diff --git a/geo/matter-js/first_light.html b/geo/matter-js/first_light.html new file mode 100644 index 0000000..88ceca7 --- /dev/null +++ b/geo/matter-js/first_light.html @@ -0,0 +1,107 @@ + + + + +
+ + + + + + + + + + + + + + \ No newline at end of file diff --git a/geo/matter-js/matter.js b/geo/matter-js/matter.js new file mode 100644 index 0000000..089996b --- /dev/null +++ b/geo/matter-js/matter.js @@ -0,0 +1,11380 @@ +/*! + * matter-js 0.20.0 by @liabru + * http://brm.io/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 + root["Matter"] = factory(); +})(this, function() { +return /******/ (function(modules) { // webpackBootstrap +/******/ // The module cache +/******/ var installedModules = {}; +/******/ +/******/ // The require function +/******/ function __webpack_require__(moduleId) { +/******/ +/******/ // Check if module is in cache +/******/ if(installedModules[moduleId]) { +/******/ return installedModules[moduleId].exports; 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+/******/ if(mode & 2 && typeof value != 'string') for(var key in value) __webpack_require__.d(ns, key, function(key) { return value[key]; }.bind(null, key)); +/******/ return ns; +/******/ }; +/******/ +/******/ // getDefaultExport function for compatibility with non-harmony modules +/******/ __webpack_require__.n = function(module) { +/******/ var getter = module && module.__esModule ? +/******/ function getDefault() { return module['default']; } : +/******/ function getModuleExports() { return module; }; +/******/ __webpack_require__.d(getter, 'a', getter); +/******/ return getter; +/******/ }; +/******/ +/******/ // Object.prototype.hasOwnProperty.call +/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); }; +/******/ +/******/ // __webpack_public_path__ +/******/ __webpack_require__.p = ""; +/******/ +/******/ +/******/ // Load entry module and return exports +/******/ return __webpack_require__(__webpack_require__.s = 20); +/******/ }) +/************************************************************************/ +/******/ ([ +/* 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._baseDelta = 1000 / 60; + 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 + * @static + * @property 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); + }; + + /** + * Takes _n_ functions as arguments and returns a new function that calls them in order. + * The arguments applied when calling the new function will also be applied to every function passed. + * The value of `this` refers to the last value returned in the chain that was not `undefined`. + * Therefore if a passed function does not return a value, the previously returned value is maintained. + * After all passed functions have been called the new function returns the last returned value (if any). + * If any of the passed functions are a chain, then the chain will be flattened. + * @method chain + * @param ...funcs {function} The functions to chain. + * @return {function} A new function that calls the passed functions in order. + */ + Common.chain = function() { + var funcs = []; + + for (var i = 0; i < arguments.length; i += 1) { + var func = arguments[i]; + + if (func._chained) { + // flatten already chained functions + funcs.push.apply(funcs, func._chained); + } else { + funcs.push(func); + } + } + + var chain = function() { + // https://github.com/GoogleChrome/devtools-docs/issues/53#issuecomment-51941358 + var lastResult, + args = new Array(arguments.length); + + for (var i = 0, l = arguments.length; i < l; i++) { + args[i] = arguments[i]; + } + + for (i = 0; i < funcs.length; i += 1) { + var result = funcs[i].apply(lastResult, args); + + if (typeof result !== 'undefined') { + lastResult = result; + } + } + + return lastResult; + }; + + chain._chained = funcs; + + return chain; + }; + + /** + * Chains a function to excute before the original function on the given `path` relative to `base`. + * See also docs for `Common.chain`. + * @method chainPathBefore + * @param {} base The base object + * @param {string} path The path relative to `base` + * @param {function} func The function to chain before the original + * @return {function} The chained function that replaced the original + */ + Common.chainPathBefore = function(base, path, func) { + return Common.set(base, path, Common.chain( + func, + Common.get(base, path) + )); + }; + + /** + * Chains a function to excute after the original function on the given `path` relative to `base`. + * See also docs for `Common.chain`. + * @method chainPathAfter + * @param {} base The base object + * @param {string} path The path relative to `base` + * @param {function} func The function to chain after the original + * @return {function} The chained function that replaced the original + */ + Common.chainPathAfter = function(base, path, func) { + return Common.set(base, path, Common.chain( + Common.get(base, path), + func + )); + }; + + /** + * 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; + + try { + // otherwise from window global + if (!decomp && typeof window !== 'undefined') { + decomp = window.decomp; + } + + // otherwise from node global + if (!decomp && typeof global !== 'undefined') { + decomp = global.decomp; + } + } catch (e) { + // decomp not available + decomp = 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 rigid bodies. +* For creating bodies with common configurations such as rectangles, circles and other polygons see 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__(7); +var Common = __webpack_require__(0); +var Bounds = __webpack_require__(1); +var Axes = __webpack_require__(11); + +(function() { + + Body._timeCorrection = true; + Body._inertiaScale = 4; + Body._nextCollidingGroupId = 1; + Body._nextNonCollidingGroupId = -1; + Body._nextCategory = 0x0001; + Body._baseDelta = 1000 / 60; + + /** + * 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, + render: { + visible: true, + opacity: 1, + strokeStyle: null, + fillStyle: null, + lineWidth: null, + sprite: { + xScale: 1, + yScale: 1, + xOffset: 0, + yOffset: 0 + } + }, + events: null, + bounds: null, + chamfer: null, + circleRadius: 0, + positionPrev: null, + anglePrev: 0, + parent: null, + axes: null, + area: 0, + mass: 0, + inertia: 0, + deltaTime: 1000 / 60, + _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; + }; + + /** + * Initialises body properties. + * @method _initProperties + * @private + * @param {body} body + * @param {} [options] + */ + var _initProperties = function(body, options) { + options = options || {}; + + // init required properties (order is important) + Body.set(body, { + bounds: body.bounds || Bounds.create(body.vertices), + positionPrev: body.positionPrev || Vector.clone(body.position), + anglePrev: body.anglePrev || body.angle, + vertices: body.vertices, + parts: body.parts || [body], + isStatic: body.isStatic, + isSleeping: body.isSleeping, + parent: body.parent || body + }); + + Vertices.rotate(body.vertices, body.angle, body.position); + Axes.rotate(body.axes, body.angle); + Bounds.update(body.bounds, body.vertices, body.velocity); + + // allow options to override the automatically calculated properties + Body.set(body, { + axes: options.axes || body.axes, + area: options.area || body.area, + mass: options.mass || body.mass, + inertia: options.inertia || body.inertia + }); + + // render properties + var defaultFillStyle = (body.isStatic ? '#14151f' : Common.choose(['#f19648', '#f5d259', '#f55a3c', '#063e7b', '#ececd1'])), + defaultStrokeStyle = body.isStatic ? '#555' : '#ccc', + defaultLineWidth = body.isStatic && body.render.fillStyle === null ? 1 : 0; + body.render.fillStyle = body.render.fillStyle || defaultFillStyle; + body.render.strokeStyle = body.render.strokeStyle || defaultStrokeStyle; + body.render.lineWidth = body.render.lineWidth || defaultLineWidth; + body.render.sprite.xOffset += -(body.bounds.min.x - body.position.x) / (body.bounds.max.x - body.bounds.min.x); + body.render.sprite.yOffset += -(body.bounds.min.y - body.position.y) / (body.bounds.max.y - body.bounds.min.y); + }; + + /** + * Given a property and a value (or map of), sets the property(s) on the body, using the appropriate setter functions if they exist. + * Prefer to use the actual setter functions in performance critical situations. + * @method set + * @param {body} body + * @param {} settings A property name (or map of properties and values) to set on the body. + * @param {} value The value to set if `settings` is a single property name. + */ + Body.set = function(body, settings, value) { + var property; + + if (typeof settings === 'string') { + property = settings; + settings = {}; + settings[property] = value; + } + + for (property in settings) { + if (!Object.prototype.hasOwnProperty.call(settings, property)) + continue; + + value = settings[property]; + switch (property) { + + case 'isStatic': + Body.setStatic(body, value); + break; + case 'isSleeping': + Sleeping.set(body, value); + break; + case 'mass': + Body.setMass(body, value); + break; + case 'density': + Body.setDensity(body, value); + break; + case 'inertia': + Body.setInertia(body, value); + break; + case 'vertices': + Body.setVertices(body, value); + break; + case 'position': + Body.setPosition(body, value); + break; + case 'angle': + Body.setAngle(body, value); + break; + case 'velocity': + Body.setVelocity(body, value); + break; + case 'angularVelocity': + Body.setAngularVelocity(body, value); + break; + case 'speed': + Body.setSpeed(body, value); + break; + case 'angularSpeed': + Body.setAngularSpeed(body, value); + break; + case 'parts': + Body.setParts(body, value); + break; + case 'centre': + Body.setCentre(body, value); + break; + default: + body[property] = value; + + } + } + }; + + /** + * Sets the body as static, including isStatic flag and setting mass and inertia to Infinity. + * @method setStatic + * @param {body} body + * @param {bool} isStatic + */ + Body.setStatic = function(body, isStatic) { + for (var i = 0; i < body.parts.length; i++) { + var part = body.parts[i]; + + if (isStatic) { + if (!part.isStatic) { + part._original = { + restitution: part.restitution, + friction: part.friction, + mass: part.mass, + inertia: part.inertia, + density: part.density, + inverseMass: part.inverseMass, + inverseInertia: part.inverseInertia + }; + } + + part.restitution = 0; + part.friction = 1; + part.mass = part.inertia = part.density = Infinity; + part.inverseMass = part.inverseInertia = 0; + + part.positionPrev.x = part.position.x; + part.positionPrev.y = part.position.y; + part.anglePrev = part.angle; + part.angularVelocity = 0; + part.speed = 0; + part.angularSpeed = 0; + part.motion = 0; + } else if (part._original) { + part.restitution = part._original.restitution; + part.friction = part._original.friction; + part.mass = part._original.mass; + part.inertia = part._original.inertia; + part.density = part._original.density; + part.inverseMass = part._original.inverseMass; + part.inverseInertia = part._original.inverseInertia; + + part._original = null; + } + + part.isStatic = isStatic; + } + }; + + /** + * Sets the mass of the body. Inverse mass, density and inertia are automatically updated to reflect the change. + * @method setMass + * @param {body} body + * @param {number} mass + */ + Body.setMass = function(body, mass) { + var moment = body.inertia / (body.mass / 6); + body.inertia = moment * (mass / 6); + body.inverseInertia = 1 / body.inertia; + + body.mass = mass; + body.inverseMass = 1 / body.mass; + body.density = body.mass / body.area; + }; + + /** + * Sets the density of the body. Mass and inertia are automatically updated to reflect the change. + * @method setDensity + * @param {body} body + * @param {number} density + */ + Body.setDensity = function(body, density) { + Body.setMass(body, density * body.area); + body.density = density; + }; + + /** + * Sets the moment of inertia of the body. This is the second moment of area in two dimensions. + * Inverse inertia is automatically updated to reflect the change. Mass is not changed. + * @method setInertia + * @param {body} body + * @param {number} inertia + */ + Body.setInertia = function(body, inertia) { + body.inertia = inertia; + body.inverseInertia = 1 / body.inertia; + }; + + /** + * Sets the body's vertices and updates body properties accordingly, including inertia, area and mass (with respect to `body.density`). + * Vertices will be automatically transformed to be orientated around their centre of mass as the origin. + * They are then automatically translated to world space based on `body.position`. + * + * The `vertices` argument should be passed as an array of `Matter.Vector` points (or a `Matter.Vertices` array). + * Vertices must form a convex hull. Concave vertices must be decomposed into convex parts. + * + * @method setVertices + * @param {body} body + * @param {vector[]} vertices + */ + Body.setVertices = function(body, vertices) { + // change vertices + if (vertices[0].body === body) { + body.vertices = vertices; + } else { + body.vertices = Vertices.create(vertices, body); + } + + // update properties + body.axes = Axes.fromVertices(body.vertices); + body.area = Vertices.area(body.vertices); + Body.setMass(body, body.density * body.area); + + // orient vertices around the centre of mass at origin (0, 0) + var centre = Vertices.centre(body.vertices); + Vertices.translate(body.vertices, centre, -1); + + // update inertia while vertices are at origin (0, 0) + Body.setInertia(body, Body._inertiaScale * Vertices.inertia(body.vertices, body.mass)); + + // update geometry + Vertices.translate(body.vertices, body.position); + Bounds.update(body.bounds, body.vertices, body.velocity); + }; + + /** + * Sets the parts of the `body`. + * + * See `body.parts` for details and requirements on how parts are used. + * + * See Bodies.fromVertices for a related utility. + * + * This function updates `body` mass, inertia and centroid based on the parts geometry. + * Sets each `part.parent` to be this `body`. + * + * The convex hull is computed and set on this `body` (unless `autoHull` is `false`). + * Automatically ensures that the first part in `body.parts` is the `body`. + * @method setParts + * @param {body} body + * @param {body[]} parts + * @param {bool} [autoHull=true] + */ + Body.setParts = function(body, parts, autoHull) { + var i; + + // add all the parts, ensuring that the first part is always the parent body + parts = parts.slice(0); + body.parts.length = 0; + body.parts.push(body); + body.parent = body; + + for (i = 0; i < parts.length; i++) { + var part = parts[i]; + if (part !== body) { + part.parent = body; + body.parts.push(part); + } + } + + if (body.parts.length === 1) + return; + + autoHull = typeof autoHull !== 'undefined' ? autoHull : true; + + // find the convex hull of all parts to set on the parent body + if (autoHull) { + var vertices = []; + for (i = 0; i < parts.length; i++) { + vertices = vertices.concat(parts[i].vertices); + } + + Vertices.clockwiseSort(vertices); + + var hull = Vertices.hull(vertices), + hullCentre = Vertices.centre(hull); + + Body.setVertices(body, hull); + Vertices.translate(body.vertices, hullCentre); + } + + // sum the properties of all compound parts of the parent body + var total = Body._totalProperties(body); + + body.area = total.area; + body.parent = body; + body.position.x = total.centre.x; + body.position.y = total.centre.y; + body.positionPrev.x = total.centre.x; + body.positionPrev.y = total.centre.y; + + Body.setMass(body, total.mass); + Body.setInertia(body, total.inertia); + Body.setPosition(body, total.centre); + }; + + /** + * Set the centre of mass of the body. + * The `centre` is a vector in world-space unless `relative` is set, in which case it is a translation. + * The centre of mass is the point the body rotates about and can be used to simulate non-uniform density. + * This is equal to moving `body.position` but not the `body.vertices`. + * Invalid if the `centre` falls outside the body's convex hull. + * @method setCentre + * @param {body} body + * @param {vector} centre + * @param {bool} relative + */ + Body.setCentre = function(body, centre, relative) { + if (!relative) { + body.positionPrev.x = centre.x - (body.position.x - body.positionPrev.x); + body.positionPrev.y = centre.y - (body.position.y - body.positionPrev.y); + body.position.x = centre.x; + body.position.y = centre.y; + } else { + body.positionPrev.x += centre.x; + body.positionPrev.y += centre.y; + body.position.x += centre.x; + body.position.y += centre.y; + } + }; + + /** + * Sets the position of the body. By default velocity is unchanged. + * If `updateVelocity` is `true` then velocity is inferred from the change in position. + * @method setPosition + * @param {body} body + * @param {vector} position + * @param {boolean} [updateVelocity=false] + */ + Body.setPosition = function(body, position, updateVelocity) { + var delta = Vector.sub(position, body.position); + + if (updateVelocity) { + body.positionPrev.x = body.position.x; + body.positionPrev.y = body.position.y; + body.velocity.x = delta.x; + body.velocity.y = delta.y; + body.speed = Vector.magnitude(delta); + } else { + body.positionPrev.x += delta.x; + body.positionPrev.y += delta.y; + } + + for (var i = 0; i < body.parts.length; i++) { + var part = body.parts[i]; + part.position.x += delta.x; + part.position.y += delta.y; + Vertices.translate(part.vertices, delta); + Bounds.update(part.bounds, part.vertices, body.velocity); + } + }; + + /** + * Sets the angle of the body. By default angular velocity is unchanged. + * If `updateVelocity` is `true` then angular velocity is inferred from the change in angle. + * @method setAngle + * @param {body} body + * @param {number} angle + * @param {boolean} [updateVelocity=false] + */ + Body.setAngle = function(body, angle, updateVelocity) { + var delta = angle - body.angle; + + if (updateVelocity) { + body.anglePrev = body.angle; + body.angularVelocity = delta; + body.angularSpeed = Math.abs(delta); + } else { + body.anglePrev += delta; + } + + for (var i = 0; i < body.parts.length; i++) { + var part = body.parts[i]; + part.angle += delta; + Vertices.rotate(part.vertices, delta, body.position); + Axes.rotate(part.axes, delta); + Bounds.update(part.bounds, part.vertices, body.velocity); + if (i > 0) { + Vector.rotateAbout(part.position, delta, body.position, part.position); + } + } + }; + + /** + * Sets the current linear velocity of the body. + * Affects body speed. + * @method setVelocity + * @param {body} body + * @param {vector} velocity + */ + Body.setVelocity = function(body, velocity) { + var timeScale = body.deltaTime / Body._baseDelta; + body.positionPrev.x = body.position.x - velocity.x * timeScale; + body.positionPrev.y = body.position.y - velocity.y * timeScale; + body.velocity.x = (body.position.x - body.positionPrev.x) / timeScale; + body.velocity.y = (body.position.y - body.positionPrev.y) / timeScale; + body.speed = Vector.magnitude(body.velocity); + }; + + /** + * Gets the current linear velocity of the body. + * @method getVelocity + * @param {body} body + * @return {vector} velocity + */ + Body.getVelocity = function(body) { + var timeScale = Body._baseDelta / body.deltaTime; + + return { + x: (body.position.x - body.positionPrev.x) * timeScale, + y: (body.position.y - body.positionPrev.y) * timeScale + }; + }; + + /** + * Gets the current linear speed of the body. + * Equivalent to the magnitude of its velocity. + * @method getSpeed + * @param {body} body + * @return {number} speed + */ + Body.getSpeed = function(body) { + return Vector.magnitude(Body.getVelocity(body)); + }; + + /** + * Sets the current linear speed of the body. + * Direction is maintained. Affects body velocity. + * @method setSpeed + * @param {body} body + * @param {number} speed + */ + Body.setSpeed = function(body, speed) { + Body.setVelocity(body, Vector.mult(Vector.normalise(Body.getVelocity(body)), speed)); + }; + + /** + * Sets the current rotational velocity of the body. + * Affects body angular speed. + * @method setAngularVelocity + * @param {body} body + * @param {number} velocity + */ + Body.setAngularVelocity = function(body, velocity) { + var timeScale = body.deltaTime / Body._baseDelta; + body.anglePrev = body.angle - velocity * timeScale; + body.angularVelocity = (body.angle - body.anglePrev) / timeScale; + body.angularSpeed = Math.abs(body.angularVelocity); + }; + + /** + * Gets the current rotational velocity of the body. + * @method getAngularVelocity + * @param {body} body + * @return {number} angular velocity + */ + Body.getAngularVelocity = function(body) { + return (body.angle - body.anglePrev) * Body._baseDelta / body.deltaTime; + }; + + /** + * Gets the current rotational speed of the body. + * Equivalent to the magnitude of its angular velocity. + * @method getAngularSpeed + * @param {body} body + * @return {number} angular speed + */ + Body.getAngularSpeed = function(body) { + return Math.abs(Body.getAngularVelocity(body)); + }; + + /** + * Sets the current rotational speed of the body. + * Direction is maintained. Affects body angular velocity. + * @method setAngularSpeed + * @param {body} body + * @param {number} speed + */ + Body.setAngularSpeed = function(body, speed) { + Body.setAngularVelocity(body, Common.sign(Body.getAngularVelocity(body)) * speed); + }; + + /** + * Moves a body by a given vector relative to its current position. By default velocity is unchanged. + * If `updateVelocity` is `true` then velocity is inferred from the change in position. + * @method translate + * @param {body} body + * @param {vector} translation + * @param {boolean} [updateVelocity=false] + */ + Body.translate = function(body, translation, updateVelocity) { + Body.setPosition(body, Vector.add(body.position, translation), updateVelocity); + }; + + /** + * Rotates a body by a given angle relative to its current angle. By default angular velocity is unchanged. + * If `updateVelocity` is `true` then angular velocity is inferred from the change in angle. + * @method rotate + * @param {body} body + * @param {number} rotation + * @param {vector} [point] + * @param {boolean} [updateVelocity=false] + */ + Body.rotate = function(body, rotation, point, updateVelocity) { + if (!point) { + Body.setAngle(body, body.angle + rotation, updateVelocity); + } else { + var cos = Math.cos(rotation), + sin = Math.sin(rotation), + dx = body.position.x - point.x, + dy = body.position.y - point.y; + + Body.setPosition(body, { + x: point.x + (dx * cos - dy * sin), + y: point.y + (dx * sin + dy * cos) + }, updateVelocity); + + Body.setAngle(body, body.angle + rotation, updateVelocity); + } + }; + + /** + * Scales the body, including updating physical properties (mass, area, axes, inertia), from a world-space point (default is body centre). + * @method scale + * @param {body} body + * @param {number} scaleX + * @param {number} scaleY + * @param {vector} [point] + */ + Body.scale = function(body, scaleX, scaleY, point) { + var totalArea = 0, + totalInertia = 0; + + point = point || body.position; + + for (var i = 0; i < body.parts.length; i++) { + var part = body.parts[i]; + + // scale vertices + Vertices.scale(part.vertices, scaleX, scaleY, point); + + // update properties + part.axes = Axes.fromVertices(part.vertices); + part.area = Vertices.area(part.vertices); + Body.setMass(part, body.density * part.area); + + // update inertia (requires vertices to be at origin) + Vertices.translate(part.vertices, { x: -part.position.x, y: -part.position.y }); + Body.setInertia(part, Body._inertiaScale * Vertices.inertia(part.vertices, part.mass)); + Vertices.translate(part.vertices, { x: part.position.x, y: part.position.y }); + + if (i > 0) { + totalArea += part.area; + totalInertia += part.inertia; + } + + // scale position + part.position.x = point.x + (part.position.x - point.x) * scaleX; + part.position.y = point.y + (part.position.y - point.y) * scaleY; + + // update bounds + Bounds.update(part.bounds, part.vertices, body.velocity); + } + + // handle parent body + if (body.parts.length > 1) { + body.area = totalArea; + + if (!body.isStatic) { + Body.setMass(body, body.density * totalArea); + Body.setInertia(body, totalInertia); + } + } + + // handle circles + if (body.circleRadius) { + if (scaleX === scaleY) { + body.circleRadius *= scaleX; + } else { + // body is no longer a circle + body.circleRadius = null; + } + } + }; + + /** + * Performs an update by integrating the equations of motion on the `body`. + * This is applied every update by `Matter.Engine` automatically. + * @method update + * @param {body} body + * @param {number} [deltaTime=16.666] + */ + Body.update = function(body, deltaTime) { + deltaTime = (typeof deltaTime !== 'undefined' ? deltaTime : (1000 / 60)) * body.timeScale; + + var deltaTimeSquared = deltaTime * deltaTime, + correction = Body._timeCorrection ? deltaTime / (body.deltaTime || deltaTime) : 1; + + // from the previous step + var frictionAir = 1 - body.frictionAir * (deltaTime / Common._baseDelta), + velocityPrevX = (body.position.x - body.positionPrev.x) * correction, + velocityPrevY = (body.position.y - body.positionPrev.y) * correction; + + // update velocity with Verlet integration + body.velocity.x = (velocityPrevX * frictionAir) + (body.force.x / body.mass) * deltaTimeSquared; + body.velocity.y = (velocityPrevY * frictionAir) + (body.force.y / body.mass) * deltaTimeSquared; + + body.positionPrev.x = body.position.x; + body.positionPrev.y = body.position.y; + body.position.x += body.velocity.x; + body.position.y += body.velocity.y; + body.deltaTime = deltaTime; + + // update angular velocity with Verlet integration + body.angularVelocity = ((body.angle - body.anglePrev) * frictionAir * correction) + (body.torque / body.inertia) * deltaTimeSquared; + body.anglePrev = body.angle; + body.angle += body.angularVelocity; + + // transform the body geometry + for (var i = 0; i < body.parts.length; i++) { + var part = body.parts[i]; + + Vertices.translate(part.vertices, body.velocity); + + if (i > 0) { + part.position.x += body.velocity.x; + part.position.y += body.velocity.y; + } + + if (body.angularVelocity !== 0) { + Vertices.rotate(part.vertices, body.angularVelocity, body.position); + Axes.rotate(part.axes, body.angularVelocity); + if (i > 0) { + Vector.rotateAbout(part.position, body.angularVelocity, body.position, part.position); + } + } + + Bounds.update(part.bounds, part.vertices, body.velocity); + } + }; + + /** + * Updates properties `body.velocity`, `body.speed`, `body.angularVelocity` and `body.angularSpeed` which are normalised in relation to `Body._baseDelta`. + * @method updateVelocities + * @param {body} body + */ + Body.updateVelocities = function(body) { + var timeScale = Body._baseDelta / body.deltaTime, + bodyVelocity = body.velocity; + + bodyVelocity.x = (body.position.x - body.positionPrev.x) * timeScale; + bodyVelocity.y = (body.position.y - body.positionPrev.y) * timeScale; + body.speed = Math.sqrt((bodyVelocity.x * bodyVelocity.x) + (bodyVelocity.y * bodyVelocity.y)); + + body.angularVelocity = (body.angle - body.anglePrev) * timeScale; + body.angularSpeed = Math.abs(body.angularVelocity); + }; + + /** + * Applies the `force` to the `body` from the force origin `position` in world-space, over a single timestep, including applying any resulting angular torque. + * + * Forces are useful for effects like gravity, wind or rocket thrust, but can be difficult in practice when precise control is needed. In these cases see `Body.setVelocity` and `Body.setPosition` as an alternative. + * + * The force from this function is only applied once for the duration of a single timestep, in other words the duration depends directly on the current engine update `delta` and the rate of calls to this function. + * + * Therefore to account for time, you should apply the force constantly over as many engine updates as equivalent to the intended duration. + * + * If all or part of the force duration is some fraction of a timestep, first multiply the force by `duration / timestep`. + * + * The force origin `position` in world-space must also be specified. Passing `body.position` will result in zero angular effect as the force origin would be at the centre of mass. + * + * The `body` will take time to accelerate under a force, the resulting effect depends on duration of the force, the body mass and other forces on the body including friction combined. + * @method applyForce + * @param {body} body + * @param {vector} position The force origin in world-space. Pass `body.position` to avoid angular torque. + * @param {vector} force + */ + Body.applyForce = function(body, position, force) { + var offset = { x: position.x - body.position.x, y: position.y - body.position.y }; + body.force.x += force.x; + body.force.y += force.y; + body.torque += offset.x * force.y - offset.y * force.x; + }; + + /** + * Returns the sums of the properties of all compound parts of the parent body. + * @method _totalProperties + * @private + * @param {body} body + * @return {} + */ + Body._totalProperties = function(body) { + // from equations at: + // https://ecourses.ou.edu/cgi-bin/ebook.cgi?doc=&topic=st&chap_sec=07.2&page=theory + // http://output.to/sideway/default.asp?qno=121100087 + + var properties = { + mass: 0, + area: 0, + inertia: 0, + centre: { x: 0, y: 0 } + }; + + // sum the properties of all compound parts of the parent body + for (var i = body.parts.length === 1 ? 0 : 1; i < body.parts.length; i++) { + var part = body.parts[i], + mass = part.mass !