schteppe/poly-decomp.js) library module to enable
* concave vertex decomposition support when using `Bodies.fromVertices` e.g. `Common.setDecomp(require('poly-decomp'))`.
* @method setDecomp
* @param {} decomp The [poly-decomp](https://github.com/schteppe/poly-decomp.js) library module.
*/
Common.setDecomp = function(decomp) {
Common._decomp = decomp;
};
/**
* Returns the [poly-decomp](https://github.com/schteppe/poly-decomp.js) library module provided through `Common.setDecomp`,
* otherwise returns the global `decomp` if set.
* @method getDecomp
* @return {} The [poly-decomp](https://github.com/schteppe/poly-decomp.js) library module if provided.
*/
Common.getDecomp = function() {
// get user provided decomp if set
var decomp = Common._decomp;
if(!decomp) {
return null;
}
return decomp;
};
})();
/***/ }),
/* 1 */
/***/ (function(module, exports) {
/**
* The `Matter.Bounds` module contains methods for creating and manipulating axis-aligned bounding boxes (AABB).
*
* @class Bounds
*/
var Bounds = {};
module.exports = Bounds;
(function() {
/**
* Creates a new axis-aligned bounding box (AABB) for the given vertices.
* @method create
* @param {vertices} vertices
* @return {bounds} A new bounds object
*/
Bounds.create = function(vertices) {
var bounds = {
min: { x: 0, y: 0 },
max: { x: 0, y: 0 }
};
if (vertices)
Bounds.update(bounds, vertices);
return bounds;
};
/**
* Updates bounds using the given vertices and extends the bounds given a velocity.
* @method update
* @param {bounds} bounds
* @param {vertices} vertices
* @param {vector} velocity
*/
Bounds.update = function(bounds, vertices, velocity) {
bounds.min.x = Infinity;
bounds.max.x = -Infinity;
bounds.min.y = Infinity;
bounds.max.y = -Infinity;
for (var i = 0; i < vertices.length; i++) {
var vertex = vertices[i];
if (vertex.x > bounds.max.x) bounds.max.x = vertex.x;
if (vertex.x < bounds.min.x) bounds.min.x = vertex.x;
if (vertex.y > bounds.max.y) bounds.max.y = vertex.y;
if (vertex.y < bounds.min.y) bounds.min.y = vertex.y;
}
if (velocity) {
if (velocity.x > 0) {
bounds.max.x += velocity.x;
} else {
bounds.min.x += velocity.x;
}
if (velocity.y > 0) {
bounds.max.y += velocity.y;
} else {
bounds.min.y += velocity.y;
}
}
};
/**
* Returns true if the bounds contains the given point.
* @method contains
* @param {bounds} bounds
* @param {vector} point
* @return {boolean} True if the bounds contain the point, otherwise false
*/
Bounds.contains = function(bounds, point) {
return point.x >= bounds.min.x && point.x <= bounds.max.x
&& point.y >= bounds.min.y && point.y <= bounds.max.y;
};
/**
* Returns true if the two bounds intersect.
* @method overlaps
* @param {bounds} boundsA
* @param {bounds} boundsB
* @return {boolean} True if the bounds overlap, otherwise false
*/
Bounds.overlaps = function(boundsA, boundsB) {
return (boundsA.min.x <= boundsB.max.x && boundsA.max.x >= boundsB.min.x
&& boundsA.max.y >= boundsB.min.y && boundsA.min.y <= boundsB.max.y);
};
/**
* Translates the bounds by the given vector.
* @method translate
* @param {bounds} bounds
* @param {vector} vector
*/
Bounds.translate = function(bounds, vector) {
bounds.min.x += vector.x;
bounds.max.x += vector.x;
bounds.min.y += vector.y;
bounds.max.y += vector.y;
};
/**
* Shifts the bounds to the given position.
* @method shift
* @param {bounds} bounds
* @param {vector} position
*/
Bounds.shift = function(bounds, position) {
var deltaX = bounds.max.x - bounds.min.x,
deltaY = bounds.max.y - bounds.min.y;
bounds.min.x = position.x;
bounds.max.x = position.x + deltaX;
bounds.min.y = position.y;
bounds.max.y = position.y + deltaY;
};
})();
/***/ }),
/* 2 */
/***/ (function(module, exports) {
/**
* The `Matter.Vector` module contains methods for creating and manipulating vectors.
