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import Matter from 'matter-js';
export function physics(container: HTMLElement) {
const containerWidth = container.offsetWidth;
const containerHeight = container.offsetHeight;
const containerCenterX = containerWidth / 2;
// サイズ固定化(要らないかも?)
container.style.position = 'relative';
container.style.boxSizing = 'border-box';
container.style.width = `${containerWidth}px`;
container.style.height = `${containerHeight}px`;
// create engine
const engine = Matter.Engine.create();
const world = engine.world;
// create renderer
const render = Matter.Render.create({
engine: engine,
//element: document.getElementById('debug'),
options: {
width: containerWidth,
height: containerHeight,
background: 'transparent', // transparent to hide
wireframeBackground: 'transparent', // transparent to hide
hasBounds: false,
enabled: true,
wireframes: false,
showSleeping: true,
showDebug: false,
showBroadphase: false,
showBounds: false,
showVelocity: false,
showCollisions: false,
showAxes: false,
showPositions: false,
showAngleIndicator: false,
showIds: false,
showShadows: false
}
});
// Disable to hide debug
Matter.Render.run(render);
// create runner
const runner = Matter.Runner.create();
Matter.Runner.run(runner, engine);
// add walls
const wallopts = {
isStatic: true,
restitution: 0.2,
friction: 1
};
const groundopts = {
isStatic: true,
restitution: 0.1,
friction: 2
};
const groundThickness = 100;
const ground = Matter.Bodies.rectangle(containerCenterX, containerHeight + (groundThickness / 2), containerWidth, groundThickness, groundopts);
//const wallRight = Matter.Bodies.rectangle(window.innerWidth+50, window.innerHeight/2, 100, window.innerHeight, wallopts);
//const wallLeft = Matter.Bodies.rectangle(-50, window.innerHeight/2, 100, window.innerHeight, wallopts);
Matter.World.add(world, [
ground,
//wallRight,
//wallLeft,
]);
const objEls = Array.from(container.children);
const objs = [];
for (const objEl of objEls) {
let obj;
if (objEl.classList.contains('_physics_circle_')) {
obj = Matter.Bodies.circle(
objEl.offsetLeft + (objEl.offsetWidth / 2),
objEl.offsetTop + (objEl.offsetHeight / 2),
Math.max(objEl.offsetWidth, objEl.offsetHeight) / 2,
{
restitution: 0.1,
friction: 4,
frictionAir: 0,
frictionStatic: 50,
density: 100,
}
);
} else {
const style = window.getComputedStyle(objEl);
obj = Matter.Bodies.rectangle(
objEl.offsetLeft + (objEl.offsetWidth / 2),
objEl.offsetTop + (objEl.offsetHeight / 2),
objEl.offsetWidth,
objEl.offsetHeight,
{
restitution: 0.1,
friction: 4,
frictionAir: 0,
frictionStatic: 50,
density: 100,
chamfer: { radius: parseInt(style.borderRadius, 10) },
}
);
}
objEl.id = obj.id;
objs.push(obj);
}
Matter.World.add(engine.world, objs);
// Add mouse control
const mouse = Matter.Mouse.create(container);
const mouseConstraint = Matter.MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
stiffness: 1,
render: {
visible: false
}
}
});
Matter.World.add(engine.world, mouseConstraint);
// keep the mouse in sync with rendering
render.mouse = mouse;
for (const objEl of objEls) {
objEl.style.position = `absolute`;
objEl.style.top = 0;
objEl.style.left = 0;
objEl.style.margin = 0;
objEl.style.userSelect = 'none';
objEl.style.willChange = 'transform';
}
window.requestAnimationFrame(update);
let stop = false;
function update() {
for (const objEl of objEls) {
const obj = objs.find(obj => obj.id.toString() === objEl.id.toString());
if (obj == null) continue;
const x = (obj.position.x - objEl.offsetWidth / 2);
const y = (obj.position.y - objEl.offsetHeight / 2);
const angle = obj.angle;
objEl.style.transform = `translate(${x}px, ${y}px) rotate(${angle}rad)`;
}
if (!stop) {
window.requestAnimationFrame(update);
}
}
return {
stop: () => {
stop = true;
Matter.Runner.stop(runner);
}
};
}
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