== Infinity ? part.mass : 1; + + properties.mass += mass; + properties.area += part.area; + properties.inertia += part.inertia; + properties.centre = Vector.add(properties.centre, Vector.mult(part.position, mass)); + } + + properties.centre = Vector.div(properties.centre, properties.mass); + + return properties; + }; + + /* + * + * Events Documentation + * + */ + + /** + * Fired when a body starts sleeping (where `this` is the body). + * + * @event sleepStart + * @this {body} The body that has started sleeping + * @param {} event An event object + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired when a body ends sleeping (where `this` is the body). + * + * @event sleepEnd + * @this {body} The body that has ended sleeping + * @param {} event An event object + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /* + * + * Properties Documentation + * + */ + + /** + * An integer `Number` uniquely identifying number generated in `Body.create` by `Common.nextId`. + * + * @property id + * @type number + */ + + /** + * _Read only_. Set by `Body.create`. + * + * A `String` denoting the type of object. + * + * @readOnly + * @property type + * @type string + * @default "body" + */ + + /** + * An arbitrary `String` name to help the user identify and manage bodies. + * + * @property label + * @type string + * @default "Body" + */ + + /** + * _Read only_. Use `Body.setParts` to set. + * + * See `Bodies.fromVertices` for a related utility. + * + * An array of bodies (the 'parts') that make up this body (the 'parent'). The first body in this array must always be a self-reference to this `body`. + * + * The parts are fixed together and therefore perform as a single unified rigid body. + * + * Parts in relation to each other are allowed to overlap, as well as form gaps or holes, so can be used to create complex concave bodies unlike when using a single part. + * + * Use properties and functions on the parent `body` rather than on parts. + * + * Outside of their geometry, most properties on parts are not considered or updated. + * As such 'per-part' material properties among others are not currently considered. + * + * Parts should be created specifically for their parent body. + * Parts should not be shared or reused between bodies, only one parent is supported. + * Parts should not have their own parts, they are not handled recursively. + * Parts should not be added to the world directly or any other composite. + * Parts own vertices must be convex and in clockwise order. + * + * A body with more than one part is sometimes referred to as a 'compound' body. + * + * Use `Body.setParts` when setting parts to ensure correct updates of all properties. + * + * @readOnly + * @property parts + * @type body[] + */ + + /** + * An object reserved for storing plugin-specific properties. + * + * @property plugin + * @type {} + */ + + /** + * _Read only_. Updated by `Body.setParts`. + * + * A reference to the body that this is a part of. See `body.parts`. + * This is a self reference if the body is not a part of another body. + * + * @readOnly + * @property parent + * @type body + */ + + /** + * A `Number` specifying the angle of the body, in radians. + * + * @property angle + * @type number + * @default 0 + */ + + /** + * _Read only_. Use `Body.setVertices` or `Body.setParts` to set. See also `Bodies.fromVertices`. + * + * An array of `Vector` objects that specify the convex hull of the rigid body. + * These should be provided about the origin `(0, 0)`. E.g. + * + * `[{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]` + * + * Vertices must always be convex, in clockwise order and must not contain any duplicate points. + * + * Concave vertices should be decomposed into convex `parts`, see `Bodies.fromVertices` and `Body.setParts`. + * + * When set the vertices are translated such that `body.position` is at the centre of mass. + * Many other body properties are automatically calculated from these vertices when set including `density`, `area` and `inertia`. + * + * The module `Matter.Vertices` contains useful methods for working with vertices. + * + * @readOnly + * @property vertices + * @type vector[] + */ + + /** + * _Read only_. Use `Body.setPosition` to set. + * + * A `Vector` that specifies the current world-space position of the body. + * + * @readOnly + * @property position + * @type vector + * @default { x: 0, y: 0 } + */ + + /** + * A `Vector` that accumulates the total force applied to the body for a single update. + * Force is zeroed after every `Engine.update`, so constant forces should be applied for every update they are needed. See also `Body.applyForce`. + * + * @property force + * @type vector + * @default { x: 0, y: 0 } + */ + + /** + * A `Number` that accumulates the total torque (turning force) applied to the body for a single update. See also `Body.applyForce`. + * Torque is zeroed after every `Engine.update`, so constant torques should be applied for every update they are needed. + * + * Torques result in angular acceleration on every update, which depends on body inertia and the engine update delta. + * + * @property torque + * @type number + * @default 0 + */ + + /** + * _Read only_. Use `Body.setSpeed` to set. + * + * See `Body.getSpeed` for details. + * + * Equivalent to the magnitude of `body.velocity` (always positive). + * + * @readOnly + * @property speed + * @type number + * @default 0 + */ + + /** + * _Read only_. Use `Body.setVelocity` to set. + * + * See `Body.getVelocity` for details. + * + * Equivalent to the magnitude of `body.angularVelocity` (always positive). + * + * @readOnly + * @property velocity + * @type vector + * @default { x: 0, y: 0 } + */ + + /** + * _Read only_. Use `Body.setAngularSpeed` to set. + * + * See `Body.getAngularSpeed` for details. + * + * + * @readOnly + * @property angularSpeed + * @type number + * @default 0 + */ + + /** + * _Read only_. Use `Body.setAngularVelocity` to set. + * + * See `Body.getAngularVelocity` for details. + * + * + * @readOnly + * @property angularVelocity + * @type number + * @default 0 + */ + + /** + * _Read only_. Use `Body.setStatic` to set. + * + * A flag that indicates whether a body is considered static. A static body can never change position or angle and is completely fixed. + * + * @readOnly + * @property isStatic + * @type boolean + * @default false + */ + + /** + * A flag that indicates whether a body is a sensor. Sensor triggers collision events, but doesn't react with colliding body physically. + * + * @property isSensor + * @type boolean + * @default false + */ + + /** + * _Read only_. Use `Sleeping.set` to set. + * + * A flag that indicates whether the body is considered sleeping. A sleeping body acts similar to a static body, except it is only temporary and can be awoken. + * + * @readOnly + * @property isSleeping + * @type boolean + * @default false + */ + + /** + * _Read only_. Calculated during engine update only when sleeping is enabled. + * + * A `Number` that loosely measures the amount of movement a body currently has. + * + * Derived from `body.speed^2 + body.angularSpeed^2`. See `Sleeping.update`. + * + * @readOnly + * @property motion + * @type number + * @default 0 + */ + + /** + * A `Number` that defines the length of time during which this body must have near-zero velocity before it is set as sleeping by the `Matter.Sleeping` module (if sleeping is enabled by the engine). + * + * @property sleepThreshold + * @type number + * @default 60 + */ + + /** + * _Read only_. Use `Body.setDensity` to set. + * + * A `Number` that defines the density of the body (mass per unit area). + * + * Mass will also be updated when set. + * + * @readOnly + * @property density + * @type number + * @default 0.001 + */ + + /** + * _Read only_. Use `Body.setMass` to set. + * + * A `Number` that defines the mass of the body. + * + * Density will also be updated when set. + * + * @readOnly + * @property mass + * @type number + */ + + /** + * _Read only_. Use `Body.setMass` to set. + * + * A `Number` that defines the inverse mass of the body (`1 / mass`). + * + * @readOnly + * @property inverseMass + * @type number + */ + + /** + * _Read only_. Automatically calculated when vertices, mass or density are set or set through `Body.setInertia`. + * + * A `Number` that defines the moment of inertia of the body. This is the second moment of area in two dimensions. + * + * Can be manually set to `Infinity` to prevent rotation of the body. See `Body.setInertia`. + * + * @readOnly + * @property inertia + * @type number + */ + + /** + * _Read only_. Automatically calculated when vertices, mass or density are set or calculated by `Body.setInertia`. + * + * A `Number` that defines the inverse moment of inertia of the body (`1 / inertia`). + * + * @readOnly + * @property inverseInertia + * @type number + */ + + /** + * A `Number` that defines the restitution (elasticity) of the body. The value is always positive and is in the range `(0, 1)`. + * A value of `0` means collisions may be perfectly inelastic and no bouncing may occur. + * A value of `0.8` means the body may bounce back with approximately 80% of its kinetic energy. + * Note that collision response is based on _pairs_ of bodies, and that `restitution` values are _combined_ with the following formula: + * + * `Math.max(bodyA.restitution, bodyB.restitution)` + * + * @property restitution + * @type number + * @default 0 + */ + + /** + * A `Number` that defines the friction of the body. The value is always positive and is in the range `(0, 1)`. + * A value of `0` means that the body may slide indefinitely. + * A value of `1` means the body may come to a stop almost instantly after a force is applied. + * + * The effects of the value may be non-linear. + * High values may be unstable depending on the body. + * The engine uses a Coulomb friction model including static and kinetic friction. + * Note that collision response is based on _pairs_ of bodies, and that `friction` values are _combined_ with the following formula: + * + * `Math.min(bodyA.friction, bodyB.friction)` + * + * @property friction + * @type number + * @default 0.1 + */ + + /** + * A `Number` that defines the static friction of the body (in the Coulomb friction model). + * A value of `0` means the body will never 'stick' when it is nearly stationary and only dynamic `friction` is used. + * The higher the value (e.g. `10`), the more force it will take to initially get the body moving when nearly stationary. + * This value is multiplied with the `friction` property to make it easier to change `friction` and maintain an appropriate amount of static friction. + * + * @property frictionStatic + * @type number + * @default 0.5 + */ + + /** + * A `Number` that defines the air friction of the body (air resistance). + * A value of `0` means the body will never slow as it moves through space. + * The higher the value, the faster a body slows when moving through space. + * The effects of the value are non-linear. + * + * @property frictionAir + * @type number + * @default 0.01 + */ + + /** + * An `Object` that specifies the collision filtering properties of this body. + * + * Collisions between two bodies will obey the following rules: + * - If the two bodies have the same non-zero value of `collisionFilter.group`, + * they will always collide if the value is positive, and they will never collide + * if the value is negative. + * - If the two bodies have different values of `collisionFilter.group` or if one + * (or both) of the bodies has a value of 0, then the category/mask rules apply as follows: + * + * Each body belongs to a collision category, given by `collisionFilter.category`. This + * value is used as a bit field and the category should have only one bit set, meaning that + * the value of this property is a power of two in the range [1, 2^31]. Thus, there are 32 + * different collision categories available. + * + * Each body also defines a collision bitmask, given by `collisionFilter.mask` which specifies + * the categories it collides with (the value is the bitwise AND value of all these categories). + * + * Using the category/mask rules, two bodies `A` and `B` collide if each includes the other's + * category in its mask, i.e. `(categoryA & maskB) !== 0` and `(categoryB & maskA) !== 0` + * are both true. + * + * @property collisionFilter + * @type object + */ + + /** + * An Integer `Number`, that specifies the collision group this body belongs to. + * See `body.collisionFilter` for more information. + * + * @property collisionFilter.group + * @type object + * @default 0 + */ + + /** + * A bit field that specifies the collision category this body belongs to. + * The category value should have only one bit set, for example `0x0001`. + * This means there are up to 32 unique collision categories available. + * See `body.collisionFilter` for more information. + * + * @property collisionFilter.category + * @type object + * @default 1 + */ + + /** + * A bit mask that specifies the collision categories this body may collide with. + * See `body.collisionFilter` for more information. + * + * @property collisionFilter.mask + * @type object + * @default -1 + */ + + /** + * A `Number` that specifies a thin boundary around the body where it is allowed to slightly sink into other bodies. + * + * This is required for proper collision response, including friction and restitution effects. + * + * The default should generally suffice in most cases. You may need to decrease this value for very small bodies that are nearing the default value in scale. + * + * @property slop + * @type number + * @default 0.05 + */ + + /** + * A `Number` that specifies per-body time scaling. + * + * @property timeScale + * @type number + * @default 1 + */ + + /** + * _Read only_. Updated during engine update. + * + * A `Number` that records the last delta time value used to update this body. + * Used to calculate speed and velocity. + * + * @readOnly + * @property deltaTime + * @type number + * @default 1000 / 60 + */ + + /** + * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`. + * + * @property render + * @type object + */ + + /** + * A flag that indicates if the body should be rendered. + * + * @property render.visible + * @type boolean + * @default true + */ + + /** + * Sets the opacity to use when rendering. + * + * @property render.opacity + * @type number + * @default 1 + */ + + /** + * An `Object` that defines the sprite properties to use when rendering, if any. + * + * @property render.sprite + * @type object + */ + + /** + * An `String` that defines the path to the image to use as the sprite texture, if any. + * + * @property render.sprite.texture + * @type string + */ + + /** + * A `Number` that defines the scaling in the x-axis for the sprite, if any. + * + * @property render.sprite.xScale + * @type number + * @default 1 + */ + + /** + * A `Number` that defines the scaling in the y-axis for the sprite, if any. + * + * @property render.sprite.yScale + * @type number + * @default 1 + */ + + /** + * A `Number` that defines the offset in the x-axis for the sprite (normalised by texture width). + * + * @property render.sprite.xOffset + * @type number + * @default 0 + */ + + /** + * A `Number` that defines the offset in the y-axis for the sprite (normalised by texture height). + * + * @property render.sprite.yOffset + * @type number + * @default 0 + */ + + /** + * A `Number` that defines the line width to use when rendering the body outline (if a sprite is not defined). + * A value of `0` means no outline will be rendered. + * + * @property render.lineWidth + * @type number + * @default 0 + */ + + /** + * A `String` that defines the fill style to use when rendering the body (if a sprite is not defined). + * It is the same as when using a canvas, so it accepts CSS style property values. + * + * @property render.fillStyle + * @type string + * @default a random colour + */ + + /** + * A `String` that defines the stroke style to use when rendering the body outline (if a sprite is not defined). + * It is the same as when using a canvas, so it accepts CSS style property values. + * + * @property render.strokeStyle + * @type string + * @default a random colour + */ + + /** + * _Read only_. Calculated automatically when vertices are set. + * + * An array of unique axis vectors (edge normals) used for collision detection. + * These are automatically calculated when vertices are set. + * They are constantly updated by `Body.update` during the simulation. + * + * @readOnly + * @property axes + * @type vector[] + */ + + /** + * _Read only_. Calculated automatically when vertices are set. + * + * A `Number` that measures the area of the body's convex hull. + * + * @readOnly + * @property area + * @type string + * @default + */ + + /** + * A `Bounds` object that defines the AABB region for the body. + * It is automatically calculated when vertices are set and constantly updated by `Body.update` during simulation. + * + * @property bounds + * @type bounds + */ + + /** + * Temporarily may hold parameters to be passed to `Vertices.chamfer` where supported by external functions. + * + * See `Vertices.chamfer` for possible parameters this object may hold. + * + * Currently only functions inside `Matter.Bodies` provide a utility using this property as a vertices pre-processing option. + * + * Alternatively consider using `Vertices.chamfer` directly on vertices before passing them to a body creation function. + * + * @property chamfer + * @type object|null|undefined + */ + +})(); + + +/***/ }), +/* 5 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Events` module contains methods to fire and listen to events on other objects. +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Events +*/ + +var Events = {}; + +module.exports = Events; + +var Common = __webpack_require__(0); + +(function() { + + /** + * Subscribes a callback function to the given object's `eventName`. + * @method on + * @param {} object + * @param {string} eventNames + * @param {function} callback + */ + Events.on = function(object, eventNames, callback) { + var names = eventNames.split(' '), + name; + + for (var i = 0; i < names.length; i++) { + name = names[i]; + object.events = object.events || {}; + object.events[name] = object.events[name] || []; + object.events[name].push(callback); + } + + return callback; + }; + + /** + * Removes the given event callback. If no callback, clears all callbacks in `eventNames`. If no `eventNames`, clears all events. + * @method off + * @param {} object + * @param {string} eventNames + * @param {function} callback + */ + Events.off = function(object, eventNames, callback) { + if (!eventNames) { + object.events = {}; + return; + } + + // handle Events.off(object, callback) + if (typeof eventNames === 'function') { + callback = eventNames; + eventNames = Common.keys(object.events).join(' '); + } + + var names = eventNames.split(' '); + + for (var i = 0; i < names.length; i++) { + var callbacks = object.events[names[i]], + newCallbacks = []; + + if (callback && callbacks) { + for (var j = 0; j < callbacks.length; j++) { + if (callbacks[j] !== callback) + newCallbacks.push(callbacks[j]); + } + } + + object.events[names[i]] = newCallbacks; + } + }; + + /** + * Fires all the callbacks subscribed to the given object's `eventName`, in the order they subscribed, if any. + * @method trigger + * @param {} object + * @param {string} eventNames + * @param {} event + */ + Events.trigger = function(object, eventNames, event) { + var names, + name, + callbacks, + eventClone; + + var events = object.events; + + if (events && Common.keys(events).length > 0) { + if (!event) + event = {}; + + names = eventNames.split(' '); + + for (var i = 0; i < names.length; i++) { + name = names[i]; + callbacks = events[name]; + + if (callbacks) { + eventClone = Common.clone(event, false); + eventClone.name = name; + eventClone.source = object; + + for (var j = 0; j < callbacks.length; j++) { + callbacks[j].apply(object, [eventClone]); + } + } + } + } + }; + +})(); + + +/***/ }), +/* 6 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* A composite is a collection of `Matter.Body`, `Matter.Constraint` and other `Matter.Composite` objects. +* +* They are a container that can represent complex objects made of multiple parts, even if they are not physically connected. +* A composite could contain anything from a single body all the way up to a whole world. +* +* When making any changes to composites, use the included functions rather than changing their properties directly. +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Composite +*/ + +var Composite = {}; + +module.exports = Composite; + +var Events = __webpack_require__(5); +var Common = __webpack_require__(0); +var Bounds = __webpack_require__(1); +var Body = __webpack_require__(4); + +(function() { + + /** + * Creates a new composite. The options parameter is an object that specifies any properties you wish to override the defaults. + * See the properites section below for detailed information on what you can pass via the `options` object. + * @method create + * @param {} [options] + * @return {composite} A new composite + */ + Composite.create = function(options) { + return Common.extend({ + id: Common.nextId(), + type: 'composite', + parent: null, + isModified: false, + bodies: [], + constraints: [], + composites: [], + label: 'Composite', + plugin: {}, + cache: { + allBodies: null, + allConstraints: null, + allComposites: null + } + }, options); + }; + + /** + * Sets the composite's `isModified` flag. + * If `updateParents` is true, all parents will be set (default: false). + * If `updateChildren` is true, all children will be set (default: false). + * @private + * @method setModified + * @param {composite} composite + * @param {boolean} isModified + * @param {boolean} [updateParents=false] + * @param {boolean} [updateChildren=false] + */ + Composite.setModified = function(composite, isModified, updateParents, updateChildren) { + composite.isModified = isModified; + + if (isModified && composite.cache) { + composite.cache.allBodies = null; + composite.cache.allConstraints = null; + composite.cache.allComposites = null; + } + + if (updateParents && composite.parent) { + Composite.setModified(composite.parent, isModified, updateParents, updateChildren); + } + + if (updateChildren) { + for (var i = 0; i < composite.composites.length; i++) { + var childComposite = composite.composites[i]; + Composite.setModified(childComposite, isModified, updateParents, updateChildren); + } + } + }; + + /** + * Generic single or multi-add function. Adds a single or an array of body(s), constraint(s) or composite(s) to the given composite. + * Triggers `beforeAdd` and `afterAdd` events on the `composite`. + * @method add + * @param {composite} composite + * @param {object|array} object A single or an array of body(s), constraint(s) or composite(s) + * @return {composite} The original composite with the objects added + */ + Composite.add = function(composite, object) { + var objects = [].concat(object); + + Events.trigger(composite, 'beforeAdd', { object: object }); + + for (var i = 0; i < objects.length; i++) { + var obj = objects[i]; + + switch (obj.type) { + + case 'body': + // skip adding compound parts + if (obj.parent !== obj) { + Common.warn('Composite.add: skipped adding a compound body part (you must add its parent instead)'); + break; + } + + Composite.addBody(composite, obj); + break; + case 'constraint': + Composite.addConstraint(composite, obj); + break; + case 'composite': + Composite.addComposite(composite, obj); + break; + case 'mouseConstraint': + Composite.addConstraint(composite, obj.constraint); + break; + + } + } + + Events.trigger(composite, 'afterAdd', { object: object }); + + return composite; + }; + + /** + * Generic remove function. Removes one or many body(s), constraint(s) or a composite(s) to the given composite. + * Optionally searching its children recursively. + * Triggers `beforeRemove` and `afterRemove` events on the `composite`. + * @method remove + * @param {composite} composite + * @param {object|array} object + * @param {boolean} [deep=false] + * @return {composite} The original composite with the objects removed + */ + Composite.remove = function(composite, object, deep) { + var objects = [].concat(object); + + Events.trigger(composite, 'beforeRemove', { object: object }); + + for (var i = 0; i < objects.length; i++) { + var obj = objects[i]; + + switch (obj.type) { + + case 'body': + Composite.removeBody(composite, obj, deep); + break; + case 'constraint': + Composite.removeConstraint(composite, obj, deep); + break; + case 'composite': + Composite.removeComposite(composite, obj, deep); + break; + case 'mouseConstraint': + Composite.removeConstraint(composite, obj.constraint); + break; + + } + } + + Events.trigger(composite, 'afterRemove', { object: object }); + + return composite; + }; + + /** + * Adds a composite to the given composite. + * @private + * @method addComposite + * @param {composite} compositeA + * @param {composite} compositeB + * @return {composite} The original compositeA with the objects from compositeB added + */ + Composite.addComposite = function(compositeA, compositeB) { + compositeA.composites.push(compositeB); + compositeB.parent = compositeA; + Composite.setModified(compositeA, true, true, false); + return compositeA; + }; + + /** + * Removes a composite from the given composite, and optionally searching its children recursively. + * @private + * @method removeComposite + * @param {composite} compositeA + * @param {composite} compositeB + * @param {boolean} [deep=false] + * @return {composite} The original compositeA with the composite removed + */ + Composite.removeComposite = function(compositeA, compositeB, deep) { + var position = Common.indexOf(compositeA.composites, compositeB); + + if (position !== -1) { + var bodies = Composite.allBodies(compositeB); + + Composite.removeCompositeAt(compositeA, position); + + for (var i = 0; i < bodies.length; i++) { + bodies[i].sleepCounter = 0; + } + } + + if (deep) { + for (var i = 0; i < compositeA.composites.length; i++){ + Composite.removeComposite(compositeA.composites[i], compositeB, true); + } + } + + return compositeA; + }; + + /** + * Removes a composite from the given composite. + * @private + * @method removeCompositeAt + * @param {composite} composite + * @param {number} position + * @return {composite} The original composite with the composite removed + */ + Composite.removeCompositeAt = function(composite, position) { + composite.composites.splice(position, 1); + Composite.setModified(composite, true, true, false); + return composite; + }; + + /** + * Adds a body to the given composite. + * @private + * @method addBody + * @param {composite} composite + * @param {body} body + * @return {composite} The original composite with the body added + */ + Composite.addBody = function(composite, body) { + composite.bodies.push(body); + Composite.setModified(composite, true, true, false); + return composite; + }; + + /** + * Removes a body from the given composite, and optionally searching its children recursively. + * @private + * @method removeBody + * @param {composite} composite + * @param {body} body + * @param {boolean} [deep=false] + * @return {composite} The original composite with the body removed + */ + Composite.removeBody = function(composite, body, deep) { + var position = Common.indexOf(composite.bodies, body); + + if (position !== -1) { + Composite.removeBodyAt(composite, position); + body.sleepCounter = 0; + } + + if (deep) { + for (var i = 0; i < composite.composites.length; i++){ + Composite.removeBody(composite.composites[i], body, true); + } + } + + return composite; + }; + + /** + * Removes a body from the given composite. + * @private + * @method removeBodyAt + * @param {composite} composite + * @param {number} position + * @return {composite} The original composite with the body removed + */ + Composite.removeBodyAt = function(composite, position) { + composite.bodies.splice(position, 1); + Composite.setModified(composite, true, true, false); + return composite; + }; + + /** + * Adds a constraint to the given composite. + * @private + * @method addConstraint + * @param {composite} composite + * @param {constraint} constraint + * @return {composite} The original composite with the constraint added + */ + Composite.addConstraint = function(composite, constraint) { + composite.constraints.push(constraint); + Composite.setModified(composite, true, true, false); + return composite; + }; + + /** + * Removes a constraint from the given composite, and optionally searching its children recursively. + * @private + * @method removeConstraint + * @param {composite} composite + * @param {constraint} constraint + * @param {boolean} [deep=false] + * @return {composite} The original composite with the constraint removed + */ + Composite.removeConstraint = function(composite, constraint, deep) { + var position = Common.indexOf(composite.constraints, constraint); + + if (position !== -1) { + Composite.removeConstraintAt(composite, position); + } + + if (deep) { + for (var i = 0; i < composite.composites.length; i++){ + Composite.removeConstraint(composite.composites[i], constraint, true); + } + } + + return composite; + }; + + /** + * Removes a body from the given composite. + * @private + * @method removeConstraintAt + * @param {composite} composite + * @param {number} position + * @return {composite} The original composite with the constraint removed + */ + Composite.removeConstraintAt = function(composite, position) { + composite.constraints.splice(position, 1); + Composite.setModified(composite, true, true, false); + return composite; + }; + + /** + * Removes all bodies, constraints and composites from the given composite. + * Optionally clearing its children recursively. + * @method clear + * @param {composite} composite + * @param {boolean} keepStatic + * @param {boolean} [deep=false] + */ + Composite.clear = function(composite, keepStatic, deep) { + if (deep) { + for (var i = 0; i < composite.composites.length; i++){ + Composite.clear(composite.composites[i], keepStatic, true); + } + } + + if (keepStatic) { + composite.bodies = composite.bodies.filter(function(body) { return body.isStatic; }); + } else { + composite.bodies.length = 0; + } + + composite.constraints.length = 0; + composite.composites.length = 0; + + Composite.setModified(composite, true, true, false); + + return composite; + }; + + /** + * Returns all bodies in the given composite, including all bodies in its children, recursively. + * @method allBodies + * @param {composite} composite + * @return {body[]} All the bodies + */ + Composite.allBodies = function(composite) { + if (composite.cache && composite.cache.allBodies) { + return composite.cache.allBodies; + } + + var bodies = [].concat(composite.bodies); + + for (var i = 0; i < composite.composites.length; i++) + bodies = bodies.concat(Composite.allBodies(composite.composites[i])); + + if (composite.cache) { + composite.cache.allBodies = bodies; + } + + return bodies; + }; + + /** + * Returns all constraints in the given composite, including all constraints in its children, recursively. + * @method allConstraints + * @param {composite} composite + * @return {constraint[]} All the constraints + */ + Composite.allConstraints = function(composite) { + if (composite.cache && composite.cache.allConstraints) { + return composite.cache.allConstraints; + } + + var constraints = [].concat(composite.constraints); + + for (var i = 0; i < composite.composites.length; i++) + constraints = constraints.concat(Composite.allConstraints(composite.composites[i])); + + if (composite.cache) { + composite.cache.allConstraints = constraints; + } + + return constraints; + }; + + /** + * Returns all composites in the given composite, including all composites in its children, recursively. + * @method allComposites + * @param {composite} composite + * @return {composite[]} All the composites + */ + Composite.allComposites = function(composite) { + if (composite.cache && composite.cache.allComposites) { + return composite.cache.allComposites; + } + + var composites = [].concat(composite.composites); + + for (var i = 0; i < composite.composites.length; i++) + composites = composites.concat(Composite.allComposites(composite.composites[i])); + + if (composite.cache) { + composite.cache.allComposites = composites; + } + + return composites; + }; + + /** + * Searches the composite recursively for an object matching the type and id supplied, null if not found. + * @method get + * @param {composite} composite + * @param {number} id + * @param {string} type + * @return {object} The requested object, if found + */ + Composite.get = function(composite, id, type) { + var objects, + object; + + switch (type) { + case 'body': + objects = Composite.allBodies(composite); + break; + case 'constraint': + objects = Composite.allConstraints(composite); + break; + case 'composite': + objects = Composite.allComposites(composite).concat(composite); + break; + } + + if (!objects) + return null; + + object = objects.filter(function(object) { + return object.id.toString() === id.toString(); + }); + + return object.length === 0 ? null : object[0]; + }; + + /** + * Moves the given object(s) from compositeA to compositeB (equal to a remove followed by an add). + * @method move + * @param {compositeA} compositeA + * @param {object[]} objects + * @param {compositeB} compositeB + * @return {composite} Returns compositeA + */ + Composite.move = function(compositeA, objects, compositeB) { + Composite.remove(compositeA, objects); + Composite.add(compositeB, objects); + return compositeA; + }; + + /** + * Assigns new ids for all objects in the composite, recursively. + * @method rebase + * @param {composite} composite + * @return {composite} Returns composite + */ + Composite.rebase = function(composite) { + var objects = Composite.allBodies(composite) + .concat(Composite.allConstraints(composite)) + .concat(Composite.allComposites(composite)); + + for (var i = 0; i < objects.length; i++) { + objects[i].id = Common.nextId(); + } + + return composite; + }; + + /** + * Translates all children in the composite by a given vector relative to their current positions, + * without imparting any velocity. + * @method translate + * @param {composite} composite + * @param {vector} translation + * @param {bool} [recursive=true] + */ + Composite.translate = function(composite, translation, recursive) { + var bodies = recursive ? Composite.allBodies(composite) : composite.bodies; + + for (var i = 0; i < bodies.length; i++) { + Body.translate(bodies[i], translation); + } + + return composite; + }; + + /** + * Rotates all children in the composite by a given angle about the given point, without imparting any angular velocity. + * @method rotate + * @param {composite} composite + * @param {number} rotation + * @param {vector} point + * @param {bool} [recursive=true] + */ + Composite.rotate = function(composite, rotation, point, recursive) { + var cos = Math.cos(rotation), + sin = Math.sin(rotation), + bodies = recursive ? Composite.allBodies(composite) : composite.bodies; + + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i], + dx = body.position.x - point.x, + dy = body.position.y - point.y; + + Body.setPosition(body, { + x: point.x + (dx * cos - dy * sin), + y: point.y + (dx * sin + dy * cos) + }); + + Body.rotate(body, rotation); + } + + return composite; + }; + + /** + * Scales all children in the composite, including updating physical properties (mass, area, axes, inertia), from a world-space point. + * @method scale + * @param {composite} composite + * @param {number} scaleX + * @param {number} scaleY + * @param {vector} point + * @param {bool} [recursive=true] + */ + Composite.scale = function(composite, scaleX, scaleY, point, recursive) { + var bodies = recursive ? Composite.allBodies(composite) : composite.bodies; + + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i], + dx = body.position.x - point.x, + dy = body.position.y - point.y; + + Body.setPosition(body, { + x: point.x + dx * scaleX, + y: point.y + dy * scaleY + }); + + Body.scale(body, scaleX, scaleY); + } + + return composite; + }; + + /** + * Returns the union of the bounds of all of the composite's bodies. + * @method bounds + * @param {composite} composite The composite. + * @returns {bounds} The composite bounds. + */ + Composite.bounds = function(composite) { + var bodies = Composite.allBodies(composite), + vertices = []; + + for (var i = 0; i < bodies.length; i += 1) { + var body = bodies[i]; + vertices.push(body.bounds.min, body.bounds.max); + } + + return Bounds.create(vertices); + }; + + /* + * + * Events Documentation + * + */ + + /** + * Fired when a call to `Composite.add` is made, before objects have been added. + * + * @event beforeAdd + * @param {} event An event object + * @param {} event.object The object(s) to be added (may be a single body, constraint, composite or a mixed array of these) + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired when a call to `Composite.add` is made, after objects have been added. + * + * @event afterAdd + * @param {} event An event object + * @param {} event.object The object(s) that have been added (may be a single body, constraint, composite or a mixed array of these) + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired when a call to `Composite.remove` is made, before objects have been removed. + * + * @event beforeRemove + * @param {} event An event object + * @param {} event.object The object(s) to be removed (may be a single body, constraint, composite or a mixed array of these) + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired when a call to `Composite.remove` is made, after objects have been removed. + * + * @event afterRemove + * @param {} event An event object + * @param {} event.object The object(s) that have been removed (may be a single body, constraint, composite or a mixed array of these) + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /* + * + * Properties Documentation + * + */ + + /** + * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`. + * + * @property id + * @type number + */ + + /** + * A `String` denoting the type of object. + * + * @property type + * @type string + * @default "composite" + * @readOnly + */ + + /** + * An arbitrary `String` name to help the user identify and manage composites. + * + * @property label + * @type string + * @default "Composite" + */ + + /** + * A flag that specifies whether the composite has been modified during the current step. + * This is automatically managed when bodies, constraints or composites are added or removed. + * + * @property isModified + * @type boolean + * @default false + */ + + /** + * The `Composite` that is the parent of this composite. It is automatically managed by the `Matter.Composite` methods. + * + * @property parent + * @type composite + * @default null + */ + + /** + * An array of `Body` that are _direct_ children of this composite. + * To add or remove bodies you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property. + * If you wish to recursively find all descendants, you should use the `Composite.allBodies` method. + * + * @property bodies + * @type body[] + * @default [] + */ + + /** + * An array of `Constraint` that are _direct_ children of this composite. + * To add or remove constraints you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property. + * If you wish to recursively find all descendants, you should use the `Composite.allConstraints` method. + * + * @property constraints + * @type constraint[] + * @default [] + */ + + /** + * An array of `Composite` that are _direct_ children of this composite. + * To add or remove composites you should use `Composite.add` and `Composite.remove` methods rather than directly modifying this property. + * If you wish to recursively find all descendants, you should use the `Composite.allComposites` method. + * + * @property composites + * @type composite[] + * @default [] + */ + + /** + * An object reserved for storing plugin-specific properties. + * + * @property plugin + * @type {} + */ + + /** + * An object used for storing cached results for performance reasons. + * This is used internally only and is automatically managed. + * + * @private + * @property cache + * @type {} + */ + +})(); + + +/***/ }), +/* 7 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Sleeping` module contains methods to manage the sleeping state of bodies. +* +* @class Sleeping +*/ + +var Sleeping = {}; + +module.exports = Sleeping; + +var Body = __webpack_require__(4); +var Events = __webpack_require__(5); +var Common = __webpack_require__(0); + +(function() { + + Sleeping._motionWakeThreshold = 0.18; + Sleeping._motionSleepThreshold = 0.08; + Sleeping._minBias = 0.9; + + /** + * Puts bodies to sleep or wakes them up depending on their motion. + * @method update + * @param {body[]} bodies + * @param {number} delta + */ + Sleeping.update = function(bodies, delta) { + var timeScale = delta / Common._baseDelta, + motionSleepThreshold = Sleeping._motionSleepThreshold; + + // update bodies sleeping status + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i], + speed = Body.getSpeed(body), + angularSpeed = Body.getAngularSpeed(body), + motion = speed * speed + angularSpeed * angularSpeed; + + // wake up bodies if they have a force applied + if (body.force.x !