* Vectors are the basis of all the geometry related operations in the engine.
* A `Matter.Vector` object is of the form `{ x: 0, y: 0 }`.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
*
* @class Vector
*/
// TODO: consider params for reusing vector objects
var Vector = {};
module.exports = Vector;
(function() {
/**
* Creates a new vector.
* @method create
* @param {number} x
* @param {number} y
* @return {vector} A new vector
*/
Vector.create = function(x, y) {
return { x: x || 0, y: y || 0 };
};
/**
* Returns a new vector with `x` and `y` copied from the given `vector`.
* @method clone
* @param {vector} vector
* @return {vector} A new cloned vector
*/
Vector.clone = function(vector) {
return { x: vector.x, y: vector.y };
};
/**
* Returns the magnitude (length) of a vector.
* @method magnitude
* @param {vector} vector
* @return {number} The magnitude of the vector
*/
Vector.magnitude = function(vector) {
return Math.sqrt((vector.x * vector.x) + (vector.y * vector.y));
};
/**
* Returns the magnitude (length) of a vector (therefore saving a `sqrt` operation).
* @method magnitudeSquared
* @param {vector} vector
* @return {number} The squared magnitude of the vector
*/
Vector.magnitudeSquared = function(vector) {
return (vector.x * vector.x) + (vector.y * vector.y);
};
/**
* Rotates the vector about (0, 0) by specified angle.
* @method rotate
* @param {vector} vector
* @param {number} angle
* @param {vector} [output]
* @return {vector} The vector rotated about (0, 0)
*/
Vector.rotate = function(vector, angle, output) {
var cos = Math.cos(angle), sin = Math.sin(angle);
if (!output) output = {};
var x = vector.x * cos - vector.y * sin;
output.y = vector.x * sin + vector.y * cos;
output.x = x;
return output;
};
/**
* Rotates the vector about a specified point by specified angle.
* @method rotateAbout
* @param {vector} vector
* @param {number} angle
* @param {vector} point
* @param {vector} [output]
* @return {vector} A new vector rotated about the point
*/
Vector.rotateAbout = function(vector, angle, point, output) {
var cos = Math.cos(angle), sin = Math.sin(angle);
if (!output) output = {};
var x = point.x + ((vector.x - point.x) * cos - (vector.y - point.y) * sin);
output.y = point.y + ((vector.x - point.x) * sin + (vector.y - point.y) * cos);
output.x = x;
return output;
};
/**
* Normalises a vector (such that its magnitude is `1`).
* @method normalise
* @param {vector} vector
* @return {vector} A new vector normalised
*/
Vector.normalise = function(vector) {
var magnitude = Vector.magnitude(vector);
if (magnitude === 0)
return { x: 0, y: 0 };
return { x: vector.x / magnitude, y: vector.y / magnitude };
};
/**
* Returns the dot-product of two vectors.
* @method dot
* @param {vector} vectorA
* @param {vector} vectorB
* @return {number} The dot product of the two vectors
*/
Vector.dot = function(vectorA, vectorB) {
return (vectorA.x * vectorB.x) + (vectorA.y * vectorB.y);
};
/**
* Returns the cross-product of two vectors.
* @method cross
* @param {vector} vectorA
* @param {vector} vectorB
* @return {number} The cross product of the two vectors
*/
Vector.cross = function(vectorA, vectorB) {
return (vectorA.x * vectorB.y) - (vectorA.y * vectorB.x);
};
/**
* Returns the cross-product of three vectors.
* @method cross3
* @param {vector} vectorA
* @param {vector} vectorB
* @param {vector} vectorC
* @return {number} The cross product of the three vectors
*/
Vector.cross3 = function(vectorA, vectorB, vectorC) {
return (vectorB.x - vectorA.x) * (vectorC.y - vectorA.y) - (vectorB.y - vectorA.y) * (vectorC.x - vectorA.x);
};
/**
* Adds the two vectors.
* @method add
* @param {vector} vectorA
* @param {vector} vectorB
* @param {vector} [output]
* @return {vector} A new vector of vectorA and vectorB added
*/
Vector.add = function(vectorA, vectorB, output) {
if (!output) output = {};
output.x = vectorA.x + vectorB.x;
output.y = vectorA.y + vectorB.y;
return output;
};
/**
* Subtracts the two vectors.