== 0 || body.force.y !== 0) { + Sleeping.set(body, false); + continue; + } + + var minMotion = Math.min(body.motion, motion), + maxMotion = Math.max(body.motion, motion); + + // biased average motion estimation between frames + body.motion = Sleeping._minBias * minMotion + (1 - Sleeping._minBias) * maxMotion; + + if (body.sleepThreshold > 0 && body.motion < motionSleepThreshold) { + body.sleepCounter += 1; + + if (body.sleepCounter >= body.sleepThreshold / timeScale) { + Sleeping.set(body, true); + } + } else if (body.sleepCounter > 0) { + body.sleepCounter -= 1; + } + } + }; + + /** + * Given a set of colliding pairs, wakes the sleeping bodies involved. + * @method afterCollisions + * @param {pair[]} pairs + */ + Sleeping.afterCollisions = function(pairs) { + var motionSleepThreshold = Sleeping._motionSleepThreshold; + + // wake up bodies involved in collisions + for (var i = 0; i < pairs.length; i++) { + var pair = pairs[i]; + + // don't wake inactive pairs + if (!pair.isActive) + continue; + + var collision = pair.collision, + bodyA = collision.bodyA.parent, + bodyB = collision.bodyB.parent; + + // don't wake if at least one body is static + if ((bodyA.isSleeping && bodyB.isSleeping) || bodyA.isStatic || bodyB.isStatic) + continue; + + if (bodyA.isSleeping || bodyB.isSleeping) { + var sleepingBody = (bodyA.isSleeping && !bodyA.isStatic) ? bodyA : bodyB, + movingBody = sleepingBody === bodyA ? bodyB : bodyA; + + if (!sleepingBody.isStatic && movingBody.motion > motionSleepThreshold) { + Sleeping.set(sleepingBody, false); + } + } + } + }; + + /** + * Set a body as sleeping or awake. + * @method set + * @param {body} body + * @param {boolean} isSleeping + */ + Sleeping.set = function(body, isSleeping) { + var wasSleeping = body.isSleeping; + + if (isSleeping) { + body.isSleeping = true; + body.sleepCounter = body.sleepThreshold; + + body.positionImpulse.x = 0; + body.positionImpulse.y = 0; + + body.positionPrev.x = body.position.x; + body.positionPrev.y = body.position.y; + + body.anglePrev = body.angle; + body.speed = 0; + body.angularSpeed = 0; + body.motion = 0; + + if (!wasSleeping) { + Events.trigger(body, 'sleepStart'); + } + } else { + body.isSleeping = false; + body.sleepCounter = 0; + + if (wasSleeping) { + Events.trigger(body, 'sleepEnd'); + } + } + }; + +})(); + + +/***/ }), +/* 8 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Collision` module contains methods for detecting collisions between a given pair of bodies. +* +* For efficient detection between a list of bodies, see `Matter.Detector` and `Matter.Query`. +* +* See `Matter.Engine` for collision events. +* +* @class Collision +*/ + +var Collision = {}; + +module.exports = Collision; + +var Vertices = __webpack_require__(3); +var Pair = __webpack_require__(9); + +(function() { + var _supports = []; + + var _overlapAB = { + overlap: 0, + axis: null + }; + + var _overlapBA = { + overlap: 0, + axis: null + }; + + /** + * Creates a new collision record. + * @method create + * @param {body} bodyA The first body part represented by the collision record + * @param {body} bodyB The second body part represented by the collision record + * @return {collision} A new collision record + */ + Collision.create = function(bodyA, bodyB) { + return { + pair: null, + collided: false, + bodyA: bodyA, + bodyB: bodyB, + parentA: bodyA.parent, + parentB: bodyB.parent, + depth: 0, + normal: { x: 0, y: 0 }, + tangent: { x: 0, y: 0 }, + penetration: { x: 0, y: 0 }, + supports: [null, null], + supportCount: 0 + }; + }; + + /** + * Detect collision between two bodies. + * @method collides + * @param {body} bodyA + * @param {body} bodyB + * @param {pairs} [pairs] Optionally reuse collision records from existing pairs. + * @return {collision|null} A collision record if detected, otherwise null + */ + Collision.collides = function(bodyA, bodyB, pairs) { + Collision._overlapAxes(_overlapAB, bodyA.vertices, bodyB.vertices, bodyA.axes); + + if (_overlapAB.overlap <= 0) { + return null; + } + + Collision._overlapAxes(_overlapBA, bodyB.vertices, bodyA.vertices, bodyB.axes); + + if (_overlapBA.overlap <= 0) { + return null; + } + + // reuse collision records for gc efficiency + var pair = pairs && pairs.table[Pair.id(bodyA, bodyB)], + collision; + + if (!pair) { + collision = Collision.create(bodyA, bodyB); + collision.collided = true; + collision.bodyA = bodyA.id < bodyB.id ? bodyA : bodyB; + collision.bodyB = bodyA.id < bodyB.id ? bodyB : bodyA; + collision.parentA = collision.bodyA.parent; + collision.parentB = collision.bodyB.parent; + } else { + collision = pair.collision; + } + + bodyA = collision.bodyA; + bodyB = collision.bodyB; + + var minOverlap; + + if (_overlapAB.overlap < _overlapBA.overlap) { + minOverlap = _overlapAB; + } else { + minOverlap = _overlapBA; + } + + var normal = collision.normal, + tangent = collision.tangent, + penetration = collision.penetration, + supports = collision.supports, + depth = minOverlap.overlap, + minAxis = minOverlap.axis, + normalX = minAxis.x, + normalY = minAxis.y, + deltaX = bodyB.position.x - bodyA.position.x, + deltaY = bodyB.position.y - bodyA.position.y; + + // ensure normal is facing away from bodyA + if (normalX * deltaX + normalY * deltaY >= 0) { + normalX = -normalX; + normalY = -normalY; + } + + normal.x = normalX; + normal.y = normalY; + + tangent.x = -normalY; + tangent.y = normalX; + + penetration.x = normalX * depth; + penetration.y = normalY * depth; + + collision.depth = depth; + + // find support points, there is always either exactly one or two + var supportsB = Collision._findSupports(bodyA, bodyB, normal, 1), + supportCount = 0; + + // find the supports from bodyB that are inside bodyA + if (Vertices.contains(bodyA.vertices, supportsB[0])) { + supports[supportCount++] = supportsB[0]; + } + + if (Vertices.contains(bodyA.vertices, supportsB[1])) { + supports[supportCount++] = supportsB[1]; + } + + // find the supports from bodyA that are inside bodyB + if (supportCount < 2) { + var supportsA = Collision._findSupports(bodyB, bodyA, normal, -1); + + if (Vertices.contains(bodyB.vertices, supportsA[0])) { + supports[supportCount++] = supportsA[0]; + } + + if (supportCount < 2 && Vertices.contains(bodyB.vertices, supportsA[1])) { + supports[supportCount++] = supportsA[1]; + } + } + + // account for the edge case of overlapping but no vertex containment + if (supportCount === 0) { + supports[supportCount++] = supportsB[0]; + } + + // update support count + collision.supportCount = supportCount; + + return collision; + }; + + /** + * Find the overlap between two sets of vertices. + * @method _overlapAxes + * @private + * @param {object} result + * @param {vertices} verticesA + * @param {vertices} verticesB + * @param {axes} axes + */ + Collision._overlapAxes = function(result, verticesA, verticesB, axes) { + var verticesALength = verticesA.length, + verticesBLength = verticesB.length, + verticesAX = verticesA[0].x, + verticesAY = verticesA[0].y, + verticesBX = verticesB[0].x, + verticesBY = verticesB[0].y, + axesLength = axes.length, + overlapMin = Number.MAX_VALUE, + overlapAxisNumber = 0, + overlap, + overlapAB, + overlapBA, + dot, + i, + j; + + for (i = 0; i < axesLength; i++) { + var axis = axes[i], + axisX = axis.x, + axisY = axis.y, + minA = verticesAX * axisX + verticesAY * axisY, + minB = verticesBX * axisX + verticesBY * axisY, + maxA = minA, + maxB = minB; + + for (j = 1; j < verticesALength; j += 1) { + dot = verticesA[j].x * axisX + verticesA[j].y * axisY; + + if (dot > maxA) { + maxA = dot; + } else if (dot < minA) { + minA = dot; + } + } + + for (j = 1; j < verticesBLength; j += 1) { + dot = verticesB[j].x * axisX + verticesB[j].y * axisY; + + if (dot > maxB) { + maxB = dot; + } else if (dot < minB) { + minB = dot; + } + } + + overlapAB = maxA - minB; + overlapBA = maxB - minA; + overlap = overlapAB < overlapBA ? overlapAB : overlapBA; + + if (overlap < overlapMin) { + overlapMin = overlap; + overlapAxisNumber = i; + + if (overlap <= 0) { + // can not be intersecting + break; + } + } + } + + result.axis = axes[overlapAxisNumber]; + result.overlap = overlapMin; + }; + + /** + * Finds supporting vertices given two bodies along a given direction using hill-climbing. + * @method _findSupports + * @private + * @param {body} bodyA + * @param {body} bodyB + * @param {vector} normal + * @param {number} direction + * @return [vector] + */ + Collision._findSupports = function(bodyA, bodyB, normal, direction) { + var vertices = bodyB.vertices, + verticesLength = vertices.length, + bodyAPositionX = bodyA.position.x, + bodyAPositionY = bodyA.position.y, + normalX = normal.x * direction, + normalY = normal.y * direction, + vertexA = vertices[0], + vertexB = vertexA, + nearestDistance = normalX * (bodyAPositionX - vertexB.x) + normalY * (bodyAPositionY - vertexB.y), + vertexC, + distance, + j; + + // find deepest vertex relative to the axis + for (j = 1; j < verticesLength; j += 1) { + vertexB = vertices[j]; + distance = normalX * (bodyAPositionX - vertexB.x) + normalY * (bodyAPositionY - vertexB.y); + + // convex hill-climbing + if (distance < nearestDistance) { + nearestDistance = distance; + vertexA = vertexB; + } + } + + // measure next vertex + vertexC = vertices[(verticesLength + vertexA.index - 1) % verticesLength]; + nearestDistance = normalX * (bodyAPositionX - vertexC.x) + normalY * (bodyAPositionY - vertexC.y); + + // compare with previous vertex + vertexB = vertices[(vertexA.index + 1) % verticesLength]; + if (normalX * (bodyAPositionX - vertexB.x) + normalY * (bodyAPositionY - vertexB.y) < nearestDistance) { + _supports[0] = vertexA; + _supports[1] = vertexB; + + return _supports; + } + + _supports[0] = vertexA; + _supports[1] = vertexC; + + return _supports; + }; + + /* + * + * Properties Documentation + * + */ + + /** + * A reference to the pair using this collision record, if there is one. + * + * @property pair + * @type {pair|null} + * @default null + */ + + /** + * A flag that indicates if the bodies were colliding when the collision was last updated. + * + * @property collided + * @type boolean + * @default false + */ + + /** + * The first body part represented by the collision (see also `collision.parentA`). + * + * @property bodyA + * @type body + */ + + /** + * The second body part represented by the collision (see also `collision.parentB`). + * + * @property bodyB + * @type body + */ + + /** + * The first body represented by the collision (i.e. `collision.bodyA.parent`). + * + * @property parentA + * @type body + */ + + /** + * The second body represented by the collision (i.e. `collision.bodyB.parent`). + * + * @property parentB + * @type body + */ + + /** + * A `Number` that represents the minimum separating distance between the bodies along the collision normal. + * + * @readOnly + * @property depth + * @type number + * @default 0 + */ + + /** + * A normalised `Vector` that represents the direction between the bodies that provides the minimum separating distance. + * + * @property normal + * @type vector + * @default { x: 0, y: 0 } + */ + + /** + * A normalised `Vector` that is the tangent direction to the collision normal. + * + * @property tangent + * @type vector + * @default { x: 0, y: 0 } + */ + + /** + * A `Vector` that represents the direction and depth of the collision. + * + * @property penetration + * @type vector + * @default { x: 0, y: 0 } + */ + + /** + * An array of body vertices that represent the support points in the collision. + * + * _Note:_ Only the first `collision.supportCount` items of `collision.supports` are active. + * Therefore use `collision.supportCount` instead of `collision.supports.length` when iterating the active supports. + * + * These are the deepest vertices (along the collision normal) of each body that are contained by the other body's vertices. + * + * @property supports + * @type vector[] + * @default [] + */ + + /** + * The number of active supports for this collision found in `collision.supports`. + * + * _Note:_ Only the first `collision.supportCount` items of `collision.supports` are active. + * Therefore use `collision.supportCount` instead of `collision.supports.length` when iterating the active supports. + * + * @property supportCount + * @type number + * @default 0 + */ + +})(); + + +/***/ }), +/* 9 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Pair` module contains methods for creating and manipulating collision pairs. +* +* @class Pair +*/ + +var Pair = {}; + +module.exports = Pair; + +var Contact = __webpack_require__(16); + +(function() { + + /** + * Creates a pair. + * @method create + * @param {collision} collision + * @param {number} timestamp + * @return {pair} A new pair + */ + Pair.create = function(collision, timestamp) { + var bodyA = collision.bodyA, + bodyB = collision.bodyB; + + var pair = { + id: Pair.id(bodyA, bodyB), + bodyA: bodyA, + bodyB: bodyB, + collision: collision, + contacts: [Contact.create(), Contact.create()], + contactCount: 0, + separation: 0, + isActive: true, + isSensor: bodyA.isSensor || bodyB.isSensor, + timeCreated: timestamp, + timeUpdated: timestamp, + inverseMass: 0, + friction: 0, + frictionStatic: 0, + restitution: 0, + slop: 0 + }; + + Pair.update(pair, collision, timestamp); + + return pair; + }; + + /** + * Updates a pair given a collision. + * @method update + * @param {pair} pair + * @param {collision} collision + * @param {number} timestamp + */ + Pair.update = function(pair, collision, timestamp) { + var supports = collision.supports, + supportCount = collision.supportCount, + contacts = pair.contacts, + parentA = collision.parentA, + parentB = collision.parentB; + + pair.isActive = true; + pair.timeUpdated = timestamp; + pair.collision = collision; + pair.separation = collision.depth; + pair.inverseMass = parentA.inverseMass + parentB.inverseMass; + pair.friction = parentA.friction < parentB.friction ? parentA.friction : parentB.friction; + pair.frictionStatic = parentA.frictionStatic > parentB.frictionStatic ? parentA.frictionStatic : parentB.frictionStatic; + pair.restitution = parentA.restitution > parentB.restitution ? parentA.restitution : parentB.restitution; + pair.slop = parentA.slop > parentB.slop ? parentA.slop : parentB.slop; + + pair.contactCount = supportCount; + collision.pair = pair; + + var supportA = supports[0], + contactA = contacts[0], + supportB = supports[1], + contactB = contacts[1]; + + // match contacts to supports + if (contactB.vertex === supportA || contactA.vertex === supportB) { + contacts[1] = contactA; + contacts[0] = contactA = contactB; + contactB = contacts[1]; + } + + // update contacts + contactA.vertex = supportA; + contactB.vertex = supportB; + }; + + /** + * Set a pair as active or inactive. + * @method setActive + * @param {pair} pair + * @param {bool} isActive + * @param {number} timestamp + */ + Pair.setActive = function(pair, isActive, timestamp) { + if (isActive) { + pair.isActive = true; + pair.timeUpdated = timestamp; + } else { + pair.isActive = false; + pair.contactCount = 0; + } + }; + + /** + * Get the id for the given pair. + * @method id + * @param {body} bodyA + * @param {body} bodyB + * @return {string} Unique pairId + */ + Pair.id = function(bodyA, bodyB) { + return bodyA.id < bodyB.id ? bodyA.id.toString(36) + ':' + bodyB.id.toString(36) + : bodyB.id.toString(36) + ':' + bodyA.id.toString(36); + }; + +})(); + + +/***/ }), +/* 10 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Constraint` module contains methods for creating and manipulating constraints. +* Constraints are used for specifying that a fixed distance must be maintained between two bodies (or a body and a fixed world-space position). +* The stiffness of constraints can be modified to create springs or elastic. +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Constraint +*/ + +var Constraint = {}; + +module.exports = Constraint; + +var Vertices = __webpack_require__(3); +var Vector = __webpack_require__(2); +var Sleeping = __webpack_require__(7); +var Bounds = __webpack_require__(1); +var Axes = __webpack_require__(11); +var Common = __webpack_require__(0); + +(function() { + + Constraint._warming = 0.4; + Constraint._torqueDampen = 1; + Constraint._minLength = 0.000001; + + /** + * Creates a new constraint. + * All properties have default values, and many are pre-calculated automatically based on other properties. + * To simulate a revolute constraint (or pin joint) set `length: 0` and a high `stiffness` value (e.g. `0.7` or above). + * If the constraint is unstable, try lowering the `stiffness` value and / or increasing `engine.constraintIterations`. + * For compound bodies, constraints must be applied to the parent body (not one of its parts). + * See the properties section below for detailed information on what you can pass via the `options` object. + * @method create + * @param {} options + * @return {constraint} constraint + */ + Constraint.create = function(options) { + var constraint = options; + + // if bodies defined but no points, use body centre + if (constraint.bodyA && !constraint.pointA) + constraint.pointA = { x: 0, y: 0 }; + if (constraint.bodyB && !constraint.pointB) + constraint.pointB = { x: 0, y: 0 }; + + // calculate static length using initial world space points + var initialPointA = constraint.bodyA ? Vector.add(constraint.bodyA.position, constraint.pointA) : constraint.pointA, + initialPointB = constraint.bodyB ? Vector.add(constraint.bodyB.position, constraint.pointB) : constraint.pointB, + length = Vector.magnitude(Vector.sub(initialPointA, initialPointB)); + + constraint.length = typeof constraint.length !== 'undefined' ? constraint.length : length; + + // option defaults + constraint.id = constraint.id || Common.nextId(); + constraint.label = constraint.label || 'Constraint'; + constraint.type = 'constraint'; + constraint.stiffness = constraint.stiffness || (constraint.length > 0 ? 1 : 0.7); + constraint.damping = constraint.damping || 0; + constraint.angularStiffness = constraint.angularStiffness || 0; + constraint.angleA = constraint.bodyA ? constraint.bodyA.angle : constraint.angleA; + constraint.angleB = constraint.bodyB ? constraint.bodyB.angle : constraint.angleB; + constraint.plugin = {}; + + // render + var render = { + visible: true, + lineWidth: 2, + strokeStyle: '#ffffff', + type: 'line', + anchors: true + }; + + if (constraint.length === 0 && constraint.stiffness > 0.1) { + render.type = 'pin'; + render.anchors = false; + } else if (constraint.stiffness < 0.9) { + render.type = 'spring'; + } + + constraint.render = Common.extend(render, constraint.render); + + return constraint; + }; + + /** + * Prepares for solving by constraint warming. + * @private + * @method preSolveAll + * @param {body[]} bodies + */ + Constraint.preSolveAll = function(bodies) { + for (var i = 0; i < bodies.length; i += 1) { + var body = bodies[i], + impulse = body.constraintImpulse; + + if (body.isStatic || (impulse.x === 0 && impulse.y === 0 && impulse.angle === 0)) { + continue; + } + + body.position.x += impulse.x; + body.position.y += impulse.y; + body.angle += impulse.angle; + } + }; + + /** + * Solves all constraints in a list of collisions. + * @private + * @method solveAll + * @param {constraint[]} constraints + * @param {number} delta + */ + Constraint.solveAll = function(constraints, delta) { + var timeScale = Common.clamp(delta / Common._baseDelta, 0, 1); + + // Solve fixed constraints first. + for (var i = 0; i < constraints.length; i += 1) { + var constraint = constraints[i], + fixedA = !constraint.bodyA || (constraint.bodyA && constraint.bodyA.isStatic), + fixedB = !constraint.bodyB || (constraint.bodyB && constraint.bodyB.isStatic); + + if (fixedA || fixedB) { + Constraint.solve(constraints[i], timeScale); + } + } + + // Solve free constraints last. + for (i = 0; i < constraints.length; i += 1) { + constraint = constraints[i]; + fixedA = !constraint.bodyA || (constraint.bodyA && constraint.bodyA.isStatic); + fixedB = !constraint.bodyB || (constraint.bodyB && constraint.bodyB.isStatic); + + if (!fixedA && !fixedB) { + Constraint.solve(constraints[i], timeScale); + } + } + }; + + /** + * Solves a distance constraint with Gauss-Siedel method. + * @private + * @method solve + * @param {constraint} constraint + * @param {number} timeScale + */ + Constraint.solve = function(constraint, timeScale) { + var bodyA = constraint.bodyA, + bodyB = constraint.bodyB, + pointA = constraint.pointA, + pointB = constraint.pointB; + + if (!bodyA && !bodyB) + return; + + // update reference angle + if (bodyA && !bodyA.isStatic) { + Vector.rotate(pointA, bodyA.angle - constraint.angleA, pointA); + constraint.angleA = bodyA.angle; + } + + // update reference angle + if (bodyB && !bodyB.isStatic) { + Vector.rotate(pointB, bodyB.angle - constraint.angleB, pointB); + constraint.angleB = bodyB.angle; + } + + var pointAWorld = pointA, + pointBWorld = pointB; + + if (bodyA) pointAWorld = Vector.add(bodyA.position, pointA); + if (bodyB) pointBWorld = Vector.add(bodyB.position, pointB); + + if (!pointAWorld || !pointBWorld) + return; + + var delta = Vector.sub(pointAWorld, pointBWorld), + currentLength = Vector.magnitude(delta); + + // prevent singularity + if (currentLength < Constraint._minLength) { + currentLength = Constraint._minLength; + } + + // solve distance constraint with Gauss-Siedel method + var difference = (currentLength - constraint.length) / currentLength, + isRigid = constraint.stiffness >= 1 || constraint.length === 0, + stiffness = isRigid ? constraint.stiffness * timeScale + : constraint.stiffness * timeScale * timeScale, + damping = constraint.damping * timeScale, + force = Vector.mult(delta, difference * stiffness), + massTotal = (bodyA ? bodyA.inverseMass : 0) + (bodyB ? bodyB.inverseMass : 0), + inertiaTotal = (bodyA ? bodyA.inverseInertia : 0) + (bodyB ? bodyB.inverseInertia : 0), + resistanceTotal = massTotal + inertiaTotal, + torque, + share, + normal, + normalVelocity, + relativeVelocity; + + if (damping > 0) { + var zero = Vector.create(); + normal = Vector.div(delta, currentLength); + + relativeVelocity = Vector.sub( + bodyB && Vector.sub(bodyB.position, bodyB.positionPrev) || zero, + bodyA && Vector.sub(bodyA.position, bodyA.positionPrev) || zero + ); + + normalVelocity = Vector.dot(normal, relativeVelocity); + } + + if (bodyA && !bodyA.isStatic) { + share = bodyA.inverseMass / massTotal; + + // keep track of applied impulses for post solving + bodyA.constraintImpulse.x -= force.x * share; + bodyA.constraintImpulse.y -= force.y * share; + + // apply forces + bodyA.position.x -= force.x * share; + bodyA.position.y -= force.y * share; + + // apply damping + if (damping > 0) { + bodyA.positionPrev.x -= damping * normal.x * normalVelocity * share; + bodyA.positionPrev.y -= damping * normal.y * normalVelocity * share; + } + + // apply torque + torque = (Vector.cross(pointA, force) / resistanceTotal) * Constraint._torqueDampen * bodyA.inverseInertia * (1 - constraint.angularStiffness); + bodyA.constraintImpulse.angle -= torque; + bodyA.angle -= torque; + } + + if (bodyB && !bodyB.isStatic) { + share = bodyB.inverseMass / massTotal; + + // keep track of applied impulses for post solving + bodyB.constraintImpulse.x += force.x * share; + bodyB.constraintImpulse.y += force.y * share; + + // apply forces + bodyB.position.x += force.x * share; + bodyB.position.y += force.y * share; + + // apply damping + if (damping > 0) { + bodyB.positionPrev.x += damping * normal.x * normalVelocity * share; + bodyB.positionPrev.y += damping * normal.y * normalVelocity * share; + } + + // apply torque + torque = (Vector.cross(pointB, force) / resistanceTotal) * Constraint._torqueDampen * bodyB.inverseInertia * (1 - constraint.angularStiffness); + bodyB.constraintImpulse.angle += torque; + bodyB.angle += torque; + } + + }; + + /** + * Performs body updates required after solving constraints. + * @private + * @method postSolveAll + * @param {body[]} bodies + */ + Constraint.postSolveAll = function(bodies) { + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i], + impulse = body.constraintImpulse; + + if (body.isStatic || (impulse.x === 0 && impulse.y === 0 && impulse.angle === 0)) { + continue; + } + + Sleeping.set(body, false); + + // update geometry and reset + for (var j = 0; j < body.parts.length; j++) { + var part = body.parts[j]; + + Vertices.translate(part.vertices, impulse); + + if (j > 0) { + part.position.x += impulse.x; + part.position.y += impulse.y; + } + + if (impulse.angle !== 0) { + Vertices.rotate(part.vertices, impulse.angle, body.position); + Axes.rotate(part.axes, impulse.angle); + if (j > 0) { + Vector.rotateAbout(part.position, impulse.angle, body.position, part.position); + } + } + + Bounds.update(part.bounds, part.vertices, body.velocity); + } + + // dampen the cached impulse for warming next step + impulse.angle *= Constraint._warming; + impulse.x *= Constraint._warming; + impulse.y *= Constraint._warming; + } + }; + + /** + * Returns the world-space position of `constraint.pointA`, accounting for `constraint.bodyA`. + * @method pointAWorld + * @param {constraint} constraint + * @returns {vector} the world-space position + */ + Constraint.pointAWorld = function(constraint) { + return { + x: (constraint.bodyA ? constraint.bodyA.position.x : 0) + + (constraint.pointA ? constraint.pointA.x : 0), + y: (constraint.bodyA ? constraint.bodyA.position.y : 0) + + (constraint.pointA ? constraint.pointA.y : 0) + }; + }; + + /** + * Returns the world-space position of `constraint.pointB`, accounting for `constraint.bodyB`. + * @method pointBWorld + * @param {constraint} constraint + * @returns {vector} the world-space position + */ + Constraint.pointBWorld = function(constraint) { + return { + x: (constraint.bodyB ? constraint.bodyB.position.x : 0) + + (constraint.pointB ? constraint.pointB.x : 0), + y: (constraint.bodyB ? constraint.bodyB.position.y : 0) + + (constraint.pointB ? constraint.pointB.y : 0) + }; + }; + + /** + * Returns the current length of the constraint. + * This is the distance between both of the constraint's end points. + * See `constraint.length` for the target rest length. + * @method currentLength + * @param {constraint} constraint + * @returns {number} the current length + */ + Constraint.currentLength = function(constraint) { + var pointAX = (constraint.bodyA ? constraint.bodyA.position.x : 0) + + (constraint.pointA ? constraint.pointA.x : 0); + + var pointAY = (constraint.bodyA ? constraint.bodyA.position.y : 0) + + (constraint.pointA ? constraint.pointA.y : 0); + + var pointBX = (constraint.bodyB ? constraint.bodyB.position.x : 0) + + (constraint.pointB ? constraint.pointB.x : 0); + + var pointBY = (constraint.bodyB ? constraint.bodyB.position.y : 0) + + (constraint.pointB ? constraint.pointB.y : 0); + + var deltaX = pointAX - pointBX; + var deltaY = pointAY - pointBY; + + return Math.sqrt(deltaX * deltaX + deltaY * deltaY); + }; + + /* + * + * Properties Documentation + * + */ + + /** + * An integer `Number` uniquely identifying number generated in `Composite.create` by `Common.nextId`. + * + * @property id + * @type number + */ + + /** + * A `String` denoting the type of object. + * + * @property type + * @type string + * @default "constraint" + * @readOnly + */ + + /** + * An arbitrary `String` name to help the user identify and manage bodies. + * + * @property label + * @type string + * @default "Constraint" + */ + + /** + * An `Object` that defines the rendering properties to be consumed by the module `Matter.Render`. + * + * @property render + * @type object + */ + + /** + * A flag that indicates if the constraint should be rendered. + * + * @property render.visible + * @type boolean + * @default true + */ + + /** + * A `Number` that defines the line width to use when rendering the constraint outline. + * A value of `0` means no outline will be rendered. + * + * @property render.lineWidth + * @type number + * @default 2 + */ + + /** + * A `String` that defines the stroke style to use when rendering the constraint outline. + * It is the same as when using a canvas, so it accepts CSS style property values. + * + * @property render.strokeStyle + * @type string + * @default a random colour + */ + + /** + * A `String` that defines the constraint rendering type. + * The possible values are 'line', 'pin', 'spring'. + * An appropriate render type will be automatically chosen unless one is given in options. + * + * @property render.type + * @type string + * @default 'line' + */ + + /** + * A `Boolean` that defines if the constraint's anchor points should be rendered. + * + * @property render.anchors + * @type boolean + * @default true + */ + + /** + * The first possible `Body` that this constraint is attached to. + * + * @property bodyA + * @type body + * @default null + */ + + /** + * The second possible `Body` that this constraint is attached to. + * + * @property bodyB + * @type body + * @default null + */ + + /** + * A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyA` if defined, otherwise a world-space position. + * + * @property pointA + * @type vector + * @default { x: 0, y: 0 } + */ + + /** + * A `Vector` that specifies the offset of the constraint from center of the `constraint.bodyB` if defined, otherwise a world-space position. + * + * @property pointB + * @type vector + * @default { x: 0, y: 0 } + */ + + /** + * A `Number` that specifies the stiffness of the constraint, i.e. the rate at which it returns to its resting `constraint.length`. + * A value of `1` means the constraint should be very stiff. + * A value of `0.2` means the constraint acts like a soft spring. + * + * @property stiffness + * @type number + * @default 1 + */ + + /** + * A `Number` that specifies the damping of the constraint, + * i.e. the amount of resistance applied to each body based on their velocities to limit the amount of oscillation. + * Damping will only be apparent when the constraint also has a very low `stiffness`. + * A value of `0.1` means the constraint will apply heavy damping, resulting in little to no oscillation. + * A value of `0` means the constraint