* @method sub
* @param {vector} vectorA
* @param {vector} vectorB
* @param {vector} [output]
* @return {vector} A new vector of vectorA and vectorB subtracted
*/
Vector.sub = function(vectorA, vectorB, output) {
if (!output) output = {};
output.x = vectorA.x - vectorB.x;
output.y = vectorA.y - vectorB.y;
return output;
};
/**
* Multiplies a vector and a scalar.
* @method mult
* @param {vector} vector
* @param {number} scalar
* @return {vector} A new vector multiplied by scalar
*/
Vector.mult = function(vector, scalar) {
return { x: vector.x * scalar, y: vector.y * scalar };
};
/**
* Divides a vector and a scalar.
* @method div
* @param {vector} vector
* @param {number} scalar
* @return {vector} A new vector divided by scalar
*/
Vector.div = function(vector, scalar) {
return { x: vector.x / scalar, y: vector.y / scalar };
};
/**
* Returns the perpendicular vector. Set `negate` to true for the perpendicular in the opposite direction.
* @method perp
* @param {vector} vector
* @param {bool} [negate=false]
* @return {vector} The perpendicular vector
*/
Vector.perp = function(vector, negate) {
negate = negate === true ? -1 : 1;
return { x: negate * -vector.y, y: negate * vector.x };
};
/**
* Negates both components of a vector such that it points in the opposite direction.
* @method neg
* @param {vector} vector
* @return {vector} The negated vector
*/
Vector.neg = function(vector) {
return { x: -vector.x, y: -vector.y };
};
/**
* Returns the angle between the vector `vectorB - vectorA` and the x-axis in radians.
* @method angle
* @param {vector} vectorA
* @param {vector} vectorB
* @return {number} The angle in radians
*/
Vector.angle = function(vectorA, vectorB) {
return Math.atan2(vectorB.y - vectorA.y, vectorB.x - vectorA.x);
};
/**
* Temporary vector pool (not thread-safe).
* @property _temp
* @type {vector[]}
* @private
*/
Vector._temp = [
Vector.create(), Vector.create(),
Vector.create(), Vector.create(),
Vector.create(), Vector.create()
];
})();
/***/ }),
/* 3 */
/***/ (function(module, exports, __webpack_require__) {
/**
* The `Matter.Vertices` module contains methods for creating and manipulating sets of vertices.
* A set of vertices is an array of `Matter.Vector` with additional indexing properties inserted by `Vertices.create`.
* A `Matter.Body` maintains a set of vertices to represent the shape of the object (its convex hull).
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
*
* @class Vertices
*/
var Vertices = {};
module.exports = Vertices;
var Vector = __webpack_require__(2);
var Common = __webpack_require__(0);
(function() {
/**
* Creates a new set of `Matter.Body` compatible vertices.
* The `points` argument accepts an array of `Matter.Vector` points orientated around the origin `(0, 0)`, for example:
*
* [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]
*
* The `Vertices.create` method returns a new array of vertices, which are similar to Matter.Vector objects,
* but with some additional references required for efficient collision detection routines.
*
* Vertices must be specified in clockwise order.
*
* Note that the `body` argument is not optional, a `Matter.Body` reference must be provided.
*
* @method create
* @param {vector[]} points
* @param {body} body
*/
Vertices.create = function(points, body) {
var vertices = [];
for (var i = 0; i < points.length; i++) {
var point = points[i],
vertex = {
x: point.x,
y: point.y,
index: i,
body: body,
isInternal: false
};
vertices.push(vertex);
}
return vertices;
};
/**
* Parses a string containing ordered x y pairs separated by spaces (and optionally commas),
* into a `Matter.Vertices` object for the given `Matter.Body`.
* For parsing SVG paths, see `Svg.pathToVertices`.
* @method fromPath
* @param {string} path
* @param {body} body
* @return {vertices} vertices
*/
Vertices.fromPath = function(path, body) {
var pathPattern = /L?\s*([-\d.e]+)[\s,]*([-\d.e]+)*/ig,
points = [];
path.replace(pathPattern, function(match, x, y) {
points.push({ x: parseFloat(x), y: parseFloat(y) });
});
return Vertices.create(points, body);
};
/**
* Returns the centre (centroid) of the set of vertices.
* @method centre
* @param {vertices} vertices
* @return {vector} The centre point
*/
Vertices.centre = function(vertices) {
var area = Vertices.area(vertices, true),
centre = { x: 0, y: 0 },
cross,
temp,
j;
for (var i = 0; i < vertices.length; i++) {
j = (i + 1) % vertices.length;
cross = Vector.cross(vertices[i], vertices[j]);
temp = Vector.mult(Vector.add(vertices[i], vertices[j]), cross);
centre = Vector.add(centre, temp);
}
return Vector.div(centre, 6 * area);
};
/**
* Returns the average (mean) of the set of vertices.
* @method mean
* @param {vertices} vertices
* @return {vector} The average point
*/
Vertices.mean = function(vertices) {
var average = { x: 0, y: 0 };
for (var i = 0; i < vertices.length; i++) {
average.x += vertices[i].x;
average.y += vertices[i].y;
}
return Vector.div(average, vertices.length);
};
/**
* Returns the area of the set of vertices.
* @method area
* @param {vertices} vertices
* @param {bool} signed
* @return {number} The area
*/
Vertices.area = function(vertices, signed) {
var area = 0,
j = vertices.length - 1;
for (var i = 0; i < vertices.length; i++) {
area += (vertices[j].x - vertices[i].x) * (vertices[j].y + vertices[i].y);
j = i;
}
if (signed)
return area / 2;
return Math.abs(area) / 2;
};
/**
* Returns the moment of inertia (second moment of area) of the set of vertices given the total mass.
* @method inertia
* @param {vertices} vertices
* @param {number} mass
* @return {number} The polygon's moment of inertia
*/
Vertices.inertia = function(vertices, mass) {
var numerator = 0,
denominator = 0,
v = vertices,
cross,
j;
// find the polygon's moment of inertia, using second moment of area
// from equations at http://www.physicsforums.com/showthread.php?t=25293
for (var n = 0; n < v.length; n++) {
j = (n + 1) % v.length;
cross = Math.abs(Vector.cross(v[j], v[n]));
numerator += cross * (Vector.dot(v[j], v[j]) + Vector.dot(v[j], v[n]) + Vector.dot(v[n], v[n]));
denominator += cross;
}
return (mass / 6) * (numerator / denominator);
};
/**
* Translates the set of vertices in-place.
* @method translate
* @param {vertices} vertices
* @param {vector} vector
* @param {number} scalar
*/
Vertices.translate = function(vertices, vector, scalar) {
scalar = typeof scalar !== 'undefined' ? scalar : 1;
var verticesLength = vertices.length,
translateX = vector.x * scalar,
translateY = vector.y * scalar,
i;
for (i = 0; i < verticesLength; i++) {
vertices[i].x += translateX;
vertices[i].y += translateY;
}
return vertices;
};
/**
* Rotates the set of vertices in-place.
* @method rotate
* @param {vertices} vertices
* @param {number} angle
* @param {vector} point
*/
Vertices.rotate = function(vertices, angle, point) {
if (angle === 0)
return;
var cos = Math.cos(angle),
sin = Math.sin(angle),
pointX = point.x,
pointY = point.y,
verticesLength = vertices.length,
vertex,
dx,
dy,
i;
for (i = 0; i < verticesLength; i++) {
vertex = vertices[i];
dx = vertex.x - pointX;
dy = vertex.y - pointY;
vertex.x = pointX + (dx * cos - dy * sin);
vertex.y = pointY + (dx * sin + dy * cos);
}
return vertices;
};
/**
* Returns `true` if the `point` is inside the set of `vertices`.
* @method contains
* @param {vertices} vertices
* @param {vector} point
* @return {boolean} True if the vertices contains point, otherwise false
*/
Vertices.contains = function(vertices, point) {
var pointX = point.x,
pointY = point.y,
verticesLength = vertices.length,
vertex = vertices[verticesLength - 1],
nextVertex;
for (var i = 0; i < verticesLength; i++) {
nextVertex = vertices[i];
if ((pointX - vertex.x) * (nextVertex.y - vertex.y)
+ (pointY - vertex.y) * (vertex.x - nextVertex.x) > 0) {
return false;
}
vertex = nextVertex;
}
return true;
};
/**
* Scales the vertices from a point (default is centre) in-place.