will apply no damping. + * + * @property damping + * @type number + * @default 0 + */ + + /** + * A `Number` that specifies the target resting length of the constraint. + * It is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`. + * + * @property length + * @type number + */ + + /** + * An object reserved for storing plugin-specific properties. + * + * @property plugin + * @type {} + */ + +})(); + + +/***/ }), +/* 11 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Axes` module contains methods for creating and manipulating sets of axes. +* +* @class Axes +*/ + +var Axes = {}; + +module.exports = Axes; + +var Vector = __webpack_require__(2); +var Common = __webpack_require__(0); + +(function() { + + /** + * Creates a new set of axes from the given vertices. + * @method fromVertices + * @param {vertices} vertices + * @return {axes} A new axes from the given vertices + */ + Axes.fromVertices = function(vertices) { + var axes = {}; + + // find the unique axes, using edge normal gradients + for (var i = 0; i < vertices.length; i++) { + var j = (i + 1) % vertices.length, + normal = Vector.normalise({ + x: vertices[j].y - vertices[i].y, + y: vertices[i].x - vertices[j].x + }), + gradient = (normal.y === 0) ? Infinity : (normal.x / normal.y); + + // limit precision + gradient = gradient.toFixed(3).toString(); + axes[gradient] = normal; + } + + return Common.values(axes); + }; + + /** + * Rotates a set of axes by the given angle. + * @method rotate + * @param {axes} axes + * @param {number} angle + */ + Axes.rotate = function(axes, angle) { + if (angle === 0) + return; + + var cos = Math.cos(angle), + sin = Math.sin(angle); + + for (var i = 0; i < axes.length; i++) { + var axis = axes[i], + xx; + xx = axis.x * cos - axis.y * sin; + axis.y = axis.x * sin + axis.y * cos; + axis.x = xx; + } + }; + +})(); + + +/***/ }), +/* 12 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Bodies` module contains factory methods for creating rigid body models +* with commonly used body configurations (such as rectangles, circles and other polygons). +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Bodies +*/ + +// TODO: true circle bodies + +var Bodies = {}; + +module.exports = Bodies; + +var Vertices = __webpack_require__(3); +var Common = __webpack_require__(0); +var Body = __webpack_require__(4); +var Bounds = __webpack_require__(1); +var Vector = __webpack_require__(2); + +(function() { + + /** + * Creates a new rigid body model with a rectangle hull. + * The options parameter is an object that specifies any properties you wish to override the defaults. + * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object. + * @method rectangle + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @param {object} [options] + * @return {body} A new rectangle body + */ + Bodies.rectangle = function(x, y, width, height, options) { + options = options || {}; + + var rectangle = { + label: 'Rectangle Body', + position: { x: x, y: y }, + vertices: Vertices.fromPath('L 0 0 L ' + width + ' 0 L ' + width + ' ' + height + ' L 0 ' + height) + }; + + if (options.chamfer) { + var chamfer = options.chamfer; + rectangle.vertices = Vertices.chamfer(rectangle.vertices, chamfer.radius, + chamfer.quality, chamfer.qualityMin, chamfer.qualityMax); + delete options.chamfer; + } + + return Body.create(Common.extend({}, rectangle, options)); + }; + + /** + * Creates a new rigid body model with a trapezoid hull. + * The `slope` is parameterised as a fraction of `width` and must be < 1 to form a valid trapezoid. + * The options parameter is an object that specifies any properties you wish to override the defaults. + * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object. + * @method trapezoid + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @param {number} slope Must be a number < 1. + * @param {object} [options] + * @return {body} A new trapezoid body + */ + Bodies.trapezoid = function(x, y, width, height, slope, options) { + options = options || {}; + + if (slope >= 1) { + Common.warn('Bodies.trapezoid: slope parameter must be < 1.'); + } + + slope *= 0.5; + var roof = (1 - (slope * 2)) * width; + + var x1 = width * slope, + x2 = x1 + roof, + x3 = x2 + x1, + verticesPath; + + if (slope < 0.5) { + verticesPath = 'L 0 0 L ' + x1 + ' ' + (-height) + ' L ' + x2 + ' ' + (-height) + ' L ' + x3 + ' 0'; + } else { + verticesPath = 'L 0 0 L ' + x2 + ' ' + (-height) + ' L ' + x3 + ' 0'; + } + + var trapezoid = { + label: 'Trapezoid Body', + position: { x: x, y: y }, + vertices: Vertices.fromPath(verticesPath) + }; + + if (options.chamfer) { + var chamfer = options.chamfer; + trapezoid.vertices = Vertices.chamfer(trapezoid.vertices, chamfer.radius, + chamfer.quality, chamfer.qualityMin, chamfer.qualityMax); + delete options.chamfer; + } + + return Body.create(Common.extend({}, trapezoid, options)); + }; + + /** + * Creates a new rigid body model with a circle hull. + * The options parameter is an object that specifies any properties you wish to override the defaults. + * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object. + * @method circle + * @param {number} x + * @param {number} y + * @param {number} radius + * @param {object} [options] + * @param {number} [maxSides] + * @return {body} A new circle body + */ + Bodies.circle = function(x, y, radius, options, maxSides) { + options = options || {}; + + var circle = { + label: 'Circle Body', + circleRadius: radius + }; + + // approximate circles with polygons until true circles implemented in SAT + maxSides = maxSides || 25; + var sides = Math.ceil(Math.max(10, Math.min(maxSides, radius))); + + // optimisation: always use even number of sides (half the number of unique axes) + if (sides % 2 === 1) + sides += 1; + + return Bodies.polygon(x, y, sides, radius, Common.extend({}, circle, options)); + }; + + /** + * Creates a new rigid body model with a regular polygon hull with the given number of sides. + * The options parameter is an object that specifies any properties you wish to override the defaults. + * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object. + * @method polygon + * @param {number} x + * @param {number} y + * @param {number} sides + * @param {number} radius + * @param {object} [options] + * @return {body} A new regular polygon body + */ + Bodies.polygon = function(x, y, sides, radius, options) { + options = options || {}; + + if (sides < 3) + return Bodies.circle(x, y, radius, options); + + var theta = 2 * Math.PI / sides, + path = '', + offset = theta * 0.5; + + for (var i = 0; i < sides; i += 1) { + var angle = offset + (i * theta), + xx = Math.cos(angle) * radius, + yy = Math.sin(angle) * radius; + + path += 'L ' + xx.toFixed(3) + ' ' + yy.toFixed(3) + ' '; + } + + var polygon = { + label: 'Polygon Body', + position: { x: x, y: y }, + vertices: Vertices.fromPath(path) + }; + + if (options.chamfer) { + var chamfer = options.chamfer; + polygon.vertices = Vertices.chamfer(polygon.vertices, chamfer.radius, + chamfer.quality, chamfer.qualityMin, chamfer.qualityMax); + delete options.chamfer; + } + + return Body.create(Common.extend({}, polygon, options)); + }; + + /** + * Utility to create a compound body based on set(s) of vertices. + * + * _Note:_ To optionally enable automatic concave vertices decomposition the [poly-decomp](https://github.com/schteppe/poly-decomp.js) + * package must be first installed and provided see `Common.setDecomp`, otherwise the convex hull of each vertex set will be used. + * + * The resulting vertices are reorientated about their centre of mass, + * and offset such that `body.position` corresponds to this point. + * + * The resulting offset may be found if needed by subtracting `body.bounds` from the original input bounds. + * To later move the centre of mass see `Body.setCentre`. + * + * Note that automatic conconcave decomposition results are not always optimal. + * For best results, simplify the input vertices as much as possible first. + * By default this function applies some addtional simplification to help. + * + * Some outputs may also require further manual processing afterwards to be robust. + * In particular some parts may need to be overlapped to avoid collision gaps. + * Thin parts and sharp points should be avoided or removed where possible. + * + * The options parameter object specifies any `Matter.Body` properties you wish to override the defaults. + * + * See the properties section of the `Matter.Body` module for detailed information on what you can pass via the `options` object. + * @method fromVertices + * @param {number} x + * @param {number} y + * @param {array} vertexSets One or more arrays of vertex points e.g. `[[{ x: 0, y: 0 }...], ...]`. + * @param {object} [options] The body options. + * @param {bool} [flagInternal=false] Optionally marks internal edges with `isInternal`. + * @param {number} [removeCollinear=0.01] Threshold when simplifying vertices along the same edge. + * @param {number} [minimumArea=10] Threshold when removing small parts. + * @param {number} [removeDuplicatePoints=0.01] Threshold when simplifying nearby vertices. + * @return {body} + */ + Bodies.fromVertices = function(x, y, vertexSets, options, flagInternal, removeCollinear, minimumArea, removeDuplicatePoints) { + var decomp = Common.getDecomp(), + canDecomp, + body, + parts, + isConvex, + isConcave, + vertices, + i, + j, + k, + v, + z; + + // check decomp is as expected + canDecomp = Boolean(decomp && decomp.quickDecomp); + + options = options || {}; + parts = []; + + flagInternal = typeof flagInternal !== 'undefined' ? flagInternal : false; + removeCollinear = typeof removeCollinear !== 'undefined' ? removeCollinear : 0.01; + minimumArea = typeof minimumArea !== 'undefined' ? minimumArea : 10; + removeDuplicatePoints = typeof removeDuplicatePoints !== 'undefined' ? removeDuplicatePoints : 0.01; + + // ensure vertexSets is an array of arrays + if (!Common.isArray(vertexSets[0])) { + vertexSets = [vertexSets]; + } + + for (v = 0; v < vertexSets.length; v += 1) { + vertices = vertexSets[v]; + isConvex = Vertices.isConvex(vertices); + isConcave = !isConvex; + + if (isConcave && !canDecomp) { + Common.warnOnce( + 'Bodies.fromVertices: Install the \'poly-decomp\' library and use Common.setDecomp or provide \'decomp\' as a global to decompose concave vertices.' + ); + } + + if (isConvex || !canDecomp) { + if (isConvex) { + vertices = Vertices.clockwiseSort(vertices); + } else { + // fallback to convex hull when decomposition is not possible + vertices = Vertices.hull(vertices); + } + + parts.push({ + position: { x: x, y: y }, + vertices: vertices + }); + } else { + // initialise a decomposition + var concave = vertices.map(function(vertex) { + return [vertex.x, vertex.y]; + }); + + // vertices are concave and simple, we can decompose into parts + decomp.makeCCW(concave); + if (removeCollinear !== false) + decomp.removeCollinearPoints(concave, removeCollinear); + if (removeDuplicatePoints !== false && decomp.removeDuplicatePoints) + decomp.removeDuplicatePoints(concave, removeDuplicatePoints); + + // use the quick decomposition algorithm (Bayazit) + var decomposed = decomp.quickDecomp(concave); + + // for each decomposed chunk + for (i = 0; i < decomposed.length; i++) { + var chunk = decomposed[i]; + + // convert vertices into the correct structure + var chunkVertices = chunk.map(function(vertices) { + return { + x: vertices[0], + y: vertices[1] + }; + }); + + // skip small chunks + if (minimumArea > 0 && Vertices.area(chunkVertices) < minimumArea) + continue; + + // create a compound part + parts.push({ + position: Vertices.centre(chunkVertices), + vertices: chunkVertices + }); + } + } + } + + // create body parts + for (i = 0; i < parts.length; i++) { + parts[i] = Body.create(Common.extend(parts[i], options)); + } + + // flag internal edges (coincident part edges) + if (flagInternal) { + var coincident_max_dist = 5; + + for (i = 0; i < parts.length; i++) { + var partA = parts[i]; + + for (j = i + 1; j < parts.length; j++) { + var partB = parts[j]; + + if (Bounds.overlaps(partA.bounds, partB.bounds)) { + var pav = partA.vertices, + pbv = partB.vertices; + + // iterate vertices of both parts + for (k = 0; k < partA.vertices.length; k++) { + for (z = 0; z < partB.vertices.length; z++) { + // find distances between the vertices + var da = Vector.magnitudeSquared(Vector.sub(pav[(k + 1) % pav.length], pbv[z])), + db = Vector.magnitudeSquared(Vector.sub(pav[k], pbv[(z + 1) % pbv.length])); + + // if both vertices are very close, consider the edge concident (internal) + if (da < coincident_max_dist && db < coincident_max_dist) { + pav[k].isInternal = true; + pbv[z].isInternal = true; + } + } + } + + } + } + } + } + + if (parts.length > 1) { + // create the parent body to be returned, that contains generated compound parts + body = Body.create(Common.extend({ parts: parts.slice(0) }, options)); + + // offset such that body.position is at the centre off mass + Body.setPosition(body, { x: x, y: y }); + + return body; + } else { + return parts[0]; + } + }; + +})(); + + +/***/ }), +/* 13 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Detector` module contains methods for efficiently detecting collisions between a list of bodies using a broadphase algorithm. +* +* @class Detector +*/ + +var Detector = {}; + +module.exports = Detector; + +var Common = __webpack_require__(0); +var Collision = __webpack_require__(8); + +(function() { + + /** + * Creates a new collision detector. + * @method create + * @param {} options + * @return {detector} A new collision detector + */ + Detector.create = function(options) { + var defaults = { + bodies: [], + collisions: [], + pairs: null + }; + + return Common.extend(defaults, options); + }; + + /** + * Sets the list of bodies in the detector. + * @method setBodies + * @param {detector} detector + * @param {body[]} bodies + */ + Detector.setBodies = function(detector, bodies) { + detector.bodies = bodies.slice(0); + }; + + /** + * Clears the detector including its list of bodies. + * @method clear + * @param {detector} detector + */ + Detector.clear = function(detector) { + detector.bodies = []; + detector.collisions = []; + }; + + /** + * Efficiently finds all collisions among all the bodies in `detector.bodies` using a broadphase algorithm. + * + * _Note:_ The specific ordering of collisions returned is not guaranteed between releases and may change for performance reasons. + * If a specific ordering is required then apply a sort to the resulting array. + * @method collisions + * @param {detector} detector + * @return {collision[]} collisions + */ + Detector.collisions = function(detector) { + var pairs = detector.pairs, + bodies = detector.bodies, + bodiesLength = bodies.length, + canCollide = Detector.canCollide, + collides = Collision.collides, + collisions = detector.collisions, + collisionIndex = 0, + i, + j; + + bodies.sort(Detector._compareBoundsX); + + for (i = 0; i < bodiesLength; i++) { + var bodyA = bodies[i], + boundsA = bodyA.bounds, + boundXMax = bodyA.bounds.max.x, + boundYMax = bodyA.bounds.max.y, + boundYMin = bodyA.bounds.min.y, + bodyAStatic = bodyA.isStatic || bodyA.isSleeping, + partsALength = bodyA.parts.length, + partsASingle = partsALength === 1; + + for (j = i + 1; j < bodiesLength; j++) { + var bodyB = bodies[j], + boundsB = bodyB.bounds; + + if (boundsB.min.x > boundXMax) { + break; + } + + if (boundYMax < boundsB.min.y || boundYMin > boundsB.max.y) { + continue; + } + + if (bodyAStatic && (bodyB.isStatic || bodyB.isSleeping)) { + continue; + } + + if (!canCollide(bodyA.collisionFilter, bodyB.collisionFilter)) { + continue; + } + + var partsBLength = bodyB.parts.length; + + if (partsASingle && partsBLength === 1) { + var collision = collides(bodyA, bodyB, pairs); + + if (collision) { + collisions[collisionIndex++] = collision; + } + } else { + var partsAStart = partsALength > 1 ? 1 : 0, + partsBStart = partsBLength > 1 ? 1 : 0; + + for (var k = partsAStart; k < partsALength; k++) { + var partA = bodyA.parts[k], + boundsA = partA.bounds; + + for (var z = partsBStart; z < partsBLength; z++) { + var partB = bodyB.parts[z], + boundsB = partB.bounds; + + if (boundsA.min.x > boundsB.max.x || boundsA.max.x < boundsB.min.x + || boundsA.max.y < boundsB.min.y || boundsA.min.y > boundsB.max.y) { + continue; + } + + var collision = collides(partA, partB, pairs); + + if (collision) { + collisions[collisionIndex++] = collision; + } + } + } + } + } + } + + if (collisions.length !== collisionIndex) { + collisions.length = collisionIndex; + } + + return collisions; + }; + + /** + * Returns `true` if both supplied collision filters will allow a collision to occur. + * See `body.collisionFilter` for more information. + * @method canCollide + * @param {} filterA + * @param {} filterB + * @return {bool} `true` if collision can occur + */ + Detector.canCollide = function(filterA, filterB) { + if (filterA.group === filterB.group && filterA.group !== 0) + return filterA.group > 0; + + return (filterA.mask & filterB.category) !== 0 && (filterB.mask & filterA.category) !== 0; + }; + + /** + * The comparison function used in the broadphase algorithm. + * Returns the signed delta of the bodies bounds on the x-axis. + * @private + * @method _sortCompare + * @param {body} bodyA + * @param {body} bodyB + * @return {number} The signed delta used for sorting + */ + Detector._compareBoundsX = function(bodyA, bodyB) { + return bodyA.bounds.min.x - bodyB.bounds.min.x; + }; + + /* + * + * Properties Documentation + * + */ + + /** + * The array of `Matter.Body` between which the detector finds collisions. + * + * _Note:_ The order of bodies in this array _is not fixed_ and will be continually managed by the detector. + * @property bodies + * @type body[] + * @default [] + */ + + /** + * The array of `Matter.Collision` found in the last call to `Detector.collisions` on this detector. + * @property collisions + * @type collision[] + * @default [] + */ + + /** + * Optional. A `Matter.Pairs` object from which previous collision objects may be reused. Intended for internal `Matter.Engine` usage. + * @property pairs + * @type {pairs|null} + * @default null + */ + +})(); + + +/***/ }), +/* 14 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Mouse` module contains methods for creating and manipulating mouse inputs. +* +* @class Mouse +*/ + +var Mouse = {}; + +module.exports = Mouse; + +var Common = __webpack_require__(0); + +(function() { + + /** + * Creates a mouse input. + * @method create + * @param {HTMLElement} element + * @return {mouse} A new mouse + */ + Mouse.create = function(element) { + var mouse = {}; + + if (!element) { + Common.log('Mouse.create: element was undefined, defaulting to document.body', 'warn'); + } + + mouse.element = element || document.body; + mouse.absolute = { x: 0, y: 0 }; + mouse.position = { x: 0, y: 0 }; + mouse.mousedownPosition = { x: 0, y: 0 }; + mouse.mouseupPosition = { x: 0, y: 0 }; + mouse.offset = { x: 0, y: 0 }; + mouse.scale = { x: 1, y: 1 }; + mouse.wheelDelta = 0; + mouse.button = -1; + mouse.pixelRatio = parseInt(mouse.element.getAttribute('data-pixel-ratio'), 10) || 1; + + mouse.sourceEvents = { + mousemove: null, + mousedown: null, + mouseup: null, + mousewheel: null + }; + + mouse.mousemove = function(event) { + var position = Mouse._getRelativeMousePosition(event, mouse.element, mouse.pixelRatio), + touches = event.changedTouches; + + if (touches) { + mouse.button = 0; + event.preventDefault(); + } + + mouse.absolute.x = position.x; + mouse.absolute.y = position.y; + mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x; + mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y; + mouse.sourceEvents.mousemove = event; + }; + + mouse.mousedown = function(event) { + var position = Mouse._getRelativeMousePosition(event, mouse.element, mouse.pixelRatio), + touches = event.changedTouches; + + if (touches) { + mouse.button = 0; + event.preventDefault(); + } else { + mouse.button = event.button; + } + + mouse.absolute.x = position.x; + mouse.absolute.y = position.y; + mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x; + mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y; + mouse.mousedownPosition.x = mouse.position.x; + mouse.mousedownPosition.y = mouse.position.y; + mouse.sourceEvents.mousedown = event; + }; + + mouse.mouseup = function(event) { + var position = Mouse._getRelativeMousePosition(event, mouse.element, mouse.pixelRatio), + touches = event.changedTouches; + + if (touches) { + event.preventDefault(); + } + + mouse.button = -1; + mouse.absolute.x = position.x; + mouse.absolute.y = position.y; + mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x; + mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y; + mouse.mouseupPosition.x = mouse.position.x; + mouse.mouseupPosition.y = mouse.position.y; + mouse.sourceEvents.mouseup = event; + }; + + mouse.mousewheel = function(event) { + mouse.wheelDelta = Math.max(-1, Math.min(1, event.wheelDelta || -event.detail)); + event.preventDefault(); + mouse.sourceEvents.mousewheel = event; + }; + + Mouse.setElement(mouse, mouse.element); + + return mouse; + }; + + /** + * Sets the element the mouse is bound to (and relative to). + * @method setElement + * @param {mouse} mouse + * @param {HTMLElement} element + */ + Mouse.setElement = function(mouse, element) { + mouse.element = element; + + element.addEventListener('mousemove', mouse.mousemove, { passive: true }); + element.addEventListener('mousedown', mouse.mousedown, { passive: true }); + element.addEventListener('mouseup', mouse.mouseup, { passive: true }); + + element.addEventListener('wheel', mouse.mousewheel, { passive: false }); + + element.addEventListener('touchmove', mouse.mousemove, { passive: false }); + element.addEventListener('touchstart', mouse.mousedown, { passive: false }); + element.addEventListener('touchend', mouse.mouseup, { passive: false }); + }; + + /** + * Clears all captured source events. + * @method clearSourceEvents + * @param {mouse} mouse + */ + Mouse.clearSourceEvents = function(mouse) { + mouse.sourceEvents.mousemove = null; + mouse.sourceEvents.mousedown = null; + mouse.sourceEvents.mouseup = null; + mouse.sourceEvents.mousewheel = null; + mouse.wheelDelta = 0; + }; + + /** + * Sets the mouse position offset. + * @method setOffset + * @param {mouse} mouse + * @param {vector} offset + */ + Mouse.setOffset = function(mouse, offset) { + mouse.offset.x = offset.x; + mouse.offset.y = offset.y; + mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x; + mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y; + }; + + /** + * Sets the mouse position scale. + * @method setScale + * @param {mouse} mouse + * @param {vector} scale + */ + Mouse.setScale = function(mouse, scale) { + mouse.scale.x = scale.x; + mouse.scale.y = scale.y; + mouse.position.x = mouse.absolute.x * mouse.scale.x + mouse.offset.x; + mouse.position.y = mouse.absolute.y * mouse.scale.y + mouse.offset.y; + }; + + /** + * Gets the mouse position relative to an element given a screen pixel ratio. + * @method _getRelativeMousePosition + * @private + * @param {} event + * @param {} element + * @param {number} pixelRatio + * @return {} + */ + Mouse._getRelativeMousePosition = function(event, element, pixelRatio) { + var elementBounds = element.getBoundingClientRect(), + rootNode = (document.documentElement || document.body.parentNode || document.body), + scrollX = (window.pageXOffset !== undefined) ? window.pageXOffset : rootNode.scrollLeft, + scrollY = (window.pageYOffset !== undefined) ? window.pageYOffset : rootNode.scrollTop, + touches = event.changedTouches, + x, y; + + if (touches) { + x = touches[0].pageX - elementBounds.left - scrollX; + y = touches[0].pageY - elementBounds.top - scrollY; + } else { + x = event.pageX - elementBounds.left - scrollX; + y = event.pageY - elementBounds.top - scrollY; + } + + return { + x: x / (element.clientWidth / (element.width || element.clientWidth) * pixelRatio), + y: y / (element.clientHeight / (element.height || element.clientHeight) * pixelRatio) + }; + }; + +})(); + + +/***/ }), +/* 15 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Plugin` module contains functions for registering and installing plugins on modules. +* +* @class Plugin +*/ + +var Plugin = {}; + +module.exports = Plugin; + +var Common = __webpack_require__(0); + +(function() { + + Plugin._registry = {}; + + /** + * Registers a plugin object so it can be resolved later by name. + * @method register + * @param plugin {} The plugin to register. + * @return {object} The plugin. + */ + Plugin.register = function(plugin) { + if (!Plugin.isPlugin(plugin)) { + Common.warn('Plugin.register:', Plugin.toString(plugin), 'does not implement all required fields.'); + } + + if (plugin.name in Plugin._registry) { + var registered = Plugin._registry[plugin.name], + pluginVersion = Plugin.versionParse(plugin.version).number, + registeredVersion = Plugin.versionParse(registered.version).number; + + if (pluginVersion > registeredVersion) { + Common.warn('Plugin.register:', Plugin.toString(registered), 'was upgraded to', Plugin.toString(plugin)); + Plugin._registry[plugin.name] = plugin; + } else if (pluginVersion < registeredVersion) { + Common.warn('Plugin.register:', Plugin.toString(registered), 'can not be downgraded to', Plugin.toString(plugin)); + } else if (plugin !== registered) { + Common.warn('Plugin.register:', Plugin.toString(plugin), 'is already registered to different plugin object'); + } + } else { + Plugin._registry[plugin.name] = plugin; + } + + return plugin; + }; + + /** + * Resolves a dependency to a plugin object from the registry if it exists. + * The `dependency` may contain a version, but only the name matters when resolving. + * @method resolve + * @param dependency {string} The dependency. + * @return {object} The plugin if resolved, otherwise `undefined`. + */ + Plugin.resolve = function(dependency) { + return Plugin._registry[Plugin.dependencyParse(dependency).name]; + }; + + /** + * Returns a pretty printed plugin name and version. + * @method toString + * @param plugin {} The plugin. + * @return {string} Pretty printed plugin name and version. + */ + Plugin.toString = function(plugin) { + return typeof plugin === 'string' ? plugin : (plugin.name || 'anonymous') + '@' + (plugin.version || plugin.range || '0.0.0'); + }; + + /** + * Returns `true` if the object meets the minimum standard to be considered a plugin. + * This means it must define the following properties: + * - `name` + * - `version` + * - `install` + * @method isPlugin + * @param obj {} The obj to test. + * @return {boolean} `true` if the object can be considered a plugin otherwise `false`. + */ + Plugin.isPlugin = function(obj) { + return obj && obj.name && obj.version && obj.install; + }; + + /** + * Returns `true` if a plugin with the given `name` been installed on `module`. + * @method isUsed + * @param module {} The module. + * @param name {string} The plugin name. + * @return {boolean} `true` if a plugin with the given `name` been installed on `module`, otherwise `false`. + */ + Plugin.isUsed = function(module, name) { + return module.used.indexOf(name) > -1; + }; + + /** + * Returns `true` if `plugin.for` is applicable to `module` by comparing against `module.name` and `module.version`. + * If `plugin.for` is not specified then it is assumed to be applicable. + * The value of `plugin.for` is a string of the format `'module-name'` or `'module-name@version'`. + * @method isFor + * @param plugin {} The plugin. + * @param module {} The module. + * @return {boolean} `true` if `plugin.for` is applicable to `module`, otherwise `false`. + */ + Plugin.isFor = function(plugin, module) { + var parsed = plugin.for && Plugin.dependencyParse(plugin.for); + return !plugin.for || (module.name === parsed.name && Plugin.versionSatisfies(module.version, parsed.range)); + }; + + /** + * Installs the plugins by calling `plugin.install` on each plugin specified in `plugins` if passed, otherwise `module.uses`. + * For installing plugins on `Matter` see the convenience function `Matter.use`. + * Plugins may be specified either by their name or a reference to the plugin object. + * Plugins themselves may specify further dependencies, but each plugin is installed only once. + * Order is important, a topological sort is performed to find the best resulting order of installation. + * This sorting attempts to satisfy every dependency's requested ordering, but may not be exact in all cases. + * This function logs the resulting status of each dependency in the console, along with any warnings. + * - A green tick ✅ indicates a dependency was resolved and installed. + * - An orange diamond 🔶 indicates a dependency was resolved but a warning was thrown for it or one if its dependencies. + * - A red cross ❌ indicates a dependency could not be resolved. + * Avoid calling this function multiple times on the same module unless you intend to manually control installation order. + * @method use + * @param module {} The module install plugins on. + * @param [plugins=module.uses] {} The plugins to install on module (optional, defaults to `module.uses`). + */ + Plugin.use = function(module, plugins) { + module.uses = (module.uses || []).concat(plugins || []); + + if (module.uses.length === 0) { + Common.warn('Plugin.use:', Plugin.toString(module), 'does not specify any dependencies to install.'); + return; + } + + var dependencies = Plugin.dependencies(module), + sortedDependencies = Common.topologicalSort(dependencies), + status = []; + + for (var i = 0; i < sortedDependencies.length; i += 1) { + if (sortedDependencies[i] === module.name) { + continue; + } + + var plugin = Plugin.resolve(sortedDependencies[i]); + + if (!plugin) { + status.push('❌ ' + sortedDependencies[i]); + continue; + } + + if (Plugin.isUsed(module, plugin.name)) { + continue; + } + + if (!Plugin.isFor(plugin, module)) { + Common.warn('Plugin.use:', Plugin.toString(plugin), 'is for', plugin.for, 'but installed on', Plugin.toString(module) + '.'); + plugin._warned = true; + } + + if (plugin.install) { + plugin.install(module); + } else { + Common.warn('Plugin.use:', Plugin.toString(plugin), 'does not specify an install function.'); + plugin._warned = true; + } + + if (plugin._warned) { + status.push('🔶 ' + Plugin.toString(plugin)); + delete plugin._warned; + } else { + status.push('✅ ' + Plugin.toString(plugin)); + } + + module.used.push(plugin.name); + } + + if (status.length > 0) { + Common.info(status.join(' ')); + } + }; + + /** + * Recursively finds all of a module's dependencies and returns a flat dependency graph. + * @method dependencies + * @param module {} The module. + * @return {object} A dependency graph. + */ + Plugin.dependencies = function(module, tracked) { + var parsedBase = Plugin.dependencyParse(module), + name = parsedBase.name; + + tracked = tracked || {}; + + if (name in tracked) { + return; + } + + module = Plugin.resolve(module) || module; + + tracked[name] = Common.map(module.uses || [], function(dependency) { + if (Plugin.isPlugin(dependency)) { + Plugin.register(dependency); + } + + var parsed = Plugin.dependencyParse(dependency), + resolved = Plugin.resolve(dependency); + + if (resolved && !Plugin.versionSatisfies(resolved.version, parsed.range)) { + Common.warn( + 'Plugin.dependencies:', Plugin.toString(resolved), 'does not satisfy', + Plugin.toString(parsed), 'used by', Plugin.toString(parsedBase) + '.' + ); + + resolved._warned = true; + module._warned = true; + } else if (!resolved) { + Common.warn( + 'Plugin.dependencies:', Plugin.toString(dependency), 'used by', + Plugin.toString(parsedBase), 'could not be resolved.' + ); + + module._warned = true; + } + + return parsed.name; + }); + + for (var i = 0; i < tracked[name].length; i += 1) { + Plugin.dependencies(tracked[name][i], tracked); + } + + return tracked; + }; + + /** + * Parses a dependency string into its components. + * The `dependency` is a string of the format `'module-name'` or `'module-name@version'`. + * See documentation for `Plugin.versionParse` for a description of the format. + * This function can also handle dependencies that are already resolved (e.g. a module object). + * @method dependencyParse + * @param dependency {string} The dependency of the format `'module-name'` or `'module-name@version'`. + * @return {object} The dependency parsed into its components. + */ + Plugin.dependencyParse = function(dependency) { + if (Common.isString(dependency)) { + var pattern = /^[\w-]+(@(\*|[\^~]?\d+\.\d+\.\d+(-[0-9A-Za-z-+]+)?))?$/; + + if (!pattern.test(dependency)) { + Common.warn('Plugin.dependencyParse:', dependency, 'is not a valid dependency string.'); + } + + return { + name: dependency.split('@')[0], + range: dependency.split('@')[1] || '*' + }; + } + + return { + name: dependency.name, + range: dependency.range || dependency.version + }; + }; + + /** + * Parses a version string into its components. + * Versions are strictly of the format `x.y.z` (as in [semver](http://semver.org/)). + * Versions may optionally have a prerelease tag in the format `x.y.z-alpha`. + * Ranges are a strict subset of [npm ranges](https://docs.npmjs.com/misc/semver#advanced-range-syntax). + * Only the following range types are supported: + * - Tilde ranges e.g. `~1.2.3` + * - Caret ranges e.g. `^1.2.3` + * - Greater than ranges e.g. `>1.2.3` + * - Greater than or equal ranges e.g. `>=1.2.3` + * - Exact version e.g. `1.2.3` + * - Any version `*` + * @method versionParse + * @param range {string} The version string. + * @return {object} The version range parsed into its components. + */ + Plugin.versionParse = function(range) { + var pattern = /^(\*)|(\^|~|>=|>)?