* @method scale
* @param {vertices} vertices
* @param {number} scaleX
* @param {number} scaleY
* @param {vector} point
*/
Vertices.scale = function(vertices, scaleX, scaleY, point) {
if (scaleX === 1 && scaleY === 1)
return vertices;
point = point || Vertices.centre(vertices);
var vertex,
delta;
for (var i = 0; i < vertices.length; i++) {
vertex = vertices[i];
delta = Vector.sub(vertex, point);
vertices[i].x = point.x + delta.x * scaleX;
vertices[i].y = point.y + delta.y * scaleY;
}
return vertices;
};
/**
* Chamfers a set of vertices by giving them rounded corners, returns a new set of vertices.
* The radius parameter is a single number or an array to specify the radius for each vertex.
* @method chamfer
* @param {vertices} vertices
* @param {number[]} radius
* @param {number} quality
* @param {number} qualityMin
* @param {number} qualityMax
*/
Vertices.chamfer = function(vertices, radius, quality, qualityMin, qualityMax) {
if (typeof radius === 'number') {
radius = [radius];
} else {
radius = radius || [8];
}
// quality defaults to -1, which is auto
quality = (typeof quality !== 'undefined') ? quality : -1;
qualityMin = qualityMin || 2;
qualityMax = qualityMax || 14;
var newVertices = [];
for (var i = 0; i < vertices.length; i++) {
var prevVertex = vertices[i - 1 >= 0 ? i - 1 : vertices.length - 1],
vertex = vertices[i],
nextVertex = vertices[(i + 1) % vertices.length],
currentRadius = radius[i < radius.length ? i : radius.length - 1];
if (currentRadius === 0) {
newVertices.push(vertex);
continue;
}
var prevNormal = Vector.normalise({
x: vertex.y - prevVertex.y,
y: prevVertex.x - vertex.x
});
var nextNormal = Vector.normalise({
x: nextVertex.y - vertex.y,
y: vertex.x - nextVertex.x
});
var diagonalRadius = Math.sqrt(2 * Math.pow(currentRadius, 2)),
radiusVector = Vector.mult(Common.clone(prevNormal), currentRadius),
midNormal = Vector.normalise(Vector.mult(Vector.add(prevNormal, nextNormal), 0.5)),
scaledVertex = Vector.sub(vertex, Vector.mult(midNormal, diagonalRadius));
var precision = quality;
if (quality === -1) {
// automatically decide precision
precision = Math.pow(currentRadius, 0.32) * 1.75;
}
precision = Common.clamp(precision, qualityMin, qualityMax);
// use an even value for precision, more likely to reduce axes by using symmetry
if (precision % 2 === 1)
precision += 1;
var alpha = Math.acos(Vector.dot(prevNormal, nextNormal)),
theta = alpha / precision;
for (var j = 0; j < precision; j++) {
newVertices.push(Vector.add(Vector.rotate(radiusVector, theta * j), scaledVertex));
}
}
return newVertices;
};
/**
* Sorts the input vertices into clockwise order in place.
* @method clockwiseSort
* @param {vertices} vertices
* @return {vertices} vertices
*/
Vertices.clockwiseSort = function(vertices) {
var centre = Vertices.mean(vertices);
vertices.sort(function(vertexA, vertexB) {
return Vector.angle(centre, vertexA) - Vector.angle(centre, vertexB);
});
return vertices;
};
/**
* Returns true if the vertices form a convex shape (vertices must be in clockwise order).
* @method isConvex
* @param {vertices} vertices
* @return {bool} `true` if the `vertices` are convex, `false` if not (or `null` if not computable).
*/
Vertices.isConvex = function(vertices) {
// http://paulbourke.net/geometry/polygonmesh/
// Copyright (c) Paul Bourke (use permitted)
var flag = 0,
n = vertices.length,
i,
j,
k,
z;
if (n < 3)
return null;
for (i = 0; i < n; i++) {
j = (i + 1) % n;
k = (i + 2) % n;
z = (vertices[j].x - vertices[i].x) * (vertices[k].y - vertices[j].y);
z -= (vertices[j].y - vertices[i].y) * (vertices[k].x - vertices[j].x);
if (z < 0) {
flag |= 1;
} else if (z > 0) {
flag |= 2;
}
if (flag === 3) {
return false;
}
}
if (flag !== 0){
return true;
} else {
return null;
}
};
/**
* Returns the convex hull of the input vertices as a new array of points.