\s*((\d+)\.(\d+)\.(\d+))(-[0-9A-Za-z-+]+)?$/; + + if (!pattern.test(range)) { + Common.warn('Plugin.versionParse:', range, 'is not a valid version or range.'); + } + + var parts = pattern.exec(range); + var major = Number(parts[4]); + var minor = Number(parts[5]); + var patch = Number(parts[6]); + + return { + isRange: Boolean(parts[1] || parts[2]), + version: parts[3], + range: range, + operator: parts[1] || parts[2] || '', + major: major, + minor: minor, + patch: patch, + parts: [major, minor, patch], + prerelease: parts[7], + number: major * 1e8 + minor * 1e4 + patch + }; + }; + + /** + * Returns `true` if `version` satisfies the given `range`. + * See documentation for `Plugin.versionParse` for a description of the format. + * If a version or range is not specified, then any version (`*`) is assumed to satisfy. + * @method versionSatisfies + * @param version {string} The version string. + * @param range {string} The range string. + * @return {boolean} `true` if `version` satisfies `range`, otherwise `false`. + */ + Plugin.versionSatisfies = function(version, range) { + range = range || '*'; + + var r = Plugin.versionParse(range), + v = Plugin.versionParse(version); + + if (r.isRange) { + if (r.operator === '*' || version === '*') { + return true; + } + + if (r.operator === '>') { + return v.number > r.number; + } + + if (r.operator === '>=') { + return v.number >= r.number; + } + + if (r.operator === '~') { + return v.major === r.major && v.minor === r.minor && v.patch >= r.patch; + } + + if (r.operator === '^') { + if (r.major > 0) { + return v.major === r.major && v.number >= r.number; + } + + if (r.minor > 0) { + return v.minor === r.minor && v.patch >= r.patch; + } + + return v.patch === r.patch; + } + } + + return version === range || version === '*'; + }; + +})(); + + +/***/ }), +/* 16 */ +/***/ (function(module, exports) { + +/** +* The `Matter.Contact` module contains methods for creating and manipulating collision contacts. +* +* @class Contact +*/ + +var Contact = {}; + +module.exports = Contact; + +(function() { + + /** + * Creates a new contact. + * @method create + * @param {vertex} [vertex] + * @return {contact} A new contact + */ + Contact.create = function(vertex) { + return { + vertex: vertex, + normalImpulse: 0, + tangentImpulse: 0 + }; + }; + +})(); + + +/***/ }), +/* 17 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Engine` module contains methods for creating and manipulating engines. +* An engine is a controller that manages updating the simulation of the world. +* See `Matter.Runner` for an optional game loop utility. +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Engine +*/ + +var Engine = {}; + +module.exports = Engine; + +var Sleeping = __webpack_require__(7); +var Resolver = __webpack_require__(18); +var Detector = __webpack_require__(13); +var Pairs = __webpack_require__(19); +var Events = __webpack_require__(5); +var Composite = __webpack_require__(6); +var Constraint = __webpack_require__(10); +var Common = __webpack_require__(0); +var Body = __webpack_require__(4); + +(function() { + + Engine._deltaMax = 1000 / 60; + + /** + * Creates a new engine. 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. + * See the properties section below for detailed information on what you can pass via the `options` object. + * @method create + * @param {object} [options] + * @return {engine} engine + */ + Engine.create = function(options) { + options = options || {}; + + var defaults = { + positionIterations: 6, + velocityIterations: 4, + constraintIterations: 2, + enableSleeping: false, + events: [], + plugin: {}, + gravity: { + x: 0, + y: 1, + scale: 0.001 + }, + timing: { + timestamp: 0, + timeScale: 1, + lastDelta: 0, + lastElapsed: 0, + lastUpdatesPerFrame: 0 + } + }; + + var engine = Common.extend(defaults, options); + + engine.world = options.world || Composite.create({ label: 'World' }); + engine.pairs = options.pairs || Pairs.create(); + engine.detector = options.detector || Detector.create(); + engine.detector.pairs = engine.pairs; + + // for temporary back compatibility only + engine.grid = { buckets: [] }; + engine.world.gravity = engine.gravity; + engine.broadphase = engine.grid; + engine.metrics = {}; + + return engine; + }; + + /** + * Moves the simulation forward in time by `delta` milliseconds. + * Triggers `beforeUpdate`, `beforeSolve` and `afterUpdate` events. + * Triggers `collisionStart`, `collisionActive` and `collisionEnd` events. + * @method update + * @param {engine} engine + * @param {number} [delta=16.666] + */ + Engine.update = function(engine, delta) { + var startTime = Common.now(); + + var world = engine.world, + detector = engine.detector, + pairs = engine.pairs, + timing = engine.timing, + timestamp = timing.timestamp, + i; + + // warn if high delta + if (delta > Engine._deltaMax) { + Common.warnOnce( + 'Matter.Engine.update: delta argument is recommended to be less than or equal to', Engine._deltaMax.toFixed(3), 'ms.' + ); + } + + delta = typeof delta !== 'undefined' ? delta : Common._baseDelta; + delta *= timing.timeScale; + + // increment timestamp + timing.timestamp += delta; + timing.lastDelta = delta; + + // create an event object + var event = { + timestamp: timing.timestamp, + delta: delta + }; + + Events.trigger(engine, 'beforeUpdate', event); + + // get all bodies and all constraints in the world + var allBodies = Composite.allBodies(world), + allConstraints = Composite.allConstraints(world); + + // if the world has changed + if (world.isModified) { + // update the detector bodies + Detector.setBodies(detector, allBodies); + + // reset all composite modified flags + Composite.setModified(world, false, false, true); + } + + // update sleeping if enabled + if (engine.enableSleeping) + Sleeping.update(allBodies, delta); + + // apply gravity to all bodies + Engine._bodiesApplyGravity(allBodies, engine.gravity); + + // update all body position and rotation by integration + if (delta > 0) { + Engine._bodiesUpdate(allBodies, delta); + } + + Events.trigger(engine, 'beforeSolve', event); + + // update all constraints (first pass) + Constraint.preSolveAll(allBodies); + for (i = 0; i < engine.constraintIterations; i++) { + Constraint.solveAll(allConstraints, delta); + } + Constraint.postSolveAll(allBodies); + + // find all collisions + var collisions = Detector.collisions(detector); + + // update collision pairs + Pairs.update(pairs, collisions, timestamp); + + // wake up bodies involved in collisions + if (engine.enableSleeping) + Sleeping.afterCollisions(pairs.list); + + // trigger collision events + if (pairs.collisionStart.length > 0) { + Events.trigger(engine, 'collisionStart', { + pairs: pairs.collisionStart, + timestamp: timing.timestamp, + delta: delta + }); + } + + // iteratively resolve position between collisions + var positionDamping = Common.clamp(20 / engine.positionIterations, 0, 1); + + Resolver.preSolvePosition(pairs.list); + for (i = 0; i < engine.positionIterations; i++) { + Resolver.solvePosition(pairs.list, delta, positionDamping); + } + Resolver.postSolvePosition(allBodies); + + // update all constraints (second pass) + Constraint.preSolveAll(allBodies); + for (i = 0; i < engine.constraintIterations; i++) { + Constraint.solveAll(allConstraints, delta); + } + Constraint.postSolveAll(allBodies); + + // iteratively resolve velocity between collisions + Resolver.preSolveVelocity(pairs.list); + for (i = 0; i < engine.velocityIterations; i++) { + Resolver.solveVelocity(pairs.list, delta); + } + + // update body speed and velocity properties + Engine._bodiesUpdateVelocities(allBodies); + + // trigger collision events + if (pairs.collisionActive.length > 0) { + Events.trigger(engine, 'collisionActive', { + pairs: pairs.collisionActive, + timestamp: timing.timestamp, + delta: delta + }); + } + + if (pairs.collisionEnd.length > 0) { + Events.trigger(engine, 'collisionEnd', { + pairs: pairs.collisionEnd, + timestamp: timing.timestamp, + delta: delta + }); + } + + // clear force buffers + Engine._bodiesClearForces(allBodies); + + Events.trigger(engine, 'afterUpdate', event); + + // log the time elapsed computing this update + engine.timing.lastElapsed = Common.now() - startTime; + + return engine; + }; + + /** + * Merges two engines by keeping the configuration of `engineA` but replacing the world with the one from `engineB`. + * @method merge + * @param {engine} engineA + * @param {engine} engineB + */ + Engine.merge = function(engineA, engineB) { + Common.extend(engineA, engineB); + + if (engineB.world) { + engineA.world = engineB.world; + + Engine.clear(engineA); + + var bodies = Composite.allBodies(engineA.world); + + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i]; + Sleeping.set(body, false); + body.id = Common.nextId(); + } + } + }; + + /** + * Clears the engine pairs and detector. + * @method clear + * @param {engine} engine + */ + Engine.clear = function(engine) { + Pairs.clear(engine.pairs); + Detector.clear(engine.detector); + }; + + /** + * Zeroes the `body.force` and `body.torque` force buffers. + * @method _bodiesClearForces + * @private + * @param {body[]} bodies + */ + Engine._bodiesClearForces = function(bodies) { + var bodiesLength = bodies.length; + + for (var i = 0; i < bodiesLength; i++) { + var body = bodies[i]; + + // reset force buffers + body.force.x = 0; + body.force.y = 0; + body.torque = 0; + } + }; + + /** + * Applies gravitational acceleration to all `bodies`. + * This models a [uniform gravitational field](https://en.wikipedia.org/wiki/Gravity_of_Earth), similar to near the surface of a planet. + * + * @method _bodiesApplyGravity + * @private + * @param {body[]} bodies + * @param {vector} gravity + */ + Engine._bodiesApplyGravity = function(bodies, gravity) { + var gravityScale = typeof gravity.scale !== 'undefined' ? gravity.scale : 0.001, + bodiesLength = bodies.length; + + if ((gravity.x === 0 && gravity.y === 0) || gravityScale === 0) { + return; + } + + for (var i = 0; i < bodiesLength; i++) { + var body = bodies[i]; + + if (body.isStatic || body.isSleeping) + continue; + + // add the resultant force of gravity + body.force.y += body.mass * gravity.y * gravityScale; + body.force.x += body.mass * gravity.x * gravityScale; + } + }; + + /** + * Applies `Body.update` to all given `bodies`. + * @method _bodiesUpdate + * @private + * @param {body[]} bodies + * @param {number} delta The amount of time elapsed between updates + */ + Engine._bodiesUpdate = function(bodies, delta) { + var bodiesLength = bodies.length; + + for (var i = 0; i < bodiesLength; i++) { + var body = bodies[i]; + + if (body.isStatic || body.isSleeping) + continue; + + Body.update(body, delta); + } + }; + + /** + * Applies `Body.updateVelocities` to all given `bodies`. + * @method _bodiesUpdateVelocities + * @private + * @param {body[]} bodies + */ + Engine._bodiesUpdateVelocities = function(bodies) { + var bodiesLength = bodies.length; + + for (var i = 0; i < bodiesLength; i++) { + Body.updateVelocities(bodies[i]); + } + }; + + /** + * A deprecated alias for `Runner.run`, use `Matter.Runner.run(engine)` instead and see `Matter.Runner` for more information. + * @deprecated use Matter.Runner.run(engine) instead + * @method run + * @param {engine} engine + */ + + /** + * Fired just before an update + * + * @event beforeUpdate + * @param {object} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {number} event.delta The delta time in milliseconds value used in the update + * @param {engine} event.source The source object of the event + * @param {string} event.name The name of the event + */ + + /** + * Fired after bodies updated based on their velocity and forces, but before any collision detection, constraints and resolving etc. + * + * @event beforeSolve + * @param {object} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {number} event.delta The delta time in milliseconds value used in the update + * @param {engine} event.source The source object of the event + * @param {string} event.name The name of the event + */ + + /** + * Fired after engine update and all collision events + * + * @event afterUpdate + * @param {object} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {number} event.delta The delta time in milliseconds value used in the update + * @param {engine} event.source The source object of the event + * @param {string} event.name The name of the event + */ + + /** + * Fired after engine update, provides a list of all pairs that have started to collide in the current tick (if any) + * + * @event collisionStart + * @param {object} event An event object + * @param {pair[]} event.pairs List of affected pairs + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {number} event.delta The delta time in milliseconds value used in the update + * @param {engine} event.source The source object of the event + * @param {string} event.name The name of the event + */ + + /** + * Fired after engine update, provides a list of all pairs that are colliding in the current tick (if any) + * + * @event collisionActive + * @param {object} event An event object + * @param {pair[]} event.pairs List of affected pairs + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {number} event.delta The delta time in milliseconds value used in the update + * @param {engine} event.source The source object of the event + * @param {string} event.name The name of the event + */ + + /** + * Fired after engine update, provides a list of all pairs that have ended collision in the current tick (if any) + * + * @event collisionEnd + * @param {object} event An event object + * @param {pair[]} event.pairs List of affected pairs + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {number} event.delta The delta time in milliseconds value used in the update + * @param {engine} event.source The source object of the event + * @param {string} event.name The name of the event + */ + + /* + * + * Properties Documentation + * + */ + + /** + * An integer `Number` that specifies the number of position iterations to perform each update. + * The higher the value, the higher quality the simulation will be at the expense of performance. + * + * @property positionIterations + * @type number + * @default 6 + */ + + /** + * An integer `Number` that specifies the number of velocity iterations to perform each update. + * The higher the value, the higher quality the simulation will be at the expense of performance. + * + * @property velocityIterations + * @type number + * @default 4 + */ + + /** + * An integer `Number` that specifies the number of constraint iterations to perform each update. + * The higher the value, the higher quality the simulation will be at the expense of performance. + * The default value of `2` is usually very adequate. + * + * @property constraintIterations + * @type number + * @default 2 + */ + + /** + * A flag that specifies whether the engine should allow sleeping via the `Matter.Sleeping` module. + * Sleeping can improve stability and performance, but often at the expense of accuracy. + * + * @property enableSleeping + * @type boolean + * @default false + */ + + /** + * An `Object` containing properties regarding the timing systems of the engine. + * + * @property timing + * @type object + */ + + /** + * A `Number` that specifies the global scaling factor of time for all bodies. + * A value of `0` freezes the simulation. + * A value of `0.1` gives a slow-motion effect. + * A value of `1.2` gives a speed-up effect. + * + * @property timing.timeScale + * @type number + * @default 1 + */ + + /** + * A `Number` that specifies the current simulation-time in milliseconds starting from `0`. + * It is incremented on every `Engine.update` by the given `delta` argument. + * + * @property timing.timestamp + * @type number + * @default 0 + */ + + /** + * A `Number` that represents the total execution time elapsed during the last `Engine.update` in milliseconds. + * It is updated by timing from the start of the last `Engine.update` call until it ends. + * + * This value will also include the total execution time of all event handlers directly or indirectly triggered by the engine update. + * + * @property timing.lastElapsed + * @type number + * @default 0 + */ + + /** + * A `Number` that represents the `delta` value used in the last engine update. + * + * @property timing.lastDelta + * @type number + * @default 0 + */ + + /** + * A `Matter.Detector` instance. + * + * @property detector + * @type detector + * @default a Matter.Detector instance + */ + + /** + * A `Matter.Grid` instance. + * + * @deprecated replaced by `engine.detector` + * @property grid + * @type grid + * @default a Matter.Grid instance + */ + + /** + * Replaced by and now alias for `engine.grid`. + * + * @deprecated replaced by `engine.detector` + * @property broadphase + * @type grid + * @default a Matter.Grid instance + */ + + /** + * The root `Matter.Composite` instance that will contain all bodies, constraints and other composites to be simulated by this engine. + * + * @property world + * @type composite + * @default a Matter.Composite instance + */ + + /** + * An object reserved for storing plugin-specific properties. + * + * @property plugin + * @type {} + */ + + /** + * An optional gravitational acceleration applied to all bodies in `engine.world` on every update. + * + * This models a [uniform gravitational field](https://en.wikipedia.org/wiki/Gravity_of_Earth), similar to near the surface of a planet. For gravity in other contexts, disable this and apply forces as needed. + * + * To disable set the `scale` component to `0`. + * + * This is split into three components for ease of use: + * a normalised direction (`x` and `y`) and magnitude (`scale`). + * + * @property gravity + * @type object + */ + + /** + * The gravitational direction normal `x` component, to be multiplied by `gravity.scale`. + * + * @property gravity.x + * @type object + * @default 0 + */ + + /** + * The gravitational direction normal `y` component, to be multiplied by `gravity.scale`. + * + * @property gravity.y + * @type object + * @default 1 + */ + + /** + * The magnitude of the gravitational acceleration. + * + * @property gravity.scale + * @type object + * @default 0.001 + */ + +})(); + + +/***/ }), +/* 18 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Resolver` module contains methods for resolving collision pairs. +* +* @class Resolver +*/ + +var Resolver = {}; + +module.exports = Resolver; + +var Vertices = __webpack_require__(3); +var Common = __webpack_require__(0); +var Bounds = __webpack_require__(1); + +(function() { + + Resolver._restingThresh = 2; + Resolver._restingThreshTangent = Math.sqrt(6); + Resolver._positionDampen = 0.9; + Resolver._positionWarming = 0.8; + Resolver._frictionNormalMultiplier = 5; + Resolver._frictionMaxStatic = Number.MAX_VALUE; + + /** + * Prepare pairs for position solving. + * @method preSolvePosition + * @param {pair[]} pairs + */ + Resolver.preSolvePosition = function(pairs) { + var i, + pair, + contactCount, + pairsLength = pairs.length; + + // find total contacts on each body + for (i = 0; i < pairsLength; i++) { + pair = pairs[i]; + + if (!pair.isActive) + continue; + + contactCount = pair.contactCount; + pair.collision.parentA.totalContacts += contactCount; + pair.collision.parentB.totalContacts += contactCount; + } + }; + + /** + * Find a solution for pair positions. + * @method solvePosition + * @param {pair[]} pairs + * @param {number} delta + * @param {number} [damping=1] + */ + Resolver.solvePosition = function(pairs, delta, damping) { + var i, + pair, + collision, + bodyA, + bodyB, + normal, + contactShare, + positionImpulse, + positionDampen = Resolver._positionDampen * (damping || 1), + slopDampen = Common.clamp(delta / Common._baseDelta, 0, 1), + pairsLength = pairs.length; + + // find impulses required to resolve penetration + for (i = 0; i < pairsLength; i++) { + pair = pairs[i]; + + if (!pair.isActive || pair.isSensor) + continue; + + collision = pair.collision; + bodyA = collision.parentA; + bodyB = collision.parentB; + normal = collision.normal; + + // get current separation between body edges involved in collision + pair.separation = + collision.depth + normal.x * (bodyB.positionImpulse.x - bodyA.positionImpulse.x) + + normal.y * (bodyB.positionImpulse.y - bodyA.positionImpulse.y); + } + + for (i = 0; i < pairsLength; i++) { + pair = pairs[i]; + + if (!pair.isActive || pair.isSensor) + continue; + + collision = pair.collision; + bodyA = collision.parentA; + bodyB = collision.parentB; + normal = collision.normal; + positionImpulse = pair.separation - pair.slop * slopDampen; + + if (bodyA.isStatic || bodyB.isStatic) + positionImpulse *= 2; + + if (!(bodyA.isStatic || bodyA.isSleeping)) { + contactShare = positionDampen / bodyA.totalContacts; + bodyA.positionImpulse.x += normal.x * positionImpulse * contactShare; + bodyA.positionImpulse.y += normal.y * positionImpulse * contactShare; + } + + if (!(bodyB.isStatic || bodyB.isSleeping)) { + contactShare = positionDampen / bodyB.totalContacts; + bodyB.positionImpulse.x -= normal.x * positionImpulse * contactShare; + bodyB.positionImpulse.y -= normal.y * positionImpulse * contactShare; + } + } + }; + + /** + * Apply position resolution. + * @method postSolvePosition + * @param {body[]} bodies + */ + Resolver.postSolvePosition = function(bodies) { + var positionWarming = Resolver._positionWarming, + bodiesLength = bodies.length, + verticesTranslate = Vertices.translate, + boundsUpdate = Bounds.update; + + for (var i = 0; i < bodiesLength; i++) { + var body = bodies[i], + positionImpulse = body.positionImpulse, + positionImpulseX = positionImpulse.x, + positionImpulseY = positionImpulse.y, + velocity = body.velocity; + + // reset contact count + body.totalContacts = 0; + + if (positionImpulseX !== 0 || positionImpulseY !== 0) { + // update body geometry + for (var j = 0; j < body.parts.length; j++) { + var part = body.parts[j]; + verticesTranslate(part.vertices, positionImpulse); + boundsUpdate(part.bounds, part.vertices, velocity); + part.position.x += positionImpulseX; + part.position.y += positionImpulseY; + } + + // move the body without changing velocity + body.positionPrev.x += positionImpulseX; + body.positionPrev.y += positionImpulseY; + + if (positionImpulseX * velocity.x + positionImpulseY * velocity.y < 0) { + // reset cached impulse if the body has velocity along it + positionImpulse.x = 0; + positionImpulse.y = 0; + } else { + // warm the next iteration + positionImpulse.x *= positionWarming; + positionImpulse.y *= positionWarming; + } + } + } + }; + + /** + * Prepare pairs for velocity solving. + * @method preSolveVelocity + * @param {pair[]} pairs + */ + Resolver.preSolveVelocity = function(pairs) { + var pairsLength = pairs.length, + i, + j; + + for (i = 0; i < pairsLength; i++) { + var pair = pairs[i]; + + if (!pair.isActive || pair.isSensor) + continue; + + var contacts = pair.contacts, + contactCount = pair.contactCount, + collision = pair.collision, + bodyA = collision.parentA, + bodyB = collision.parentB, + normal = collision.normal, + tangent = collision.tangent; + + // resolve each contact + for (j = 0; j < contactCount; j++) { + var contact = contacts[j], + contactVertex = contact.vertex, + normalImpulse = contact.normalImpulse, + tangentImpulse = contact.tangentImpulse; + + if (normalImpulse !== 0 || tangentImpulse !== 0) { + // total impulse from contact + var impulseX = normal.x * normalImpulse + tangent.x * tangentImpulse, + impulseY = normal.y * normalImpulse + tangent.y * tangentImpulse; + + // apply impulse from contact + if (!(bodyA.isStatic || bodyA.isSleeping)) { + bodyA.positionPrev.x += impulseX * bodyA.inverseMass; + bodyA.positionPrev.y += impulseY * bodyA.inverseMass; + bodyA.anglePrev += bodyA.inverseInertia * ( + (contactVertex.x - bodyA.position.x) * impulseY + - (contactVertex.y - bodyA.position.y) * impulseX + ); + } + + if (!(bodyB.isStatic || bodyB.isSleeping)) { + bodyB.positionPrev.x -= impulseX * bodyB.inverseMass; + bodyB.positionPrev.y -= impulseY * bodyB.inverseMass; + bodyB.anglePrev -= bodyB.inverseInertia * ( + (contactVertex.x - bodyB.position.x) * impulseY + - (contactVertex.y - bodyB.position.y) * impulseX + ); + } + } + } + } + }; + + /** + * Find a solution for pair velocities. + * @method solveVelocity + * @param {pair[]} pairs + * @param {number} delta + */ + Resolver.solveVelocity = function(pairs, delta) { + var timeScale = delta / Common._baseDelta, + timeScaleSquared = timeScale * timeScale, + timeScaleCubed = timeScaleSquared * timeScale, + restingThresh = -Resolver._restingThresh * timeScale, + restingThreshTangent = Resolver._restingThreshTangent, + frictionNormalMultiplier = Resolver._frictionNormalMultiplier * timeScale, + frictionMaxStatic = Resolver._frictionMaxStatic, + pairsLength = pairs.length, + tangentImpulse, + maxFriction, + i, + j; + + for (i = 0; i < pairsLength; i++) { + var pair = pairs[i]; + + if (!pair.isActive || pair.isSensor) + continue; + + var collision = pair.collision, + bodyA = collision.parentA, + bodyB = collision.parentB, + normalX = collision.normal.x, + normalY = collision.normal.y, + tangentX = collision.tangent.x, + tangentY = collision.tangent.y, + inverseMassTotal = pair.inverseMass, + friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier, + contacts = pair.contacts, + contactCount = pair.contactCount, + contactShare = 1 / contactCount; + + // get body velocities + var bodyAVelocityX = bodyA.position.x - bodyA.positionPrev.x, + bodyAVelocityY = bodyA.position.y - bodyA.positionPrev.y, + bodyAAngularVelocity = bodyA.angle - bodyA.anglePrev, + bodyBVelocityX = bodyB.position.x - bodyB.positionPrev.x, + bodyBVelocityY = bodyB.position.y - bodyB.positionPrev.y, + bodyBAngularVelocity = bodyB.angle - bodyB.anglePrev; + + // resolve each contact + for (j = 0; j < contactCount; j++) { + var contact = contacts[j], + contactVertex = contact.vertex; + + var offsetAX = contactVertex.x - bodyA.position.x, + offsetAY = contactVertex.y - bodyA.position.y, + offsetBX = contactVertex.x - bodyB.position.x, + offsetBY = contactVertex.y - bodyB.position.y; + + var velocityPointAX = bodyAVelocityX - offsetAY * bodyAAngularVelocity, + velocityPointAY = bodyAVelocityY + offsetAX * bodyAAngularVelocity, + velocityPointBX = bodyBVelocityX - offsetBY * bodyBAngularVelocity, + velocityPointBY = bodyBVelocityY + offsetBX * bodyBAngularVelocity; + + var relativeVelocityX = velocityPointAX - velocityPointBX, + relativeVelocityY = velocityPointAY - velocityPointBY; + + var normalVelocity = normalX * relativeVelocityX + normalY * relativeVelocityY, + tangentVelocity = tangentX * relativeVelocityX + tangentY * relativeVelocityY; + + // coulomb friction + var normalOverlap = pair.separation + normalVelocity; + var normalForce = Math.min(normalOverlap, 1); + normalForce = normalOverlap < 0 ? 0 : normalForce; + + var frictionLimit = normalForce * friction; + + if (tangentVelocity < -frictionLimit || tangentVelocity > frictionLimit) { + maxFriction = (tangentVelocity > 0 ? tangentVelocity : -tangentVelocity); + tangentImpulse = pair.friction * (tangentVelocity > 0 ? 1 : -1) * timeScaleCubed; + + if (tangentImpulse < -maxFriction) { + tangentImpulse = -maxFriction; + } else if (tangentImpulse > maxFriction) { + tangentImpulse = maxFriction; + } + } else { + tangentImpulse = tangentVelocity; + maxFriction = frictionMaxStatic; + } + + // account for mass, inertia and contact offset + var oAcN = offsetAX * normalY - offsetAY * normalX, + oBcN = offsetBX * normalY - offsetBY * normalX, + share = contactShare / (inverseMassTotal + bodyA.inverseInertia * oAcN * oAcN + bodyB.inverseInertia * oBcN * oBcN); + + // raw impulses + var normalImpulse = (1 + pair.restitution) * normalVelocity * share; + tangentImpulse *= share; + + // handle high velocity and resting collisions separately + if (normalVelocity < restingThresh) { + // high normal velocity so clear cached contact normal impulse + contact.normalImpulse = 0; + } else { + // solve resting collision constraints using Erin Catto's method (GDC08) + // impulse constraint tends to 0 + var contactNormalImpulse = contact.normalImpulse; + contact.normalImpulse += normalImpulse; + if (contact.normalImpulse > 0) contact.normalImpulse = 0; + normalImpulse = contact.normalImpulse - contactNormalImpulse; + } + + // handle high velocity and resting collisions separately + if (tangentVelocity < -restingThreshTangent || tangentVelocity > restingThreshTangent) { + // high tangent velocity so clear cached contact tangent impulse + contact.tangentImpulse = 0; + } else { + // solve resting collision constraints using Erin Catto's method (GDC08) + // tangent impulse tends to -tangentSpeed or +tangentSpeed + var contactTangentImpulse = contact.tangentImpulse; + contact.tangentImpulse += tangentImpulse; + if (contact.tangentImpulse < -maxFriction) contact.tangentImpulse = -maxFriction; + if (contact.tangentImpulse > maxFriction) contact.tangentImpulse = maxFriction; + tangentImpulse = contact.tangentImpulse - contactTangentImpulse; + } + + // total impulse from contact + var impulseX = normalX * normalImpulse + tangentX * tangentImpulse, + impulseY = normalY * normalImpulse + tangentY * tangentImpulse; + + // apply impulse from contact + if (!(bodyA.isStatic || bodyA.isSleeping)) { + bodyA.positionPrev.x += impulseX * bodyA.inverseMass; + bodyA.positionPrev.y += impulseY * bodyA.inverseMass; + bodyA.anglePrev += (offsetAX * impulseY - offsetAY * impulseX) * bodyA.inverseInertia; + } + + if (!(bodyB.isStatic || bodyB.isSleeping)) { + bodyB.positionPrev.x -= impulseX * bodyB.inverseMass; + bodyB.positionPrev.y -= impulseY * bodyB.inverseMass; + bodyB.anglePrev -= (offsetBX * impulseY - offsetBY * impulseX) * bodyB.inverseInertia; + } + } + } + }; + +})(); + + +/***/ }), +/* 19 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Pairs` module contains methods for creating and manipulating collision pair sets. +* +* @class Pairs +*/ + +var Pairs = {}; + +module.exports = Pairs; + +var Pair = __webpack_require__(9); +var Common = __webpack_require__(0); + +(function() { + + /** + * Creates a new pairs structure. + * @method create + * @param {object} options + * @return {pairs} A new pairs structure + */ + Pairs.create = function(options) { + return Common.extend({ + table: {}, + list: [], + collisionStart: [], + collisionActive: [], + collisionEnd: [] + }, options); + }; + + /** + * Updates pairs given a list of collisions. + * @method update + * @param {object} pairs + * @param {collision[]} collisions + * @param {number} timestamp + */ + Pairs.update = function(pairs, collisions, timestamp) { + var pairUpdate = Pair.update, + pairCreate = Pair.create, + pairSetActive = Pair.setActive, + pairsTable = pairs.table, + pairsList = pairs.list, + pairsListLength = pairsList.length, + pairsListIndex = pairsListLength, + collisionStart = pairs.collisionStart, + collisionEnd = pairs.collisionEnd, + collisionActive = pairs.collisionActive, + collisionsLength = collisions.length, + collisionStartIndex = 0, + collisionEndIndex = 0, + collisionActiveIndex = 0, + collision, + pair, + i; + + for (i = 0; i < collisionsLength; i++) { + collision = collisions[i]; + pair = collision.pair; + + if (pair) { + // pair already exists (but may or may not be active) + if (pair.isActive) { + // pair exists and is active + collisionActive[collisionActiveIndex++] = pair; + } + + // update the pair + pairUpdate(pair, collision, timestamp); + } else { + // pair did not exist, create a new pair + pair = pairCreate(collision, timestamp); + pairsTable[pair.id] = pair; + + // add the new pair + collisionStart[collisionStartIndex++] = pair; + pairsList[pairsListIndex++] = pair; + } + } + + // find pairs that are no longer active + pairsListIndex = 0; + pairsListLength = pairsList.length; + + for (i = 0; i < pairsListLength; i++) { + pair = pairsList[i]; + + // pair is active if updated this timestep + if (pair.timeUpdated >= timestamp) { + // keep active pairs + pairsList[pairsListIndex++] = pair; + } else { + pairSetActive(pair, false, timestamp); + + // keep inactive pairs if both bodies may be sleeping + if (pair.collision.bodyA.sleepCounter > 0 && pair.collision.bodyB.sleepCounter > 0) { + pairsList[pairsListIndex++] = pair; + } else { + // remove inactive pairs if either body awake + collisionEnd[collisionEndIndex++] = pair; + delete pairsTable[pair.id]; + } + } + } + + // update array lengths if changed + if (pairsList.length !== pairsListIndex) { + pairsList.length = pairsListIndex; + } + + if (collisionStart.length !== collisionStartIndex) { + collisionStart.length = collisionStartIndex; + } + + if (collisionEnd.length !== collisionEndIndex) { + collisionEnd.length = collisionEndIndex; + } + + if (collisionActive.length !== collisionActiveIndex) { + collisionActive.length = collisionActiveIndex; + } + }; + + /** + * Clears the given pairs structure. + * @method clear + * @param {pairs} pairs + * @return {pairs} pairs + */ + Pairs.clear = function(pairs) { + pairs.table = {}; + pairs.list.length = 0; + pairs.collisionStart.length = 0; + pairs.collisionActive.length = 0; + pairs.collisionEnd.length = 0; + return pairs; + }; + +})(); + + +/***/ }), +/* 20 */ +/***/ (function(module, exports, __webpack_require__) { + +var Matter = module.exports = __webpack_require__(21); + +Matter.Axes = __webpack_require__(11); +Matter.Bodies = __webpack_require__(12); +Matter.Body = __webpack_require__(4); +Matter.Bounds = __webpack_require__(1); +Matter.Collision = __webpack_require__(8); +Matter.Common = __webpack_require__(0); +Matter.Composite = __webpack_require__(6); +Matter.Composites = __webpack_require__(22); +Matter.Constraint = __webpack_require__(10); +Matter.Contact = __webpack_require__(16); +Matter.Detector = __webpack_require__(13); +Matter.Engine = __webpack_require__(17); +Matter.Events = __webpack_require__(5); +Matter.Grid = __webpack_require__(23); +Matter.Mouse = __webpack_require__(14); +Matter.MouseConstraint = __webpack_require__(24); +Matter.Pair = __webpack_require__(9); +Matter.Pairs = __webpack_require__(19); +Matter.Plugin = __webpack_require__(15); +Matter.Query = __webpack_require__(25); +Matter.Render = __webpack_require__(26); +Matter.Resolver = __webpack_require__(18); +Matter.Runner = __webpack_require__(27); +Matter.SAT = __webpack_require__(28); +Matter.Sleeping = __webpack_require__(7); +Matter.Svg = __webpack_require__(29); +Matter.Vector = __webpack_require__(2); +Matter.Vertices = __webpack_require__(3); +Matter.World = __webpack_require__(30); + +// temporary back compatibility +Matter.Engine.run = Matter.Runner.run; +Matter.Common.deprecated(Matter.Engine, 'run', 'Engine.run ➤ use Matter.Runner.run(engine) instead'); + + +/***/ }), +/* 21 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter` module is the top level namespace. It also includes a function for installing plugins on top of the library. +* +* @class Matter +*/ + +var Matter = {}; + +module.exports = Matter; + +var Plugin = __webpack_require__(15); +var Common = __webpack_require__(0); + +(function() { + + /** + * The library name. + * @property name + * @readOnly + * @type {String} + */ + Matter.name = 'matter-js'; + + /** + * The library version. + * @property version + * @readOnly + * @type {String} + */ + Matter.version = true ? "0.20.0" : undefined; + + /** + * A list of plugin dependencies to be installed. These are normally set and installed through `Matter.use`. + * Alternatively you may set `Matter.uses` manually and install them by calling `Plugin.use(Matter)`. + * @property uses + * @type {Array} + */ + Matter.uses = []; + + /** + * The plugins that have been installed through `Matter.Plugin.install`. Read only. + * @property used + * @readOnly + * @type {Array} + */ + Matter.used = []; + + /** + * Installs the given plugins on the `Matter` namespace. + * This is a short-hand for `Plugin.use`, see it for more information. + * Call this function once at the start of your code, with all of the plugins you wish to install as arguments. + * Avoid calling this function multiple times unless you intend to manually control installation order. + * @method use + * @param ...plugin {Function} The plugin(s) to install on `base` (multi-argument). + */ + Matter.use = function() { + Plugin.use(Matter, Array.prototype.slice.call(arguments)); + }; + + /** + * Chains a function to excute before the original function on the given `path` relative to `Matter`. + * See also docs for `Common.chain`. + * @method before + * @param {string} path The path relative to `Matter` + * @param {function} func The function to chain before the original + * @return {function} The chained function that replaced the original + */ + Matter.before = function(path, func) { + path = path.replace(/^Matter./, ''); + return Common.chainPathBefore(Matter, path, func); + }; + + /** + * Chains a function to excute after the original function on the given `path` relative to `Matter`. + * See also docs for `Common.chain`. + * @method after + * @param {string} path The path relative to `Matter` + * @param {function} func The function to chain after the original + * @return {function} The chained function that replaced the original + */ + Matter.after = function(path, func) { + path = path.replace(/^Matter./, ''); + return Common.chainPathAfter(Matter, path, func); + }; + +})(); + + +/***/ }), +/* 22 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Composites` module contains factory methods for creating composite bodies +* with commonly used configurations (such as stacks and chains). +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Composites +*/ + +var Composites = {}; + +module.exports = Composites; + +var Composite = __webpack_require__(6); +var Constraint = __webpack_require__(10); +var Common = __webpack_require__(0); +var Body = __webpack_require__(4); +var Bodies = __webpack_require__(12); +var deprecated = Common.deprecated; + +(function() { + + /** + * Create a new composite containing bodies created in the callback in a grid arrangement. + * This function uses the body's bounds to prevent overlaps. + * @method stack + * @param {number} x Starting position in X. + * @param {number} y Starting position in Y. + * @param {number} columns + * @param {number} rows + * @param {number} columnGap + * @param {number} rowGap + * @param {function} callback + * @return {composite} A new composite containing objects created in the callback + */ + Composites.stack = function(x, y, columns, rows, columnGap, rowGap, callback) { + var stack = Composite.create({ label: 'Stack' }), + currentX = x, + currentY = y, + lastBody, + i = 0; + + for (var row = 0; row < rows; row++) { + var maxHeight = 0; + + for (var column = 0; column < columns; column++) { + var body = callback(currentX, currentY, column, row, lastBody, i); + + if (body) { + var bodyHeight = body.bounds.max.y - body.bounds.min.y, + bodyWidth = body.bounds.max.x - body.bounds.min.x; + + if (bodyHeight > maxHeight) + maxHeight = bodyHeight; + + Body.translate(body, { x: bodyWidth * 0.5, y: bodyHeight * 0.5 }); + + currentX = body.bounds.max.x + columnGap; + + Composite.addBody(stack, body); + + lastBody = body; + i += 1; + } else { + currentX += columnGap; + } + } + + currentY += maxHeight + rowGap; + currentX = x; + } + + return stack; + }; + + /** + * Chains all bodies in the given composite together using constraints. + * @method chain + * @param {composite} composite + * @param {number} xOffsetA + * @param {number} yOffsetA + * @param {number} xOffsetB + * @param {number} yOffsetB + * @param {object} options + * @return {composite} A new composite containing objects chained together with constraints + */ + Composites.chain = function(composite, xOffsetA, yOffsetA, xOffsetB, yOffsetB, options) { + var bodies = composite.bodies; + + for (var i = 1; i < bodies.length; i++) { + var bodyA = bodies[i - 1], + bodyB = bodies[i], + bodyAHeight = bodyA.bounds.max.y - bodyA.bounds.min.y, + bodyAWidth = bodyA.bounds.max.x - bodyA.bounds.min.x, + bodyBHeight = bodyB.bounds.max.y - bodyB.bounds.min.y, + bodyBWidth = bodyB.bounds.max.x - bodyB.bounds.min.x; + + var defaults = { + bodyA: bodyA, + pointA: { x: bodyAWidth * xOffsetA, y: bodyAHeight * yOffsetA }, + bodyB: bodyB, + pointB: { x: bodyBWidth * xOffsetB, y: bodyBHeight * yOffsetB } + }; + + var constraint = Common.extend(defaults, options); + + Composite.addConstraint(composite, Constraint.create(constraint)); + } + + composite.label += ' Chain'; + + return composite; + }; + + /** + * Connects bodies in the composite with constraints in a grid pattern, with optional cross braces. + * @method mesh + * @param {composite} composite + * @param {number} columns + * @param {number} rows + * @param {boolean} crossBrace + * @param {object} options + * @return {composite} The composite containing objects meshed together with constraints + */ + Composites.mesh = function(composite, columns, rows, crossBrace, options) { + var bodies = composite.bodies, + row, + col, + bodyA, + bodyB, + bodyC; + + for (row = 0; row < rows; row++) { + for (col = 1; col < columns; col++) { + bodyA = bodies[(col - 1) + (row * columns)]; + bodyB = bodies[col + (row * columns)]; + Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options))); + } + + if (row > 0) { + for (col = 0; col < columns; col++) { + bodyA = bodies[col + ((row - 1) * columns)]; + bodyB = bodies[col + (row * columns)]; + Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options))); + + if (crossBrace && col > 0) { + bodyC = bodies[(col - 1) + ((row - 1) * columns)]; + Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyC, bodyB: bodyB }, options))); + } + + if (crossBrace && col < columns - 1) { + bodyC = bodies[(col + 1) + ((row - 1) * columns)]; + Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyC, bodyB: bodyB }, options))); + } + } + } + } + + composite.label += ' Mesh'; + + return composite; + }; + + /** + * Create a new composite containing bodies created in the callback in a pyramid arrangement. + * This function uses the body's bounds to prevent overlaps. + * @method pyramid + * @param {number} x Starting position in X. + * @param {number} y Starting position in Y. + * @param {number} columns + * @param {number} rows + * @param {number} columnGap + * @param {number} rowGap + * @param {function} callback + * @return {composite} A new composite containing objects created in the callback + */ + Composites.pyramid = function(x, y, columns, rows, columnGap, rowGap, callback) { + return Composites.stack(x, y, columns, rows, columnGap, rowGap, function(stackX, stackY, column, row, lastBody, i) { + var actualRows = Math.min(rows, Math.ceil(columns / 2)), + lastBodyWidth = lastBody ? lastBody.bounds.max.x - lastBody.bounds.min.x : 0; + + if (row > actualRows) + return; + + // reverse row order + row = actualRows - row; + + var start = row, + end = columns - 1 - row; + + if (column < start || column > end) + return; + + // retroactively fix the first body's position, since width was unknown + if (i === 1) { + Body.translate(lastBody, { x: (column + (columns % 2 === 1 ? 1 : -1)) * lastBodyWidth, y: 0 }); + } + + var xOffset = lastBody ? column * lastBodyWidth : 0; + + return callback(x + xOffset + column * columnGap, stackY, column, row, lastBody, i); + }); + }; + + /** + * This has now moved to the [newtonsCradle example](https://github.com/liabru/matter-js/blob/master/examples/newtonsCradle.js), follow that instead as this function is deprecated here. + * @deprecated moved to newtonsCradle example + * @method newtonsCradle + * @param {number} x Starting position in X. + * @param {number} y Starting position in Y. + * @param {number} number + * @param {number} size + * @param {number} length + * @return {composite} A new composite newtonsCradle body + */ + Composites.newtonsCradle = function(x, y, number, size, length) { + var newtonsCradle = Composite.create({ label: 'Newtons Cradle' }); + + for (var i = 0; i < number; i++) { + var separation = 1.9, + circle = Bodies.circle(x + i * (size * separation), y + length, size, + { inertia: Infinity, restitution: 1, friction: 0, frictionAir: 0.0001, slop: 1 }), + constraint = Constraint.create({ pointA: { x: x + i * (size * separation), y: y }, bodyB: circle }); + + Composite.addBody(newtonsCradle, circle); + Composite.addConstraint(newtonsCradle, constraint); + } + + return newtonsCradle; + }; + + deprecated(Composites, 'newtonsCradle', 'Composites.newtonsCradle ➤ moved to newtonsCradle example'); + + /** + * This has now moved to the [car example](https://github.com/liabru/matter-js/blob/master/examples/car.js), follow that instead as this function is deprecated here. + * @deprecated moved to car example + * @method car + * @param {number} x Starting position in X. + * @param {number} y Starting position in Y. + * @param {number} width + * @param {number} height + * @param {number} wheelSize + * @return {composite} A new composite car body + */ + Composites.car = function(x, y, width, height, wheelSize) { + var group = Body.nextGroup(true), + wheelBase = 20, + wheelAOffset = -width * 0.5 + wheelBase, + wheelBOffset = width * 0.5 - wheelBase, + wheelYOffset = 0; + + var car = Composite.create({ label: 'Car' }), + body = Bodies.rectangle(x, y, width, height, { + collisionFilter: { + group: group + }, + chamfer: { + radius: height * 0.5 + }, + density: 0.0002 + }); + + var wheelA = Bodies.circle(x + wheelAOffset, y + wheelYOffset, wheelSize, { + collisionFilter: { + group: group + }, + friction: 0.8 + }); + + var wheelB = Bodies.circle(x + wheelBOffset, y + wheelYOffset, wheelSize, { + collisionFilter: { + group: group + }, + friction: 0.8 + }); + + var axelA = Constraint.create({ + bodyB: body, + pointB: { x: wheelAOffset, y: wheelYOffset }, + bodyA: wheelA, + stiffness: 1, + length: 0 + }); + + var axelB = Constraint.create({ + bodyB: body, + pointB: { x: wheelBOffset, y: wheelYOffset }, + bodyA: wheelB, + stiffness: 1, + length: 0 + }); + + Composite.addBody(car, body); + Composite.addBody(car, wheelA); + Composite.addBody(car, wheelB); + Composite.addConstraint(car, axelA); + Composite.addConstraint(car, axelB); + + return car; + }; + + deprecated(Composites, 'car', 'Composites.car ➤ moved to car example'); + + /** + * This has now moved to the [softBody example](https://github.com/liabru/matter-js/blob/master/examples/softBody.js) + * and the [cloth example](https://github.com/liabru/matter-js/blob/master/examples/cloth.js), follow those instead as this function is deprecated here. + * @deprecated moved to softBody and cloth examples + * @method softBody + * @param {number} x Starting position in X. + * @param {number} y Starting position in Y. + * @param {number} columns + * @param {number} rows + * @param {number} columnGap + * @param {number} rowGap + * @param {boolean} crossBrace + * @param {number} particleRadius + * @param {} particleOptions + * @param {} constraintOptions + * @return {composite} A new composite softBody + */ + Composites.softBody = function(x, y, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions) { + particleOptions = Common.extend({ inertia: Infinity }, particleOptions); + constraintOptions = Common.extend({ stiffness: 0.2, render: { type: 'line', anchors: false } }, constraintOptions); + + var softBody = Composites.stack(x, y, columns, rows, columnGap, rowGap, function(stackX, stackY) { + return Bodies.circle(stackX, stackY, particleRadius, particleOptions); + }); + + Composites.mesh(softBody, columns, rows, crossBrace, constraintOptions); + + softBody.label = 'Soft Body'; + + return softBody; + }; + + deprecated(Composites, 'softBody', 'Composites.softBody ➤ moved to softBody and cloth examples'); +})(); + + +/***/ }), +/* 23 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* This module has now been replaced by `Matter.Detector`. +* +* All usage should be migrated to `Matter.Detector` or another alternative. +* For back-compatibility purposes this module will remain for a short term and then later removed in a future release. +* +* The `Matter.Grid` module contains methods for creating and manipulating collision broadphase grid structures. +* +* @class Grid +* @deprecated +*/ + +var Grid = {}; + +module.exports = Grid; + +var Pair = __webpack_require__(9); +var Common = __webpack_require__(0); +var deprecated = Common.deprecated; + +(function() { + + /** + * Creates a new grid. + * @deprecated replaced by Matter.Detector + * @method create + * @param {} options + * @return {grid} A new grid + */ + Grid.create = function(options) { + var defaults = { + buckets: {}, + pairs: {}, + pairsList: [], + bucketWidth: 48, + bucketHeight: 48 + }; + + return Common.extend(defaults, options); + }; + + /** + * The width of a single grid bucket. + * + * @property bucketWidth + * @type number + * @default 48 + */ + + /** + * The height of a single grid bucket. + * + * @property bucketHeight + * @type number + * @default 48 + */ + + /** + * Updates the grid. + * @deprecated replaced by Matter.Detector + * @method update + * @param {grid} grid + * @param {body[]} bodies + * @param {engine} engine + * @param {boolean} forceUpdate + */ + Grid.update = function(grid, bodies, engine, forceUpdate) { + var i, col, row, + world = engine.world, + buckets = grid.buckets, + bucket, + bucketId, + gridChanged = false; + + for (i = 0; i < bodies.length; i++) { + var body = bodies[i]; + + if (body.isSleeping && !forceUpdate) + continue; + + // temporary back compatibility bounds check + if (world.bounds && (body.bounds.max.x < world.bounds.min.x || body.bounds.min.x > world.bounds.max.x + || body.bounds.max.y < world.bounds.min.y || body.bounds.min.y > world.bounds.max.y)) + continue; + + var newRegion = Grid._getRegion(grid, body); + + // if the body has changed grid region + if (!body.region || newRegion.id !== body.region.id || forceUpdate) { + + if (!body.region || forceUpdate) + body.region = newRegion; + + var union = Grid._regionUnion(newRegion, body.region); + + // update grid buckets affected by region change + // iterate over the union of both regions + for (col = union.startCol; col <= union.endCol; col++) { + for (row = union.startRow; row <= union.endRow; row++) { + bucketId = Grid._getBucketId(col, row); + bucket = buckets[bucketId]; + + var isInsideNewRegion = (col >= newRegion.startCol && col <= newRegion.endCol + && row >= newRegion.startRow && row <= newRegion.endRow); + + var isInsideOldRegion = (col >= body.region.startCol && col <= body.region.endCol + && row >= body.region.startRow && row <= body.region.endRow); + + // remove from old region buckets + if (!isInsideNewRegion && isInsideOldRegion) { + if (isInsideOldRegion) { + if (bucket) + Grid._bucketRemoveBody(grid, bucket, body); + } + } + + // add to new region buckets + if (body.region === newRegion || (isInsideNewRegion && !isInsideOldRegion) || forceUpdate) { + if (!bucket) + bucket = Grid._createBucket(buckets, bucketId); + Grid._bucketAddBody(grid, bucket, body); + } + } + } + + // set the new region + body.region = newRegion; + + // flag changes so we can update pairs + gridChanged = true; + } + } + + // update pairs list only if pairs changed (i.e. a body changed region) + if (gridChanged) + grid.pairsList = Grid._createActivePairsList(grid); + }; + + deprecated(Grid, 'update', 'Grid.update ➤ replaced by Matter.Detector'); + + /** + * Clears the grid. + * @deprecated replaced by Matter.Detector + * @method clear + * @param {grid} grid + */ + Grid.clear = function(grid) { + grid.buckets = {}; + grid.pairs = {}; + grid.pairsList = []; + }; + + deprecated(Grid, 'clear', 'Grid.clear ➤ replaced by Matter.Detector'); + + /** + * Finds the union of two regions. + * @method _regionUnion + * @deprecated replaced by Matter.Detector + * @private + * @param {} regionA + * @param {} regionB + * @return {} region + */ + Grid._regionUnion = function(regionA, regionB) { + var startCol = Math.min(regionA.startCol, regionB.startCol), + endCol = Math.max(regionA.endCol, regionB.endCol), + startRow = Math.min(regionA.startRow, regionB.startRow), + endRow = Math.max(regionA.endRow, regionB.endRow); + + return Grid._createRegion(startCol, endCol, startRow, endRow); + }; + + /** + * Gets the region a given body falls in for a given grid. + * @method _getRegion + * @deprecated replaced by Matter.Detector + * @private + * @param {} grid + * @param {} body + * @return {} region + */ + Grid._getRegion = function(grid, body) { + var bounds = body.bounds, + startCol = Math.floor(bounds.min.x / grid.bucketWidth), + endCol = Math.floor(bounds.max.x / grid.bucketWidth), + startRow = Math.floor(bounds.min.y / grid.bucketHeight), + endRow = Math.floor(bounds.max.y / grid.bucketHeight); + + return Grid._createRegion(startCol, endCol, startRow, endRow); + }; + + /** + * Creates a region. + * @method _createRegion + * @deprecated replaced by Matter.Detector + * @private + * @param {} startCol + * @param {} endCol + * @param {} startRow + * @param {} endRow + * @return {} region + */ + Grid._createRegion = function(startCol, endCol, startRow, endRow) { + return { + id: startCol + ',' + endCol + ',' + startRow + ',' + endRow, + startCol: startCol, + endCol: endCol, + startRow: startRow, + endRow: endRow + }; + }; + + /** + * Gets the bucket id at the given position. + * @method _getBucketId + * @deprecated replaced by Matter.Detector + * @private + * @param {} column + * @param {} row + * @return {string} bucket id + */ + Grid._getBucketId = function(column, row) { + return 'C' + column + 'R' + row; + }; + + /** + * Creates a bucket. + * @method _createBucket + * @deprecated replaced by Matter.Detector + * @private + * @param {} buckets + * @param {} bucketId + * @return {} bucket + */ + Grid._createBucket = function(buckets, bucketId) { + var bucket = buckets[bucketId] = []; + return bucket; + }; + + /** + * Adds a body to a bucket. + * @method _bucketAddBody + * @deprecated replaced by Matter.Detector + * @private + * @param {} grid + * @param {} bucket + * @param {} body + */ + Grid._bucketAddBody = function(grid, bucket, body) { + var gridPairs = grid.pairs, + pairId = Pair.id, + bucketLength = bucket.length, + i; + + // add new pairs + for (i = 0; i < bucketLength; i++) { + var bodyB = bucket[i]; + + if (body.id === bodyB.id || (body.isStatic && bodyB.isStatic)) + continue; + + // keep track of the number of buckets the pair exists in + // important for Grid.update to work + var id = pairId(body, bodyB), + pair = gridPairs[id]; + + if (pair) { + pair[2] += 1; + } else { + gridPairs[id] = [body, bodyB, 1]; + } + } + + // add to bodies (after pairs, otherwise pairs with self) + bucket.push(body); + }; + + /** + * Removes a body from a bucket. + * @method _bucketRemoveBody + * @deprecated replaced by Matter.Detector + * @private + * @param {} grid + * @param {} bucket + * @param {} body + */ + Grid._bucketRemoveBody = function(grid, bucket, body) { + var gridPairs = grid.pairs, + pairId = Pair.id, + i; + + // remove from bucket + bucket.splice(Common.indexOf(bucket, body), 1); + + var bucketLength = bucket.length; + + // update pair counts + for (i = 0; i < bucketLength; i++) { + // keep track of the number of buckets the pair exists in + // important for _createActivePairsList to work + var pair = gridPairs[pairId(body, bucket[i])]; + + if (pair) + pair[2] -= 1; + } + }; + + /** + * Generates a list of the active pairs in the grid. + * @method _createActivePairsList + * @deprecated replaced by Matter.Detector + * @private + * @param {} grid + * @return [] pairs + */ + Grid._createActivePairsList = function(grid) { + var pair, + gridPairs = grid.pairs, + pairKeys = Common.keys(gridPairs), + pairKeysLength = pairKeys.length, + pairs = [], + k; + + // iterate over grid.pairs + for (k = 0; k < pairKeysLength; k++) { + pair = gridPairs[pairKeys[k]]; + + // if pair exists in at least one bucket + // it is a pair that needs further collision testing so push it + if (pair[2] > 0) { + pairs.push(pair); + } else { + delete gridPairs[pairKeys[k]]; + } + } + + return pairs; + }; + +})(); + + +/***/ }), +/* 24 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.MouseConstraint` module contains methods for creating mouse constraints. +* Mouse constraints are used for allowing user interaction, providing the ability to move bodies via the mouse or touch. +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class MouseConstraint +*/ + +var MouseConstraint = {}; + +module.exports = MouseConstraint; + +var Vertices = __webpack_require__(3); +var Sleeping = __webpack_require__(7); +var Mouse = __webpack_require__(14); +var Events = __webpack_require__(5); +var Detector = __webpack_require__(13); +var Constraint = __webpack_require__(10); +var Composite = __webpack_require__(6); +var Common = __webpack_require__(0); +var Bounds = __webpack_require__(1); + +(function() { + + /** + * Creates a new mouse constraint. + * All properties have default values, and many are pre-calculated automatically based on other properties. + * See the properties section below for detailed information on what you can pass via the `options` object. + * @method create + * @param {engine} engine + * @param {} options + * @return {MouseConstraint} A new MouseConstraint + */ + MouseConstraint.create = function(engine, options) { + var mouse = (engine ? engine.mouse : null) || (options ? options.mouse : null); + + if (!mouse) { + if (engine && engine.render && engine.render.canvas) { + mouse = Mouse.create(engine.render.canvas); + } else if (options && options.element) { + mouse = Mouse.create(options.element); + } else { + mouse = Mouse.create(); + Common.warn('MouseConstraint.create: options.mouse was undefined, options.element was undefined, may not function as expected'); + } + } + + var constraint = Constraint.create({ + label: 'Mouse Constraint', + pointA: mouse.position, + pointB: { x: 0, y: 0 }, + length: 0.01, + stiffness: 0.1, + angularStiffness: 1, + render: { + strokeStyle: '#90EE90', + lineWidth: 3 + } + }); + + var defaults = { + type: 'mouseConstraint', + mouse: mouse, + element: null, + body: null, + constraint: constraint, + collisionFilter: { + category: 0x0001, + mask: 0xFFFFFFFF, + group: 0 + } + }; + + var mouseConstraint = Common.extend(defaults, options); + + Events.on(engine, 'beforeUpdate', function() { + var allBodies = Composite.allBodies(engine.world); + MouseConstraint.update(mouseConstraint, allBodies); + MouseConstraint._triggerEvents(mouseConstraint); + }); + + return mouseConstraint; + }; + + /** + * Updates the given mouse constraint. + * @private + * @method update + * @param {MouseConstraint} mouseConstraint + * @param {body[]} bodies + */ + MouseConstraint.update = function(mouseConstraint, bodies) { + var mouse = mouseConstraint.mouse, + constraint = mouseConstraint.constraint, + body = mouseConstraint.body; + + if (mouse.button === 0) { + if (!constraint.bodyB) { + for (var i = 0; i < bodies.length; i++) { + body = bodies[i]; + if (Bounds.contains(body.bounds, mouse.position) + && Detector.canCollide(body.collisionFilter, mouseConstraint.collisionFilter)) { + for (var j = body.parts.length > 1 ? 1 : 0; j < body.parts.length; j++) { + var part = body.parts[j]; + if (Vertices.contains(part.vertices, mouse.position)) { + constraint.pointA = mouse.position; + constraint.bodyB = mouseConstraint.body = body; + constraint.pointB = { x: mouse.position.x - body.position.x, y: mouse.position.y - body.position.y }; + constraint.angleB = body.angle; + + Sleeping.set(body, false); + Events.trigger(mouseConstraint, 'startdrag', { mouse: mouse, body: body }); + + break; + } + } + } + } + } else { + Sleeping.set(constraint.bodyB, false); + constraint.pointA = mouse.position; + } + } else { + constraint.bodyB = mouseConstraint.body = null; + constraint.pointB = null; + + if (body) + Events.trigger(mouseConstraint, 'enddrag', { mouse: mouse, body: body }); + } + }; + + /** + * Triggers mouse constraint events. + * @method _triggerEvents + * @private + * @param {mouse} mouseConstraint + */ + MouseConstraint._triggerEvents = function(mouseConstraint) { + var mouse = mouseConstraint.mouse, + mouseEvents = mouse.sourceEvents; + + if (mouseEvents.mousemove) + Events.trigger(mouseConstraint, 'mousemove', { mouse: mouse }); + + if (mouseEvents.mousedown) + Events.trigger(mouseConstraint, 'mousedown', { mouse: mouse }); + + if (mouseEvents.mouseup) + Events.trigger(mouseConstraint, 'mouseup', { mouse: mouse }); + + // reset the mouse state ready for the next step + Mouse.clearSourceEvents(mouse); + }; + + /* + * + * Events Documentation + * + */ + + /** + * Fired when the mouse has moved (or a touch moves) during the last step + * + * @event mousemove + * @param {} event An event object + * @param {mouse} event.mouse The engine's mouse instance + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired when the mouse is down (or a touch has started) during the last step + * + * @event mousedown + * @param {} event An event object + * @param {mouse} event.mouse The engine's mouse instance + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired when the mouse is up (or a touch has ended) during the last step + * + * @event mouseup + * @param {} event An event object + * @param {mouse} event.mouse The engine's mouse instance + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired when the user starts dragging a body + * + * @event startdrag + * @param {} event An event object + * @param {mouse} event.mouse The engine's mouse instance + * @param {body} event.body The body being dragged + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired when the user ends dragging a body + * + * @event enddrag + * @param {} event An event object + * @param {mouse} event.mouse The engine's mouse instance + * @param {body} event.body The body that has stopped being dragged + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /* + * + * Properties Documentation + * + */ + + /** + * A `String` denoting the type of object. + * + * @property type + * @type string + * @default "constraint" + * @readOnly + */ + + /** + * The `Mouse` instance in use. If not supplied in `MouseConstraint.create`, one will be created. + * + * @property mouse + * @type mouse + * @default mouse + */ + + /** + * The `Body` that is currently being moved by the user, or `null` if no body. + * + * @property body + * @type body + * @default null + */ + + /** + * The `Constraint` object that is used to move the body during interaction. + * + * @property constraint + * @type constraint + */ + + /** + * An `Object` that specifies the collision filter properties. + * The collision filter allows the user to define which types of body this mouse constraint can interact with. + * See `body.collisionFilter` for more information. + * + * @property collisionFilter + * @type object + */ + +})(); + + +/***/ }), +/* 25 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Query` module contains methods for performing collision queries. +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Query +*/ + +var Query = {}; + +module.exports = Query; + +var Vector = __webpack_require__(2); +var Collision = __webpack_require__(8); +var Bounds = __webpack_require__(1); +var Bodies = __webpack_require__(12); +var Vertices = __webpack_require__(3); + +(function() { + + /** + * Returns a list of collisions between `body` and `bodies`. + * @method collides + * @param {body} body + * @param {body[]} bodies + * @return {collision[]} Collisions + */ + Query.collides = function(body, bodies) { + var collisions = [], + bodiesLength = bodies.length, + bounds = body.bounds, + collides = Collision.collides, + overlaps = Bounds.overlaps; + + for (var i = 0; i < bodiesLength; i++) { + var bodyA = bodies[i], + partsALength = bodyA.parts.length, + partsAStart = partsALength === 1 ? 0 : 1; + + if (overlaps(bodyA.bounds, bounds)) { + for (var j = partsAStart; j < partsALength; j++) { + var part = bodyA.parts[j]; + + if (overlaps(part.bounds, bounds)) { + var collision = collides(part, body); + + if (collision) { + collisions.push(collision); + break; + } + } + } + } + } + + return collisions; + }; + + /** + * Casts a ray segment against a set of bodies and returns all collisions, ray width is optional. Intersection points are not provided. + * @method ray + * @param {body[]} bodies + * @param {vector} startPoint + * @param {vector} endPoint + * @param {number} [rayWidth] + * @return {collision[]} Collisions + */ + Query.ray = function(bodies, startPoint, endPoint, rayWidth) { + rayWidth = rayWidth || 1e-100; + + var rayAngle = Vector.angle(startPoint, endPoint), + rayLength = Vector.magnitude(Vector.sub(startPoint, endPoint)), + rayX = (endPoint.x + startPoint.x) * 0.5, + rayY = (endPoint.y + startPoint.y) * 0.5, + ray = Bodies.rectangle(rayX, rayY, rayLength, rayWidth, { angle: rayAngle }), + collisions = Query.collides(ray, bodies); + + for (var i = 0; i < collisions.length; i += 1) { + var collision = collisions[i]; + collision.body = collision.bodyB = collision.bodyA; + } + + return collisions; + }; + + /** + * Returns all bodies whose bounds are inside (or outside if set) the given set of bounds, from the given set of bodies. + * @method region + * @param {body[]} bodies + * @param {bounds} bounds + * @param {bool} [outside=false] + * @return {body[]} The bodies matching the query + */ + Query.region = function(bodies, bounds, outside) { + var result = []; + + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i], + overlaps = Bounds.overlaps(body.bounds, bounds); + if ((overlaps && !outside) || (!overlaps && outside)) + result.push(body); + } + + return result; + }; + + /** + * Returns all bodies whose vertices contain the given point, from the given set of bodies. + * @method point + * @param {body[]} bodies + * @param {vector} point + * @return {body[]} The bodies matching the query + */ + Query.point = function(bodies, point) { + var result = []; + + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i]; + + if (Bounds.contains(body.bounds, point)) { + for (var j = body.parts.length === 1 ? 0 : 1; j < body.parts.length; j++) { + var part = body.parts[j]; + + if (Bounds.contains(part.bounds, point) + && Vertices.contains(part.vertices, point)) { + result.push(body); + break; + } + } + } + } + + return result; + }; + +})(); + + +/***/ }), +/* 26 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Render` module is a lightweight, optional utility which provides a simple canvas based renderer for visualising instances of `Matter.Engine`. +* It is intended for development and debugging purposes, but may also be suitable for simple games. +* It includes a number of drawing options including wireframe, vector with support for sprites and viewports. +* +* @class Render +*/ + +var Render = {}; + +module.exports = Render; + +var Body = __webpack_require__(4); +var Common = __webpack_require__(0); +var Composite = __webpack_require__(6); +var Bounds = __webpack_require__(1); +var Events = __webpack_require__(5); +var Vector = __webpack_require__(2); +var Mouse = __webpack_require__(14); + +(function() { + + var _requestAnimationFrame, + _cancelAnimationFrame; + + if (typeof window !