* @method hull
* @param {vertices} vertices
* @return [vertex] vertices
*/
Vertices.hull = function(vertices) {
// http://geomalgorithms.com/a10-_hull-1.html
var upper = [],
lower = [],
vertex,
i;
// sort vertices on x-axis (y-axis for ties)
vertices = vertices.slice(0);
vertices.sort(function(vertexA, vertexB) {
var dx = vertexA.x - vertexB.x;
return dx !== 0 ? dx : vertexA.y - vertexB.y;
});
// build lower hull
for (i = 0; i < vertices.length; i += 1) {
vertex = vertices[i];
while (lower.length >= 2
&& Vector.cross3(lower[lower.length - 2], lower[lower.length - 1], vertex) <= 0) {
lower.pop();
}
lower.push(vertex);
}
// build upper hull
for (i = vertices.length - 1; i >= 0; i -= 1) {
vertex = vertices[i];
while (upper.length >= 2
&& Vector.cross3(upper[upper.length - 2], upper[upper.length - 1], vertex) <= 0) {
upper.pop();
}
upper.push(vertex);
}
// concatenation of the lower and upper hulls gives the convex hull
// omit last points because they are repeated at the beginning of the other list
upper.pop();
lower.pop();
return upper.concat(lower);
};
})();
/***/ }),
/* 4 */
/***/ (function(module, exports, __webpack_require__) {
/**
* The `Matter.Body` module contains methods for creating and manipulating body models.
* A `Matter.Body` is a rigid body that can be simulated by a `Matter.Engine`.
* Factories for commonly used body configurations (such as rectangles, circles and other polygons) can be found in the module `Matter.Bodies`.
*
* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples).
* @class Body
*/
var Body = {};
module.exports = Body;
var Vertices = __webpack_require__(3);
var Vector = __webpack_require__(2);
var Sleeping = __webpack_require__(5);
var Common = __webpack_require__(0);
var Bounds = __webpack_require__(1);
var Axes = __webpack_require__(10);
(function() {
Body._inertiaScale = 4;
Body._nextCollidingGroupId = 1;
Body._nextNonCollidingGroupId = -1;
Body._nextCategory = 0x0001;
/**
* Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.
* All properties have default values, and many are pre-calculated automatically based on other properties.
* Vertices must be specified in clockwise order.
* See the properties section below for detailed information on what you can pass via the `options` object.
* @method create
* @param {} options
* @return {body} body
*/
Body.create = function(options) {
var defaults = {
id: Common.nextId(),
type: 'body',
label: 'Body',
parts: [],
plugin: {},
angle: 0,
vertices: Vertices.fromPath('L 0 0 L 40 0 L 40 40 L 0 40'),
position: { x: 0, y: 0 },
force: { x: 0, y: 0 },
torque: 0,
positionImpulse: { x: 0, y: 0 },
constraintImpulse: { x: 0, y: 0, angle: 0 },
totalContacts: 0,
speed: 0,
angularSpeed: 0,
velocity: { x: 0, y: 0 },
angularVelocity: 0,
isSensor: false,
isStatic: false,
isSleeping: false,
motion: 0,
sleepThreshold: 60,
density: 0.001,
restitution: 0,
friction: 0.1,
frictionStatic: 0.5,
frictionAir: 0.01,
collisionFilter: {
category: 0x0001,
mask: 0xFFFFFFFF,
group: 0
},
slop: 0.05,
timeScale: 1,
events: null,
bounds: null,
chamfer: null,
circleRadius: 0,
positionPrev: null,
anglePrev: 0,
parent: null,
axes: null,
area: 0,
mass: 0,
inertia: 0,
_original: null
};
var body = Common.extend(defaults, options);
_initProperties(body, options);
return body;
};
/**
* 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.
* See `body.collisionFilter` for more information.
* @method nextGroup
* @param {bool} [isNonColliding=false]
* @return {Number} Unique group index
*/
Body.nextGroup = function(isNonColliding) {
if (isNonColliding)
return Body._nextNonCollidingGroupId--;
return Body._nextCollidingGroupId++;
};
/**
* Returns the next unique category bitfield (starting after the initial default category `0x0001`).
* There are 32 available. See `body.collisionFilter` for more information.
* @method nextCategory
* @return {Number} Unique category bitfield
*/
Body.nextCategory = function() {
Body._nextCategory = Body._nextCategory << 1;
return Body._nextCategory;