== 'undefined') { + _requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame + || window.mozRequestAnimationFrame || window.msRequestAnimationFrame + || function(callback){ window.setTimeout(function() { callback(Common.now()); }, 1000 / 60); }; + + _cancelAnimationFrame = window.cancelAnimationFrame || window.mozCancelAnimationFrame + || window.webkitCancelAnimationFrame || window.msCancelAnimationFrame; + } + + Render._goodFps = 30; + Render._goodDelta = 1000 / 60; + + /** + * Creates a new renderer. 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. + * See the properties section below for detailed information on what you can pass via the `options` object. + * @method create + * @param {object} [options] + * @return {render} A new renderer + */ + Render.create = function(options) { + var defaults = { + engine: null, + element: null, + canvas: null, + mouse: null, + frameRequestId: null, + timing: { + historySize: 60, + delta: 0, + deltaHistory: [], + lastTime: 0, + lastTimestamp: 0, + lastElapsed: 0, + timestampElapsed: 0, + timestampElapsedHistory: [], + engineDeltaHistory: [], + engineElapsedHistory: [], + engineUpdatesHistory: [], + elapsedHistory: [] + }, + options: { + width: 800, + height: 600, + pixelRatio: 1, + background: '#14151f', + wireframeBackground: '#14151f', + wireframeStrokeStyle: '#bbb', + hasBounds: !!options.bounds, + enabled: true, + wireframes: true, + showSleeping: true, + showDebug: false, + showStats: false, + showPerformance: false, + showBounds: false, + showVelocity: false, + showCollisions: false, + showSeparations: false, + showAxes: false, + showPositions: false, + showAngleIndicator: false, + showIds: false, + showVertexNumbers: false, + showConvexHulls: false, + showInternalEdges: false, + showMousePosition: false + } + }; + + var render = Common.extend(defaults, options); + + if (render.canvas) { + render.canvas.width = render.options.width || render.canvas.width; + render.canvas.height = render.options.height || render.canvas.height; + } + + render.mouse = options.mouse; + render.engine = options.engine; + render.canvas = render.canvas || _createCanvas(render.options.width, render.options.height); + render.context = render.canvas.getContext('2d'); + render.textures = {}; + + render.bounds = render.bounds || { + min: { + x: 0, + y: 0 + }, + max: { + x: render.canvas.width, + y: render.canvas.height + } + }; + + // for temporary back compatibility only + render.controller = Render; + render.options.showBroadphase = false; + + if (render.options.pixelRatio !== 1) { + Render.setPixelRatio(render, render.options.pixelRatio); + } + + if (Common.isElement(render.element)) { + render.element.appendChild(render.canvas); + } + + return render; + }; + + /** + * Continuously updates the render canvas on the `requestAnimationFrame` event. + * @method run + * @param {render} render + */ + Render.run = function(render) { + (function loop(time){ + render.frameRequestId = _requestAnimationFrame(loop); + + _updateTiming(render, time); + + Render.world(render, time); + + render.context.setTransform(render.options.pixelRatio, 0, 0, render.options.pixelRatio, 0, 0); + + if (render.options.showStats || render.options.showDebug) { + Render.stats(render, render.context, time); + } + + if (render.options.showPerformance || render.options.showDebug) { + Render.performance(render, render.context, time); + } + + render.context.setTransform(1, 0, 0, 1, 0, 0); + })(); + }; + + /** + * Ends execution of `Render.run` on the given `render`, by canceling the animation frame request event loop. + * @method stop + * @param {render} render + */ + Render.stop = function(render) { + _cancelAnimationFrame(render.frameRequestId); + }; + + /** + * Sets the pixel ratio of the renderer and updates the canvas. + * To automatically detect the correct ratio, pass the string `'auto'` for `pixelRatio`. + * @method setPixelRatio + * @param {render} render + * @param {number} pixelRatio + */ + Render.setPixelRatio = function(render, pixelRatio) { + var options = render.options, + canvas = render.canvas; + + if (pixelRatio === 'auto') { + pixelRatio = _getPixelRatio(canvas); + } + + options.pixelRatio = pixelRatio; + canvas.setAttribute('data-pixel-ratio', pixelRatio); + canvas.width = options.width * pixelRatio; + canvas.height = options.height * pixelRatio; + canvas.style.width = options.width + 'px'; + canvas.style.height = options.height + 'px'; + }; + + /** + * Sets the render `width` and `height`. + * + * Updates the canvas accounting for `render.options.pixelRatio`. + * + * Updates the bottom right render bound `render.bounds.max` relative to the provided `width` and `height`. + * The top left render bound `render.bounds.min` isn't changed. + * + * Follow this call with `Render.lookAt` if you need to change the render bounds. + * + * See also `Render.setPixelRatio`. + * @method setSize + * @param {render} render + * @param {number} width The width (in CSS pixels) + * @param {number} height The height (in CSS pixels) + */ + Render.setSize = function(render, width, height) { + render.options.width = width; + render.options.height = height; + render.bounds.max.x = render.bounds.min.x + width; + render.bounds.max.y = render.bounds.min.y + height; + + if (render.options.pixelRatio !== 1) { + Render.setPixelRatio(render, render.options.pixelRatio); + } else { + render.canvas.width = width; + render.canvas.height = height; + } + }; + + /** + * Positions and sizes the viewport around the given object bounds. + * Objects must have at least one of the following properties: + * - `object.bounds` + * - `object.position` + * - `object.min` and `object.max` + * - `object.x` and `object.y` + * @method lookAt + * @param {render} render + * @param {object[]} objects + * @param {vector} [padding] + * @param {bool} [center=true] + */ + Render.lookAt = function(render, objects, padding, center) { + center = typeof center !== 'undefined' ? center : true; + objects = Common.isArray(objects) ? objects : [objects]; + padding = padding || { + x: 0, + y: 0 + }; + + // find bounds of all objects + var bounds = { + min: { x: Infinity, y: Infinity }, + max: { x: -Infinity, y: -Infinity } + }; + + for (var i = 0; i < objects.length; i += 1) { + var object = objects[i], + min = object.bounds ? object.bounds.min : (object.min || object.position || object), + max = object.bounds ? object.bounds.max : (object.max || object.position || object); + + if (min && max) { + if (min.x < bounds.min.x) + bounds.min.x = min.x; + + if (max.x > bounds.max.x) + bounds.max.x = max.x; + + if (min.y < bounds.min.y) + bounds.min.y = min.y; + + if (max.y > bounds.max.y) + bounds.max.y = max.y; + } + } + + // find ratios + var width = (bounds.max.x - bounds.min.x) + 2 * padding.x, + height = (bounds.max.y - bounds.min.y) + 2 * padding.y, + viewHeight = render.canvas.height, + viewWidth = render.canvas.width, + outerRatio = viewWidth / viewHeight, + innerRatio = width / height, + scaleX = 1, + scaleY = 1; + + // find scale factor + if (innerRatio > outerRatio) { + scaleY = innerRatio / outerRatio; + } else { + scaleX = outerRatio / innerRatio; + } + + // enable bounds + render.options.hasBounds = true; + + // position and size + render.bounds.min.x = bounds.min.x; + render.bounds.max.x = bounds.min.x + width * scaleX; + render.bounds.min.y = bounds.min.y; + render.bounds.max.y = bounds.min.y + height * scaleY; + + // center + if (center) { + render.bounds.min.x += width * 0.5 - (width * scaleX) * 0.5; + render.bounds.max.x += width * 0.5 - (width * scaleX) * 0.5; + render.bounds.min.y += height * 0.5 - (height * scaleY) * 0.5; + render.bounds.max.y += height * 0.5 - (height * scaleY) * 0.5; + } + + // padding + render.bounds.min.x -= padding.x; + render.bounds.max.x -= padding.x; + render.bounds.min.y -= padding.y; + render.bounds.max.y -= padding.y; + + // update mouse + if (render.mouse) { + Mouse.setScale(render.mouse, { + x: (render.bounds.max.x - render.bounds.min.x) / render.canvas.width, + y: (render.bounds.max.y - render.bounds.min.y) / render.canvas.height + }); + + Mouse.setOffset(render.mouse, render.bounds.min); + } + }; + + /** + * Applies viewport transforms based on `render.bounds` to a render context. + * @method startViewTransform + * @param {render} render + */ + Render.startViewTransform = function(render) { + var boundsWidth = render.bounds.max.x - render.bounds.min.x, + boundsHeight = render.bounds.max.y - render.bounds.min.y, + boundsScaleX = boundsWidth / render.options.width, + boundsScaleY = boundsHeight / render.options.height; + + render.context.setTransform( + render.options.pixelRatio / boundsScaleX, 0, 0, + render.options.pixelRatio / boundsScaleY, 0, 0 + ); + + render.context.translate(-render.bounds.min.x, -render.bounds.min.y); + }; + + /** + * Resets all transforms on the render context. + * @method endViewTransform + * @param {render} render + */ + Render.endViewTransform = function(render) { + render.context.setTransform(render.options.pixelRatio, 0, 0, render.options.pixelRatio, 0, 0); + }; + + /** + * Renders the given `engine`'s `Matter.World` object. + * This is the entry point for all rendering and should be called every time the scene changes. + * @method world + * @param {render} render + */ + Render.world = function(render, time) { + var startTime = Common.now(), + engine = render.engine, + world = engine.world, + canvas = render.canvas, + context = render.context, + options = render.options, + timing = render.timing; + + var allBodies = Composite.allBodies(world), + allConstraints = Composite.allConstraints(world), + background = options.wireframes ? options.wireframeBackground : options.background, + bodies = [], + constraints = [], + i; + + var event = { + timestamp: engine.timing.timestamp + }; + + Events.trigger(render, 'beforeRender', event); + + // apply background if it has changed + if (render.currentBackground !== background) + _applyBackground(render, background); + + // clear the canvas with a transparent fill, to allow the canvas background to show + context.globalCompositeOperation = 'source-in'; + context.fillStyle = "transparent"; + context.fillRect(0, 0, canvas.width, canvas.height); + context.globalCompositeOperation = 'source-over'; + + // handle bounds + if (options.hasBounds) { + // filter out bodies that are not in view + for (i = 0; i < allBodies.length; i++) { + var body = allBodies[i]; + if (Bounds.overlaps(body.bounds, render.bounds)) + bodies.push(body); + } + + // filter out constraints that are not in view + for (i = 0; i < allConstraints.length; i++) { + var constraint = allConstraints[i], + bodyA = constraint.bodyA, + bodyB = constraint.bodyB, + pointAWorld = constraint.pointA, + pointBWorld = constraint.pointB; + + if (bodyA) pointAWorld = Vector.add(bodyA.position, constraint.pointA); + if (bodyB) pointBWorld = Vector.add(bodyB.position, constraint.pointB); + + if (!pointAWorld || !pointBWorld) + continue; + + if (Bounds.contains(render.bounds, pointAWorld) || Bounds.contains(render.bounds, pointBWorld)) + constraints.push(constraint); + } + + // transform the view + Render.startViewTransform(render); + + // update mouse + if (render.mouse) { + Mouse.setScale(render.mouse, { + x: (render.bounds.max.x - render.bounds.min.x) / render.options.width, + y: (render.bounds.max.y - render.bounds.min.y) / render.options.height + }); + + Mouse.setOffset(render.mouse, render.bounds.min); + } + } else { + constraints = allConstraints; + bodies = allBodies; + + if (render.options.pixelRatio !== 1) { + render.context.setTransform(render.options.pixelRatio, 0, 0, render.options.pixelRatio, 0, 0); + } + } + + if (!options.wireframes || (engine.enableSleeping && options.showSleeping)) { + // fully featured rendering of bodies + Render.bodies(render, bodies, context); + } else { + if (options.showConvexHulls) + Render.bodyConvexHulls(render, bodies, context); + + // optimised method for wireframes only + Render.bodyWireframes(render, bodies, context); + } + + if (options.showBounds) + Render.bodyBounds(render, bodies, context); + + if (options.showAxes || options.showAngleIndicator) + Render.bodyAxes(render, bodies, context); + + if (options.showPositions) + Render.bodyPositions(render, bodies, context); + + if (options.showVelocity) + Render.bodyVelocity(render, bodies, context); + + if (options.showIds) + Render.bodyIds(render, bodies, context); + + if (options.showSeparations) + Render.separations(render, engine.pairs.list, context); + + if (options.showCollisions) + Render.collisions(render, engine.pairs.list, context); + + if (options.showVertexNumbers) + Render.vertexNumbers(render, bodies, context); + + if (options.showMousePosition) + Render.mousePosition(render, render.mouse, context); + + Render.constraints(constraints, context); + + if (options.hasBounds) { + // revert view transforms + Render.endViewTransform(render); + } + + Events.trigger(render, 'afterRender', event); + + // log the time elapsed computing this update + timing.lastElapsed = Common.now() - startTime; + }; + + /** + * Renders statistics about the engine and world useful for debugging. + * @private + * @method stats + * @param {render} render + * @param {RenderingContext} context + * @param {Number} time + */ + Render.stats = function(render, context, time) { + var engine = render.engine, + world = engine.world, + bodies = Composite.allBodies(world), + parts = 0, + width = 55, + height = 44, + x = 0, + y = 0; + + // count parts + for (var i = 0; i < bodies.length; i += 1) { + parts += bodies[i].parts.length; + } + + // sections + var sections = { + 'Part': parts, + 'Body': bodies.length, + 'Cons': Composite.allConstraints(world).length, + 'Comp': Composite.allComposites(world).length, + 'Pair': engine.pairs.list.length + }; + + // background + context.fillStyle = '#0e0f19'; + context.fillRect(x, y, width * 5.5, height); + + context.font = '12px Arial'; + context.textBaseline = 'top'; + context.textAlign = 'right'; + + // sections + for (var key in sections) { + var section = sections[key]; + // label + context.fillStyle = '#aaa'; + context.fillText(key, x + width, y + 8); + + // value + context.fillStyle = '#eee'; + context.fillText(section, x + width, y + 26); + + x += width; + } + }; + + /** + * Renders engine and render performance information. + * @private + * @method performance + * @param {render} render + * @param {RenderingContext} context + */ + Render.performance = function(render, context) { + var engine = render.engine, + timing = render.timing, + deltaHistory = timing.deltaHistory, + elapsedHistory = timing.elapsedHistory, + timestampElapsedHistory = timing.timestampElapsedHistory, + engineDeltaHistory = timing.engineDeltaHistory, + engineUpdatesHistory = timing.engineUpdatesHistory, + engineElapsedHistory = timing.engineElapsedHistory, + lastEngineUpdatesPerFrame = engine.timing.lastUpdatesPerFrame, + lastEngineDelta = engine.timing.lastDelta; + + var deltaMean = _mean(deltaHistory), + elapsedMean = _mean(elapsedHistory), + engineDeltaMean = _mean(engineDeltaHistory), + engineUpdatesMean = _mean(engineUpdatesHistory), + engineElapsedMean = _mean(engineElapsedHistory), + timestampElapsedMean = _mean(timestampElapsedHistory), + rateMean = (timestampElapsedMean / deltaMean) || 0, + neededUpdatesPerFrame = Math.round(deltaMean / lastEngineDelta), + fps = (1000 / deltaMean) || 0; + + var graphHeight = 4, + gap = 12, + width = 60, + height = 34, + x = 10, + y = 69; + + // background + context.fillStyle = '#0e0f19'; + context.fillRect(0, 50, gap * 5 + width * 6 + 22, height); + + // show FPS + Render.status( + context, x, y, width, graphHeight, deltaHistory.length, + Math.round(fps) + ' fps', + fps / Render._goodFps, + function(i) { return (deltaHistory[i] / deltaMean) - 1; } + ); + + // show engine delta + Render.status( + context, x + gap + width, y, width, graphHeight, engineDeltaHistory.length, + lastEngineDelta.toFixed(2) + ' dt', + Render._goodDelta / lastEngineDelta, + function(i) { return (engineDeltaHistory[i] / engineDeltaMean) - 1; } + ); + + // show engine updates per frame + Render.status( + context, x + (gap + width) * 2, y, width, graphHeight, engineUpdatesHistory.length, + lastEngineUpdatesPerFrame + ' upf', + Math.pow(Common.clamp((engineUpdatesMean / neededUpdatesPerFrame) || 1, 0, 1), 4), + function(i) { return (engineUpdatesHistory[i] / engineUpdatesMean) - 1; } + ); + + // show engine update time + Render.status( + context, x + (gap + width) * 3, y, width, graphHeight, engineElapsedHistory.length, + engineElapsedMean.toFixed(2) + ' ut', + 1 - (lastEngineUpdatesPerFrame * engineElapsedMean / Render._goodFps), + function(i) { return (engineElapsedHistory[i] / engineElapsedMean) - 1; } + ); + + // show render time + Render.status( + context, x + (gap + width) * 4, y, width, graphHeight, elapsedHistory.length, + elapsedMean.toFixed(2) + ' rt', + 1 - (elapsedMean / Render._goodFps), + function(i) { return (elapsedHistory[i] / elapsedMean) - 1; } + ); + + // show effective speed + Render.status( + context, x + (gap + width) * 5, y, width, graphHeight, timestampElapsedHistory.length, + rateMean.toFixed(2) + ' x', + rateMean * rateMean * rateMean, + function(i) { return (((timestampElapsedHistory[i] / deltaHistory[i]) / rateMean) || 0) - 1; } + ); + }; + + /** + * Renders a label, indicator and a chart. + * @private + * @method status + * @param {RenderingContext} context + * @param {number} x + * @param {number} y + * @param {number} width + * @param {number} height + * @param {number} count + * @param {string} label + * @param {string} indicator + * @param {function} plotY + */ + Render.status = function(context, x, y, width, height, count, label, indicator, plotY) { + // background + context.strokeStyle = '#888'; + context.fillStyle = '#444'; + context.lineWidth = 1; + context.fillRect(x, y + 7, width, 1); + + // chart + context.beginPath(); + context.moveTo(x, y + 7 - height * Common.clamp(0.4 * plotY(0), -2, 2)); + for (var i = 0; i < width; i += 1) { + context.lineTo(x + i, y + 7 - (i < count ? height * Common.clamp(0.4 * plotY(i), -2, 2) : 0)); + } + context.stroke(); + + // indicator + context.fillStyle = 'hsl(' + Common.clamp(25 + 95 * indicator, 0, 120) + ',100%,60%)'; + context.fillRect(x, y - 7, 4, 4); + + // label + context.font = '12px Arial'; + context.textBaseline = 'middle'; + context.textAlign = 'right'; + context.fillStyle = '#eee'; + context.fillText(label, x + width, y - 5); + }; + + /** + * Description + * @private + * @method constraints + * @param {constraint[]} constraints + * @param {RenderingContext} context + */ + Render.constraints = function(constraints, context) { + var c = context; + + for (var i = 0; i < constraints.length; i++) { + var constraint = constraints[i]; + + if (!constraint.render.visible || !constraint.pointA || !constraint.pointB) + continue; + + var bodyA = constraint.bodyA, + bodyB = constraint.bodyB, + start, + end; + + if (bodyA) { + start = Vector.add(bodyA.position, constraint.pointA); + } else { + start = constraint.pointA; + } + + if (constraint.render.type === 'pin') { + c.beginPath(); + c.arc(start.x, start.y, 3, 0, 2 * Math.PI); + c.closePath(); + } else { + if (bodyB) { + end = Vector.add(bodyB.position, constraint.pointB); + } else { + end = constraint.pointB; + } + + c.beginPath(); + c.moveTo(start.x, start.y); + + if (constraint.render.type === 'spring') { + var delta = Vector.sub(end, start), + normal = Vector.perp(Vector.normalise(delta)), + coils = Math.ceil(Common.clamp(constraint.length / 5, 12, 20)), + offset; + + for (var j = 1; j < coils; j += 1) { + offset = j % 2 === 0 ? 1 : -1; + + c.lineTo( + start.x + delta.x * (j / coils) + normal.x * offset * 4, + start.y + delta.y * (j / coils) + normal.y * offset * 4 + ); + } + } + + c.lineTo(end.x, end.y); + } + + if (constraint.render.lineWidth) { + c.lineWidth = constraint.render.lineWidth; + c.strokeStyle = constraint.render.strokeStyle; + c.stroke(); + } + + if (constraint.render.anchors) { + c.fillStyle = constraint.render.strokeStyle; + c.beginPath(); + c.arc(start.x, start.y, 3, 0, 2 * Math.PI); + c.arc(end.x, end.y, 3, 0, 2 * Math.PI); + c.closePath(); + c.fill(); + } + } + }; + + /** + * Description + * @private + * @method bodies + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.bodies = function(render, bodies, context) { + var c = context, + engine = render.engine, + options = render.options, + showInternalEdges = options.showInternalEdges || !options.wireframes, + body, + part, + i, + k; + + for (i = 0; i < bodies.length; i++) { + body = bodies[i]; + + if (!body.render.visible) + continue; + + // handle compound parts + for (k = body.parts.length > 1 ? 1 : 0; k < body.parts.length; k++) { + part = body.parts[k]; + + if (!part.render.visible) + continue; + + if (options.showSleeping && body.isSleeping) { + c.globalAlpha = 0.5 * part.render.opacity; + } else if (part.render.opacity !== 1) { + c.globalAlpha = part.render.opacity; + } + + if (part.render.sprite && part.render.sprite.texture && !options.wireframes) { + // part sprite + var sprite = part.render.sprite, + texture = _getTexture(render, sprite.texture); + + c.translate(part.position.x, part.position.y); + c.rotate(part.angle); + + c.drawImage( + texture, + texture.width * -sprite.xOffset * sprite.xScale, + texture.height * -sprite.yOffset * sprite.yScale, + texture.width * sprite.xScale, + texture.height * sprite.yScale + ); + + // revert translation, hopefully faster than save / restore + c.rotate(-part.angle); + c.translate(-part.position.x, -part.position.y); + } else { + // part polygon + if (part.circleRadius) { + c.beginPath(); + c.arc(part.position.x, part.position.y, part.circleRadius, 0, 2 * Math.PI); + } else { + c.beginPath(); + c.moveTo(part.vertices[0].x, part.vertices[0].y); + + for (var j = 1; j < part.vertices.length; j++) { + if (!part.vertices[j - 1].isInternal || showInternalEdges) { + c.lineTo(part.vertices[j].x, part.vertices[j].y); + } else { + c.moveTo(part.vertices[j].x, part.vertices[j].y); + } + + if (part.vertices[j].isInternal && !showInternalEdges) { + c.moveTo(part.vertices[(j + 1) % part.vertices.length].x, part.vertices[(j + 1) % part.vertices.length].y); + } + } + + c.lineTo(part.vertices[0].x, part.vertices[0].y); + c.closePath(); + } + + if (!options.wireframes) { + c.fillStyle = part.render.fillStyle; + + if (part.render.lineWidth) { + c.lineWidth = part.render.lineWidth; + c.strokeStyle = part.render.strokeStyle; + c.stroke(); + } + + c.fill(); + } else { + c.lineWidth = 1; + c.strokeStyle = render.options.wireframeStrokeStyle; + c.stroke(); + } + } + + c.globalAlpha = 1; + } + } + }; + + /** + * Optimised method for drawing body wireframes in one pass + * @private + * @method bodyWireframes + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.bodyWireframes = function(render, bodies, context) { + var c = context, + showInternalEdges = render.options.showInternalEdges, + body, + part, + i, + j, + k; + + c.beginPath(); + + // render all bodies + for (i = 0; i < bodies.length; i++) { + body = bodies[i]; + + if (!body.render.visible) + continue; + + // handle compound parts + for (k = body.parts.length > 1 ? 1 : 0; k < body.parts.length; k++) { + part = body.parts[k]; + + c.moveTo(part.vertices[0].x, part.vertices[0].y); + + for (j = 1; j < part.vertices.length; j++) { + if (!part.vertices[j - 1].isInternal || showInternalEdges) { + c.lineTo(part.vertices[j].x, part.vertices[j].y); + } else { + c.moveTo(part.vertices[j].x, part.vertices[j].y); + } + + if (part.vertices[j].isInternal && !showInternalEdges) { + c.moveTo(part.vertices[(j + 1) % part.vertices.length].x, part.vertices[(j + 1) % part.vertices.length].y); + } + } + + c.lineTo(part.vertices[0].x, part.vertices[0].y); + } + } + + c.lineWidth = 1; + c.strokeStyle = render.options.wireframeStrokeStyle; + c.stroke(); + }; + + /** + * Optimised method for drawing body convex hull wireframes in one pass + * @private + * @method bodyConvexHulls + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.bodyConvexHulls = function(render, bodies, context) { + var c = context, + body, + part, + i, + j, + k; + + c.beginPath(); + + // render convex hulls + for (i = 0; i < bodies.length; i++) { + body = bodies[i]; + + if (!body.render.visible || body.parts.length === 1) + continue; + + c.moveTo(body.vertices[0].x, body.vertices[0].y); + + for (j = 1; j < body.vertices.length; j++) { + c.lineTo(body.vertices[j].x, body.vertices[j].y); + } + + c.lineTo(body.vertices[0].x, body.vertices[0].y); + } + + c.lineWidth = 1; + c.strokeStyle = 'rgba(255,255,255,0.2)'; + c.stroke(); + }; + + /** + * Renders body vertex numbers. + * @private + * @method vertexNumbers + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.vertexNumbers = function(render, bodies, context) { + var c = context, + i, + j, + k; + + for (i = 0; i < bodies.length; i++) { + var parts = bodies[i].parts; + for (k = parts.length > 1 ? 1 : 0; k < parts.length; k++) { + var part = parts[k]; + for (j = 0; j < part.vertices.length; j++) { + c.fillStyle = 'rgba(255,255,255,0.2)'; + c.fillText(i + '_' + j, part.position.x + (part.vertices[j].x - part.position.x) * 0.8, part.position.y + (part.vertices[j].y - part.position.y) * 0.8); + } + } + } + }; + + /** + * Renders mouse position. + * @private + * @method mousePosition + * @param {render} render + * @param {mouse} mouse + * @param {RenderingContext} context + */ + Render.mousePosition = function(render, mouse, context) { + var c = context; + c.fillStyle = 'rgba(255,255,255,0.8)'; + c.fillText(mouse.position.x + ' ' + mouse.position.y, mouse.position.x + 5, mouse.position.y - 5); + }; + + /** + * Draws body bounds + * @private + * @method bodyBounds + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.bodyBounds = function(render, bodies, context) { + var c = context, + engine = render.engine, + options = render.options; + + c.beginPath(); + + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i]; + + if (body.render.visible) { + var parts = bodies[i].parts; + for (var j = parts.length > 1 ? 1 : 0; j < parts.length; j++) { + var part = parts[j]; + c.rect(part.bounds.min.x, part.bounds.min.y, part.bounds.max.x - part.bounds.min.x, part.bounds.max.y - part.bounds.min.y); + } + } + } + + if (options.wireframes) { + c.strokeStyle = 'rgba(255,255,255,0.08)'; + } else { + c.strokeStyle = 'rgba(0,0,0,0.1)'; + } + + c.lineWidth = 1; + c.stroke(); + }; + + /** + * Draws body angle indicators and axes + * @private + * @method bodyAxes + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.bodyAxes = function(render, bodies, context) { + var c = context, + engine = render.engine, + options = render.options, + part, + i, + j, + k; + + c.beginPath(); + + for (i = 0; i < bodies.length; i++) { + var body = bodies[i], + parts = body.parts; + + if (!body.render.visible) + continue; + + if (options.showAxes) { + // render all axes + 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]; + c.moveTo(part.position.x, part.position.y); + c.lineTo(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++) { + // render a single axis indicator + c.moveTo(part.position.x, part.position.y); + c.lineTo((part.vertices[0].x + part.vertices[part.vertices.length-1].x) / 2, + (part.vertices[0].y + part.vertices[part.vertices.length-1].y) / 2); + } + } + } + } + + if (options.wireframes) { + c.strokeStyle = 'indianred'; + c.lineWidth = 1; + } else { + c.strokeStyle = 'rgba(255, 255, 255, 0.4)'; + c.globalCompositeOperation = 'overlay'; + c.lineWidth = 2; + } + + c.stroke(); + c.globalCompositeOperation = 'source-over'; + }; + + /** + * Draws body positions + * @private + * @method bodyPositions + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.bodyPositions = function(render, bodies, context) { + var c = context, + engine = render.engine, + options = render.options, + body, + part, + i, + k; + + c.beginPath(); + + // render current positions + for (i = 0; i < bodies.length; i++) { + body = bodies[i]; + + if (!body.render.visible) + continue; + + // handle compound parts + for (k = 0; k < body.parts.length; k++) { + part = body.parts[k]; + c.arc(part.position.x, part.position.y, 3, 0, 2 * Math.PI, false); + c.closePath(); + } + } + + if (options.wireframes) { + c.fillStyle = 'indianred'; + } else { + c.fillStyle = 'rgba(0,0,0,0.5)'; + } + c.fill(); + + c.beginPath(); + + // render previous positions + for (i = 0; i < bodies.length; i++) { + body = bodies[i]; + if (body.render.visible) { + c.arc(body.positionPrev.x, body.positionPrev.y, 2, 0, 2 * Math.PI, false); + c.closePath(); + } + } + + c.fillStyle = 'rgba(255,165,0,0.8)'; + c.fill(); + }; + + /** + * Draws body velocity + * @private + * @method bodyVelocity + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.bodyVelocity = function(render, bodies, context) { + var c = context; + + c.beginPath(); + + for (var i = 0; i < bodies.length; i++) { + var body = bodies[i]; + + if (!body.render.visible) + continue; + + var velocity = Body.getVelocity(body); + + c.moveTo(body.position.x, body.position.y); + c.lineTo(body.position.x + velocity.x, body.position.y + velocity.y); + } + + c.lineWidth = 3; + c.strokeStyle = 'cornflowerblue'; + c.stroke(); + }; + + /** + * Draws body ids + * @private + * @method bodyIds + * @param {render} render + * @param {body[]} bodies + * @param {RenderingContext} context + */ + Render.bodyIds = function(render, bodies, context) { + var c = context, + i, + j; + + for (i = 0; i < bodies.length; i++) { + if (!bodies[i].render.visible) + continue; + + var parts = bodies[i].parts; + for (j = parts.length > 1 ? 1 : 0; j < parts.length; j++) { + var part = parts[j]; + c.font = "12px Arial"; + c.fillStyle = 'rgba(255,255,255,0.5)'; + c.fillText(part.id, part.position.x + 10, part.position.y - 10); + } + } + }; + + /** + * Description + * @private + * @method collisions + * @param {render} render + * @param {pair[]} pairs + * @param {RenderingContext} context + */ + Render.collisions = function(render, pairs, context) { + var c = context, + options = render.options, + pair, + collision, + corrected, + bodyA, + bodyB, + i, + j; + + c.beginPath(); + + // render collision positions + for (i = 0; i < pairs.length; i++) { + pair = pairs[i]; + + if (!pair.isActive) + continue; + + collision = pair.collision; + for (j = 0; j < pair.contactCount; j++) { + var contact = pair.contacts[j], + vertex = contact.vertex; + c.rect(vertex.x - 1.5, vertex.y - 1.5, 3.5, 3.5); + } + } + + if (options.wireframes) { + c.fillStyle = 'rgba(255,255,255,0.7)'; + } else { + c.fillStyle = 'orange'; + } + c.fill(); + + c.beginPath(); + + // render collision normals + for (i = 0; i < pairs.length; i++) { + pair = pairs[i]; + + if (!pair.isActive) + continue; + + collision = pair.collision; + + if (pair.contactCount > 0) { + var normalPosX = pair.contacts[0].vertex.x, + normalPosY = pair.contacts[0].vertex.y; + + if (pair.contactCount === 2) { + normalPosX = (pair.contacts[0].vertex.x + pair.contacts[1].vertex.x) / 2; + normalPosY = (pair.contacts[0].vertex.y + pair.contacts[1].vertex.y) / 2; + } + + if (collision.bodyB === collision.supports[0].body || collision.bodyA.isStatic === true) { + c.moveTo(normalPosX - collision.normal.x * 8, normalPosY - collision.normal.y * 8); + } else { + c.moveTo(normalPosX + collision.normal.x * 8, normalPosY + collision.normal.y * 8); + } + + c.lineTo(normalPosX, normalPosY); + } + } + + if (options.wireframes) { + c.strokeStyle = 'rgba(255,165,0,0.7)'; + } else { + c.strokeStyle = 'orange'; + } + + c.lineWidth = 1; + c.stroke(); + }; + + /** + * Description + * @private + * @method separations + * @param {render} render + * @param {pair[]} pairs + * @param {RenderingContext} context + */ + Render.separations = function(render, pairs, context) { + var c = context, + options = render.options, + pair, + collision, + corrected, + bodyA, + bodyB, + i, + j; + + c.beginPath(); + + // render separations + for (i = 0; i < pairs.length; i++) { + pair = pairs[i]; + + if (!pair.isActive) + continue; + + collision = pair.collision; + bodyA = collision.bodyA; + bodyB = collision.bodyB; + + var k = 1; + + if (!bodyB.isStatic && !bodyA.isStatic) k = 0.5; + if (bodyB.isStatic) k = 0; + + c.moveTo(bodyB.position.x, bodyB.position.y); + c.lineTo(bodyB.position.x - collision.penetration.x * k, bodyB.position.y - collision.penetration.y * k); + + k = 1; + + if (!bodyB.isStatic && !bodyA.isStatic) k = 0.5; + if (bodyA.isStatic) k = 0; + + c.moveTo(bodyA.position.x, bodyA.position.y); + c.lineTo(bodyA.position.x + collision.penetration.x * k, bodyA.position.y + collision.penetration.y * k); + } + + if (options.wireframes) { + c.strokeStyle = 'rgba(255,165,0,0.5)'; + } else { + c.strokeStyle = 'orange'; + } + c.stroke(); + }; + + /** + * Description + * @private + * @method inspector + * @param {inspector} inspector + * @param {RenderingContext} context + */ + Render.inspector = function(inspector, context) { + var engine = inspector.engine, + selected = inspector.selected, + render = inspector.render, + options = render.options, + bounds; + + if (options.hasBounds) { + var boundsWidth = render.bounds.max.x - render.bounds.min.x, + boundsHeight = render.bounds.max.y - render.bounds.min.y, + boundsScaleX = boundsWidth / render.options.width, + boundsScaleY = boundsHeight / render.options.height; + + context.scale(1 / boundsScaleX, 1 / boundsScaleY); + context.translate(-render.bounds.min.x, -render.bounds.min.y); + } + + for (var i = 0; i < selected.length; i++) { + var item = selected[i].data; + + context.translate(0.5, 0.5); + context.lineWidth = 1; + context.strokeStyle = 'rgba(255,165,0,0.9)'; + context.setLineDash([1,2]); + + switch (item.type) { + + case 'body': + + // render body selections + bounds = item.bounds; + context.beginPath(); + context.rect(Math.floor(bounds.min.x - 3), Math.floor(bounds.min.y - 3), + Math.floor(bounds.max.x - bounds.min.x + 6), Math.floor(bounds.max.y - bounds.min.y + 6)); + context.closePath(); + context.stroke(); + + break; + + case 'constraint': + + // render constraint selections + var point = item.pointA; + if (item.bodyA) + point = item.pointB; + context.beginPath(); + context.arc(point.x, point.y, 10, 0, 2 * Math.PI); + context.closePath(); + context.stroke(); + + break; + + } + + context.setLineDash([]); + context.translate(-0.5, -0.5); + } + + // render selection region + if (inspector.selectStart !== null) { + context.translate(0.5, 0.5); + context.lineWidth = 1; + context.strokeStyle = 'rgba(255,165,0,0.6)'; + context.fillStyle = 'rgba(255,165,0,0.1)'; + bounds = inspector.selectBounds; + context.beginPath(); + context.rect(Math.floor(bounds.min.x), Math.floor(bounds.min.y), + Math.floor(bounds.max.x - bounds.min.x), Math.floor(bounds.max.y - bounds.min.y)); + context.closePath(); + context.stroke(); + context.fill(); + context.translate(-0.5, -0.5); + } + + if (options.hasBounds) + context.setTransform(1, 0, 0, 1, 0, 0); + }; + + /** + * Updates render timing. + * @method _updateTiming + * @private + * @param {render} render + * @param {number} time + */ + var _updateTiming = function(render, time) { + var engine = render.engine, + timing = render.timing, + historySize = timing.historySize, + timestamp = engine.timing.timestamp; + + timing.delta = time - timing.lastTime || Render._goodDelta; + timing.lastTime = time; + + timing.timestampElapsed = timestamp - timing.lastTimestamp || 0; + timing.lastTimestamp = timestamp; + + timing.deltaHistory.unshift(timing.delta); + timing.deltaHistory.length = Math.min(timing.deltaHistory.length, historySize); + + timing.engineDeltaHistory.unshift(engine.timing.lastDelta); + timing.engineDeltaHistory.length = Math.min(timing.engineDeltaHistory.length, historySize); + + timing.timestampElapsedHistory.unshift(timing.timestampElapsed); + timing.timestampElapsedHistory.length = Math.min(timing.timestampElapsedHistory.length, historySize); + + timing.engineUpdatesHistory.unshift(engine.timing.lastUpdatesPerFrame); + timing.engineUpdatesHistory.length = Math.min(timing.engineUpdatesHistory.length, historySize); + + timing.engineElapsedHistory.unshift(engine.timing.lastElapsed); + timing.engineElapsedHistory.length = Math.min(timing.engineElapsedHistory.length, historySize); + + timing.elapsedHistory.unshift(timing.lastElapsed); + timing.elapsedHistory.length = Math.min(timing.elapsedHistory.length, historySize); + }; + + /** + * Returns the mean value of the given numbers. + * @method _mean + * @private + * @param {Number[]} values + * @return {Number} the mean of given values + */ + var _mean = function(values) { + var result = 0; + for (var i = 0; i < values.length; i += 1) { + result += values[i]; + } + return (result / values.length) || 0; + }; + + /** + * @method _createCanvas + * @private + * @param {} width + * @param {} height + * @return canvas + */ + var _createCanvas = function(width, height) { + var canvas = document.createElement('canvas'); + canvas.width = width; + canvas.height = height; + canvas.oncontextmenu = function() { return false; }; + canvas.onselectstart = function() { return false; }; + return canvas; + }; + + /** + * Gets the pixel ratio of the canvas. + * @method _getPixelRatio + * @private + * @param {HTMLElement} canvas + * @return {Number} pixel ratio + */ + var _getPixelRatio = function(canvas) { + var context = canvas.getContext('2d'), + devicePixelRatio = window.devicePixelRatio || 1, + backingStorePixelRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio + || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio + || context.backingStorePixelRatio || 1; + + return devicePixelRatio / backingStorePixelRatio; + }; + + /** + * Gets the requested texture (an Image) via its path + * @method _getTexture + * @private + * @param {render} render + * @param {string} imagePath + * @return {Image} texture + */ + var _getTexture = function(render, imagePath) { + var image = render.textures[imagePath]; + + if (image) + return image; + + image = render.textures[imagePath] = new Image(); + image.src = imagePath; + + return image; + }; + + /** + * Applies the background to the canvas using CSS. + * @method applyBackground + * @private + * @param {render} render + * @param {string} background + */ + var _applyBackground = function(render, background) { + var cssBackground = background; + + if (/(jpg|gif|png)$/.test(background)) + cssBackground = 'url(' + background + ')'; + + render.canvas.style.background = cssBackground; + render.canvas.style.backgroundSize = "contain"; + render.currentBackground = background; + }; + + /* + * + * Events Documentation + * + */ + + /** + * Fired before rendering + * + * @event beforeRender + * @param {} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired after rendering + * + * @event afterRender + * @param {} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /* + * + * Properties Documentation + * + */ + + /** + * A back-reference to the `Matter.Render` module. + * + * @deprecated + * @property controller + * @type render + */ + + /** + * A reference to the `Matter.Engine` instance to be used. + * + * @property engine + * @type engine + */ + + /** + * A reference to the element where the canvas is to be inserted (if `render.canvas` has not been specified) + * + * @property element + * @type HTMLElement + * @default null + */ + + /** + * The canvas element to render to. If not specified, one will be created if `render.element` has been specified. + * + * @property canvas + * @type HTMLCanvasElement + * @default null + */ + + /** + * A `Bounds` object that specifies the drawing view region. + * Rendering will be automatically transformed and scaled to fit within the canvas size (`render.options.width` and `render.options.height`). + * This allows for creating views that can pan or zoom around the scene. + * You must also set `render.options.hasBounds` to `true` to enable bounded rendering. + * + * @property bounds + * @type bounds + */ + + /** + * The 2d rendering context from the `render.canvas` element. + * + * @property context + * @type CanvasRenderingContext2D + */ + + /** + * The sprite texture cache. + * + * @property textures + * @type {} + */ + + /** + * The mouse to render if `render.options.showMousePosition` is enabled. + * + * @property mouse + * @type mouse + * @default null + */ + + /** + * The configuration options of the renderer. + * + * @property options + * @type {} + */ + + /** + * The target width in pixels of the `render.canvas` to be created. + * See also the `options.pixelRatio` property to change render quality. + * + * @property options.width + * @type number + * @default 800 + */ + + /** + * The target height in pixels of the `render.canvas` to be created. + * See also the `options.pixelRatio` property to change render quality. + * + * @property options.height + * @type number + * @default 600 + */ + + /** + * The [pixel ratio](https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio) to use when rendering. + * + * @property options.pixelRatio + * @type number + * @default 1 + */ + + /** + * A CSS background color string to use when `render.options.wireframes` is disabled. + * This may be also set to `'transparent'` or equivalent. + * + * @property options.background + * @type string + * @default '#14151f' + */ + + /** + * A CSS color string to use for background when `render.options.wireframes` is enabled. + * This may be also set to `'transparent'` or equivalent. + * + * @property options.wireframeBackground + * @type string + * @default '#14151f' + */ + + /** + * A CSS color string to use for stroke when `render.options.wireframes` is enabled. + * This may be also set to `'transparent'` or equivalent. + * + * @property options.wireframeStrokeStyle + * @type string + * @default '#bbb' + */ + + /** + * A flag that specifies if `render.bounds` should be used when rendering. + * + * @property options.hasBounds + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable all debug information overlays together. + * This includes and has priority over the values of: + * + * - `render.options.showStats` + * - `render.options.showPerformance` + * + * @property options.showDebug + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the engine stats info overlay. + * From left to right, the values shown are: + * + * - body parts total + * - body total + * - constraints total + * - composites total + * - collision pairs total + * + * @property options.showStats + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable performance charts. + * From left to right, the values shown are: + * + * - average render frequency (e.g. 60 fps) + * - exact engine delta time used for last update (e.g. 16.66ms) + * - average updates per frame (e.g. 1) + * - average engine execution duration (e.g. 5.00ms) + * - average render execution duration (e.g. 0.40ms) + * - average effective play speed (e.g. '1.00x' is 'real-time') + * + * Each value is recorded over a fixed sample of past frames (60 frames). + * + * A chart shown below each value indicates the variance from the average over the sample. + * The more stable or fixed the value is the flatter the chart will appear. + * + * @property options.showPerformance + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable rendering entirely. + * + * @property options.enabled + * @type boolean + * @default false + */ + + /** + * A flag to toggle wireframe rendering otherwise solid fill rendering is used. + * + * @property options.wireframes + * @type boolean + * @default true + */ + + /** + * A flag to enable or disable sleeping bodies indicators. + * + * @property options.showSleeping + * @type boolean + * @default true + */ + + /** + * A flag to enable or disable the debug information overlay. + * + * @property options.showDebug + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the collision broadphase debug overlay. + * + * @deprecated no longer implemented + * @property options.showBroadphase + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body bounds debug overlay. + * + * @property options.showBounds + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body velocity debug overlay. + * + * @property options.showVelocity + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body collisions debug overlay. + * + * @property options.showCollisions + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the collision resolver separations debug overlay. + * + * @property options.showSeparations + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body axes debug overlay. + * + * @property options.showAxes + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body positions debug overlay. + * + * @property options.showPositions + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body angle debug overlay. + * + * @property options.showAngleIndicator + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body and part ids debug overlay. + * + * @property options.showIds + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body vertex numbers debug overlay. + * + * @property options.showVertexNumbers + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body convex hulls debug overlay. + * + * @property options.showConvexHulls + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the body internal edges debug overlay. + * + * @property options.showInternalEdges + * @type boolean + * @default false + */ + + /** + * A flag to enable or disable the mouse position debug overlay. + * + * @property options.showMousePosition + * @type boolean + * @default false + */ + +})(); + + +/***/ }), +/* 27 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Runner` module is an optional utility that provides a game loop for running a `Matter.Engine` inside a browser environment. +* A runner will continuously update a `Matter.Engine` whilst synchronising engine updates with the browser frame rate. +* This runner favours a smoother user experience over perfect time keeping. +* This runner is optional and is used for development and debugging but could be useful as a starting point for implementing some games and experiences. +* Alternatively see `Engine.update` to step the engine directly inside your own game loop implementation as may be needed inside other environments. +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Runner +*/ + +var Runner = {}; + +module.exports = Runner; + +var Events = __webpack_require__(5); +var Engine = __webpack_require__(17); +var Common = __webpack_require__(0); + +(function() { + + Runner._maxFrameDelta = 1000 / 15; + Runner._frameDeltaFallback = 1000 / 60; + Runner._timeBufferMargin = 1.5; + Runner._elapsedNextEstimate = 1; + Runner._smoothingLowerBound = 0.1; + Runner._smoothingUpperBound = 0.9; + + /** + * Creates a new Runner. + * See the properties section below for detailed information on what you can pass via the `options` object. + * @method create + * @param {} options + */ + Runner.create = function(options) { + var defaults = { + delta: 1000 / 60, + frameDelta: null, + frameDeltaSmoothing: true, + frameDeltaSnapping: true, + frameDeltaHistory: [], + frameDeltaHistorySize: 100, + frameRequestId: null, + timeBuffer: 0, + timeLastTick: null, + maxUpdates: null, + maxFrameTime: 1000 / 30, + lastUpdatesDeferred: 0, + enabled: true + }; + + var runner = Common.extend(defaults, options); + + // for temporary back compatibility only + runner.fps = 0; + + return runner; + }; + + /** + * Runs a `Matter.Engine` whilst synchronising engine updates with the browser frame rate. + * See module and properties descriptions for more information on this runner. + * Alternatively see `Engine.update` to step the engine directly inside your own game loop implementation. + * @method run + * @param {runner} runner + * @param {engine} [engine] + * @return {runner} runner + */ + Runner.run = function(runner, engine) { + // initial time buffer for the first frame + runner.timeBuffer = Runner._frameDeltaFallback; + + (function onFrame(time){ + runner.frameRequestId = Runner._onNextFrame(runner, onFrame); + + if (time && runner.enabled) { + Runner.tick(runner, engine, time); + } + })(); + + return runner; + }; + + /** + * Performs a single runner tick as used inside `Runner.run`. + * See module and properties descriptions for more information on this runner. + * Alternatively see `Engine.update` to step the engine directly inside your own game loop implementation. + * @method tick + * @param {runner} runner + * @param {engine} engine + * @param {number} time + */ + Runner.tick = function(runner, engine, time) { + var tickStartTime = Common.now(), + engineDelta = runner.delta, + updateCount = 0; + + // find frame delta time since last call + var frameDelta = time - runner.timeLastTick; + + // fallback for unusable frame delta values (e.g. 0, NaN, on first frame or long pauses) + if (!frameDelta || !runner.timeLastTick || frameDelta > Math.max(Runner._maxFrameDelta, runner.maxFrameTime)) { + // reuse last accepted frame delta else fallback + frameDelta = runner.frameDelta || Runner._frameDeltaFallback; + } + + if (runner.frameDeltaSmoothing) { + // record frame delta over a number of frames + runner.frameDeltaHistory.push(frameDelta); + runner.frameDeltaHistory = runner.frameDeltaHistory.slice(-runner.frameDeltaHistorySize); + + // sort frame delta history + var deltaHistorySorted = runner.frameDeltaHistory.slice(0).sort(); + + // sample a central window to limit outliers + var deltaHistoryWindow = runner.frameDeltaHistory.slice( + deltaHistorySorted.length * Runner._smoothingLowerBound, + deltaHistorySorted.length * Runner._smoothingUpperBound + ); + + // take the mean of the central window + var frameDeltaSmoothed = _mean(deltaHistoryWindow); + frameDelta = frameDeltaSmoothed || frameDelta; + } + + if (runner.frameDeltaSnapping) { + // snap frame delta to the nearest 1 Hz + frameDelta = 1000 / Math.round(1000 / frameDelta); + } + + // update runner values for next call + runner.frameDelta = frameDelta; + runner.timeLastTick = time; + + // accumulate elapsed time + runner.timeBuffer += runner.frameDelta; + + // limit time buffer size to a single frame of updates + runner.timeBuffer = Common.clamp( + runner.timeBuffer, 0, runner.frameDelta + engineDelta * Runner._timeBufferMargin + ); + + // reset count of over budget updates + runner.lastUpdatesDeferred = 0; + + // get max updates per frame + var maxUpdates = runner.maxUpdates || Math.ceil(runner.maxFrameTime / engineDelta); + + // create event object + var event = { + timestamp: engine.timing.timestamp + }; + + // tick events before update + Events.trigger(runner, 'beforeTick', event); + Events.trigger(runner, 'tick', event); + + var updateStartTime = Common.now(); + + // simulate time elapsed between calls + while (engineDelta > 0 && runner.timeBuffer >= engineDelta * Runner._timeBufferMargin) { + // update the engine + Events.trigger(runner, 'beforeUpdate', event); + Engine.update(engine, engineDelta); + Events.trigger(runner, 'afterUpdate', event); + + // consume time simulated from buffer + runner.timeBuffer -= engineDelta; + updateCount += 1; + + // find elapsed time during this tick + var elapsedTimeTotal = Common.now() - tickStartTime, + elapsedTimeUpdates = Common.now() - updateStartTime, + elapsedNextEstimate = elapsedTimeTotal + Runner._elapsedNextEstimate * elapsedTimeUpdates / updateCount; + + // defer updates if over performance budgets for this frame + if (updateCount >= maxUpdates || elapsedNextEstimate > runner.maxFrameTime) { + runner.lastUpdatesDeferred = Math.round(Math.max(0, (runner.timeBuffer / engineDelta) - Runner._timeBufferMargin)); + break; + } + } + + // track timing metrics + engine.timing.lastUpdatesPerFrame = updateCount; + + // tick events after update + Events.trigger(runner, 'afterTick', event); + + // show useful warnings if needed + if (runner.frameDeltaHistory.length >= 100) { + if (runner.lastUpdatesDeferred && Math.round(runner.frameDelta / engineDelta) > maxUpdates) { + Common.warnOnce('Matter.Runner: runner reached runner.maxUpdates, see docs.'); + } else if (runner.lastUpdatesDeferred) { + Common.warnOnce('Matter.Runner: runner reached runner.maxFrameTime, see docs.'); + } + + if (typeof runner.isFixed !== 'undefined') { + Common.warnOnce('Matter.Runner: runner.isFixed is now redundant, see docs.'); + } + + if (runner.deltaMin || runner.deltaMax) { + Common.warnOnce('Matter.Runner: runner.deltaMin and runner.deltaMax were removed, see docs.'); + } + + if (runner.fps !== 0) { + Common.warnOnce('Matter.Runner: runner.fps was replaced by runner.delta, see docs.'); + } + } + }; + + /** + * Ends execution of `Runner.run` on the given `runner` by canceling the frame loop. + * Alternatively to temporarily pause the runner, see `runner.enabled`. + * @method stop + * @param {runner} runner + */ + Runner.stop = function(runner) { + Runner._cancelNextFrame(runner); + }; + + /** + * Schedules the `callback` on this `runner` for the next animation frame. + * @private + * @method _onNextFrame + * @param {runner} runner + * @param {function} callback + * @return {number} frameRequestId + */ + Runner._onNextFrame = function(runner, callback) { + if (typeof window !== 'undefined' && window.requestAnimationFrame) { + runner.frameRequestId = window.requestAnimationFrame(callback); + } else { + throw new Error('Matter.Runner: missing required global window.requestAnimationFrame.'); + } + + return runner.frameRequestId; + }; + + /** + * Cancels the last callback scheduled by `Runner._onNextFrame` on this `runner`. + * @private + * @method _cancelNextFrame + * @param {runner} runner + */ + Runner._cancelNextFrame = function(runner) { + if (typeof window !== 'undefined' && window.cancelAnimationFrame) { + window.cancelAnimationFrame(runner.frameRequestId); + } else { + throw new Error('Matter.Runner: missing required global window.cancelAnimationFrame.'); + } + }; + + /** + * Returns the mean of the given numbers. + * @method _mean + * @private + * @param {Number[]} values + * @return {Number} the mean of given values. + */ + var _mean = function(values) { + var result = 0, + valuesLength = values.length; + + for (var i = 0; i < valuesLength; i += 1) { + result += values[i]; + } + + return (result / valuesLength) || 0; + }; + + /* + * + * Events Documentation + * + */ + + /** + * Fired once at the start of the browser frame, before any engine updates. + * + * @event beforeTick + * @param {} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired once at the start of the browser frame, after `beforeTick`. + * + * @event tick + * @param {} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired once at the end of the browser frame, after `beforeTick`, `tick` and after any engine updates. + * + * @event afterTick + * @param {} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired before each and every engine update in this browser frame (if any). + * There may be multiple engine update calls per browser frame (or none) depending on framerate and timestep delta. + * + * @event beforeUpdate + * @param {} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /** + * Fired after each and every engine update in this browser frame (if any). + * There may be multiple engine update calls per browser frame (or none) depending on framerate and timestep delta. + * + * @event afterUpdate + * @param {} event An event object + * @param {number} event.timestamp The engine.timing.timestamp of the event + * @param {} event.source The source object of the event + * @param {} event.name The name of the event + */ + + /* + * + * Properties Documentation + * + */ + + /** + * The fixed timestep size used for `Engine.update` calls in milliseconds, known as `delta`. + * + * This value is recommended to be `1000 / 60` ms or smaller (i.e. equivalent to at least 60hz). + * + * Smaller `delta` values provide higher quality results at the cost of performance. + * + * You should usually avoid changing `delta` during running, otherwise quality may be affected. + * + * For smoother frame pacing choose a `delta` that is an even multiple of each display FPS you target, i.e. `1000 / (n * fps)` as this helps distribute an equal number of updates over each display frame. + * + * For example with a 60 Hz `delta` i.e. `1000 / 60` the runner will on average perform one update per frame on displays running 60 FPS and one update every two frames on displays running 120 FPS, etc. + * + * Where as e.g. using a 240 Hz `delta` i.e. `1000 / 240` the runner will on average perform four updates per frame on displays running 60 FPS and two updates per frame on displays running 120 FPS, etc. + * + * Therefore `Runner.run` will call multiple engine updates (or none) as needed to simulate the time elapsed between browser frames. + * + * In practice the number of updates in any particular frame may be restricted to respect the runner's performance budgets. These are specified by `runner.maxFrameTime` and `runner.maxUpdates`, see those properties for details. + * + * @property delta + * @type number + * @default 1000 / 60 + */ + + /** + * A flag that can be toggled to enable or disable tick calls on this runner, therefore pausing engine updates and events while the runner loop remains running. + * + * @property enabled + * @type boolean + * @default true + */ + + /** + * The accumulated time elapsed that has yet to be simulated in milliseconds. + * This value is clamped within certain limits (see `Runner.tick` code). + * + * @private + * @property timeBuffer + * @type number + * @default 0 + */ + + /** + * The measured time elapsed between the last two browser frames measured in milliseconds. + * This is useful e.g. to estimate the current browser FPS using `1000 / runner.frameDelta`. + * + * @readonly + * @property frameDelta + * @type number + */ + + /** + * Enables averaging to smooth frame rate measurements and therefore stabilise play rate. + * + * @property frameDeltaSmoothing + * @type boolean + * @default true + */ + + /** + * Rounds measured browser frame delta to the nearest 1 Hz. + * This option can help smooth frame rate measurements and simplify handling hardware timing differences e.g. 59.94Hz and 60Hz displays. + * For best results you should also round your `runner.delta` equivalent to the nearest 1 Hz. + * + * @property frameDeltaSnapping + * @type boolean + * @default true + */ + + /** + * A performance budget that limits execution time allowed for this runner per browser frame in milliseconds. + * + * To calculate the effective browser FPS at which this throttle is applied use `1000 / runner.maxFrameTime`. + * + * This performance budget is intended to help maintain browser interactivity and help improve framerate recovery during temporary high CPU usage. + * + * This budget only covers the measured time elapsed executing the functions called in the scope of the runner tick, including `Engine.update` and its related user event callbacks. + * + * You may also reduce this budget to allow for any significant additional processing you perform on the same thread outside the scope of this runner tick, e.g. rendering time. + * + * See also `runner.maxUpdates`. + * + * @property maxFrameTime + * @type number + * @default 1000 / 30 + */ + + /** + * An optional limit for maximum engine update count allowed per frame tick in addition to `runner.maxFrameTime`. + * + * Unless you set a value it is automatically chosen based on `runner.delta` and `runner.maxFrameTime`. + * + * See also `runner.maxFrameTime`. + * + * @property maxUpdates + * @type number + * @default null + */ + + /** + * The timestamp of the last call to `Runner.tick` used to measure `frameDelta`. + * + * @private + * @property timeLastTick + * @type number + * @default 0 + */ + + /** + * The id of the last call to `Runner._onNextFrame`. + * + * @private + * @property frameRequestId + * @type number + * @default null + */ + +})(); + + +/***/ }), +/* 28 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* This module has now been replaced by `Matter.Collision`. +* +* All usage should be migrated to `Matter.Collision`. +* For back-compatibility purposes this module will remain for a short term and then later removed in a future release. +* +* The `Matter.SAT` module contains methods for detecting collisions using the Separating Axis Theorem. +* +* @class SAT +* @deprecated +*/ + +var SAT = {}; + +module.exports = SAT; + +var Collision = __webpack_require__(8); +var Common = __webpack_require__(0); +var deprecated = Common.deprecated; + +(function() { + + /** + * Detect collision between two bodies using the Separating Axis Theorem. + * @deprecated replaced by Collision.collides + * @method collides + * @param {body} bodyA + * @param {body} bodyB + * @return {collision} collision + */ + SAT.collides = function(bodyA, bodyB) { + return Collision.collides(bodyA, bodyB); + }; + + deprecated(SAT, 'collides', 'SAT.collides ➤ replaced by Collision.collides'); + +})(); + + +/***/ }), +/* 29 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* The `Matter.Svg` module contains methods for converting SVG images into an array of vector points. +* +* To use this module you also need the SVGPathSeg polyfill: https://github.com/progers/pathseg +* +* See the included usage [examples](https://github.com/liabru/matter-js/tree/master/examples). +* +* @class Svg +*/ + +var Svg = {}; + +module.exports = Svg; + +var Bounds = __webpack_require__(1); +var Common = __webpack_require__(0); + +(function() { + + /** + * Converts an SVG path into an array of vector points. + * If the input path forms a concave shape, you must decompose the result into convex parts before use. + * See `Bodies.fromVertices` which provides support for this. + * Note that this function is not guaranteed to support complex paths (such as those with holes). + * You must load the `pathseg.js` polyfill on newer browsers. + * @method pathToVertices + * @param {SVGPathElement} path + * @param {Number} [sampleLength=15] + * @return {Vector[]} points + */ + Svg.pathToVertices = function(path, sampleLength) { + if (typeof window !== 'undefined' && !('SVGPathSeg' in window)) { + Common.warn('Svg.pathToVertices: SVGPathSeg not defined, a polyfill is required.'); + } + + // https://github.com/wout/svg.topoly.js/blob/master/svg.topoly.js + var i, il, total, point, segment, segments, + segmentsQueue, lastSegment, + lastPoint, segmentIndex, points = [], + lx, ly, length = 0, x = 0, y = 0; + + sampleLength = sampleLength || 15; + + var addPoint = function(px, py, pathSegType) { + // all odd-numbered path types are relative except PATHSEG_CLOSEPATH (1) + var isRelative = pathSegType % 2 === 1 && pathSegType > 1; + + // when the last point doesn't equal the current point add the current point + if (!lastPoint || px != lastPoint.x || py != lastPoint.y) { + if (lastPoint && isRelative) { + lx = lastPoint.x; + ly = lastPoint.y; + } else { + lx = 0; + ly = 0; + } + + var point = { + x: lx + px, + y: ly + py + }; + + // set last point + if (isRelative || !lastPoint) { + lastPoint = point; + } + + points.push(point); + + x = lx + px; + y = ly + py; + } + }; + + var addSegmentPoint = function(segment) { + var segType = segment.pathSegTypeAsLetter.toUpperCase(); + + // skip path ends + if (segType === 'Z') + return; + + // map segment to x and y + switch (segType) { + + case 'M': + case 'L': + case 'T': + case 'C': + case 'S': + case 'Q': + x = segment.x; + y = segment.y; + break; + case 'H': + x = segment.x; + break; + case 'V': + y = segment.y; + break; + } + + addPoint(x, y, segment.pathSegType); + }; + + // ensure path is absolute + Svg._svgPathToAbsolute(path); + + // get total length + total = path.getTotalLength(); + + // queue segments + segments = []; + for (i = 0; i < path.pathSegList.numberOfItems; i += 1) + segments.push(path.pathSegList.getItem(i)); + + segmentsQueue = segments.concat(); + + // sample through path + while (length < total) { + // get segment at position + segmentIndex = path.getPathSegAtLength(length); + segment = segments[segmentIndex]; + + // new segment + if (segment != lastSegment) { + while (segmentsQueue.length && segmentsQueue[0] != segment) + addSegmentPoint(segmentsQueue.shift()); + + lastSegment = segment; + } + + // add points in between when curving + // TODO: adaptive sampling + switch (segment.pathSegTypeAsLetter.toUpperCase()) { + + case 'C': + case 'T': + case 'S': + case 'Q': + case 'A': + point = path.getPointAtLength(length); + addPoint(point.x, point.y, 0); + break; + + } + + // increment by sample value + length += sampleLength; + } + + // add remaining segments not passed by sampling + for (i = 0, il = segmentsQueue.length; i < il; ++i) + addSegmentPoint(segmentsQueue[i]); + + return points; + }; + + Svg._svgPathToAbsolute = function(path) { + // http://phrogz.net/convert-svg-path-to-all-absolute-commands + // Copyright (c) Gavin Kistner + // http://phrogz.net/js/_ReuseLicense.txt + // Modifications: tidy formatting and naming + var x0, y0, x1, y1, x2, y2, segs = path.pathSegList, + x = 0, y = 0, len = segs.numberOfItems; + + for (var i = 0; i < len; ++i) { + var seg = segs.getItem(i), + segType = seg.pathSegTypeAsLetter; + + if (/[MLHVCSQTA]/.test(segType)) { + if ('x' in seg) x = seg.x; + if ('y' in seg) y = seg.y; + } else { + if ('x1' in seg) x1 = x + seg.x1; + if ('x2' in seg) x2 = x + seg.x2; + if ('y1' in seg) y1 = y + seg.y1; + if ('y2' in seg) y2 = y + seg.y2; + if ('x' in seg) x += seg.x; + if ('y' in seg) y += seg.y; + + switch (segType) { + + case 'm': + segs.replaceItem(path.createSVGPathSegMovetoAbs(x, y), i); + break; + case 'l': + segs.replaceItem(path.createSVGPathSegLinetoAbs(x, y), i); + break; + case 'h': + segs.replaceItem(path.createSVGPathSegLinetoHorizontalAbs(x), i); + break; + case 'v': + segs.replaceItem(path.createSVGPathSegLinetoVerticalAbs(y), i); + break; + case 'c': + segs.replaceItem(path.createSVGPathSegCurvetoCubicAbs(x, y, x1, y1, x2, y2), i); + break; + case 's': + segs.replaceItem(path.createSVGPathSegCurvetoCubicSmoothAbs(x, y, x2, y2), i); + break; + case 'q': + segs.replaceItem(path.createSVGPathSegCurvetoQuadraticAbs(x, y, x1, y1), i); + break; + case 't': + segs.replaceItem(path.createSVGPathSegCurvetoQuadraticSmoothAbs(x, y), i); + break; + case 'a': + segs.replaceItem(path.createSVGPathSegArcAbs(x, y, seg.r1, seg.r2, seg.angle, seg.largeArcFlag, seg.sweepFlag), i); + break; + case 'z': + case 'Z': + x = x0; + y = y0; + break; + + } + } + + if (segType == 'M' || segType == 'm') { + x0 = x; + y0 = y; + } + } + }; + +})(); + +/***/ }), +/* 30 */ +/***/ (function(module, exports, __webpack_require__) { + +/** +* This module has now been replaced by `Matter.Composite`. +* +* All usage should be migrated to the equivalent functions found on `Matter.Composite`. +* For example `World.add(world, body)` now becomes `Composite.add(world, body)`. +* +* The property `world.gravity` has been moved to `engine.gravity`. +* +* For back-compatibility purposes this module will remain as a direct alias to `Matter.Composite` in the short term during migration. +* Eventually this alias module will be marked as deprecated and then later removed in a future release. +* +* @class World +*/ + +var World = {}; + +module.exports = World; + +var Composite = __webpack_require__(6); +var Common = __webpack_require__(0); + +(function() { + + /** + * See above, aliases for back compatibility only + */ + World.create = Composite.create; + World.add = Composite.add; + World.remove = Composite.remove; + World.clear = Composite.clear; + World.addComposite = Composite.addComposite; + World.addBody = Composite.addBody; + World.addConstraint = Composite.addConstraint; + +})(); + + +/***/ }) +/******/ ]); +}); \ No newline at end of file