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11,040 changes: 11,040 additions & 0 deletions build/matter.alpha.js

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7 changes: 7 additions & 0 deletions build/matter.alpha.min.js

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377 changes: 343 additions & 34 deletions build/matter.js

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2 changes: 1 addition & 1 deletion build/matter.min.js

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2 changes: 1 addition & 1 deletion demo/index.html
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<script src="./js/matter-demo.poly-decomp.c3d015.min.js"></script>
<script src="./js/matter-demo.a280d3.min.js"></script>
</body>
</html>
</html>
223 changes: 223 additions & 0 deletions examples/angleConstraints.js
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var Example = Example || {};

Example.angleConstraints = function() {
var Engine = Matter.Engine,
Render = Matter.Render,
Runner = Matter.Runner,
Constraint = Matter.Constraint,
MouseConstraint = Matter.MouseConstraint,
Mouse = Matter.Mouse,
World = Matter.World,
Bodies = Matter.Bodies;

// create engine
var engine = Engine.create(),
world = engine.world;

// create renderer
var render = Render.create({
element: document.body,
engine: engine,
options: {
width: 800,
height: 600,
showAngleIndicator: true
}
});

Render.run(render);

// create runner
var runner = Runner.create();
Runner.run(runner, engine);

// add stiff global constraint
var body = Bodies.polygon(150, 200, 5, 30);

var constraint = Constraint.create({
pointA: { x: 150, y: 100 },
bodyB: body,
pointB: { x: 0, y: -10 },

angleAStiffness: 1
});

World.add(world, [body, constraint]);

// add soft global constraint
var body = Bodies.polygon(280, 200, 3, 30);

var constraint = Constraint.create({
pointA: { x: 280, y: 120 },
bodyB: body,
pointB: { x: 0, y: -7 },
stiffness: 0.001,

angleA: 0,
angleAStiffness: 0.01
});

World.add(world, [body, constraint]);

// add damped soft global constraint
var body = Bodies.polygon(400, 100, 4, 30);

var constraint = Constraint.create({
bodyA: body,
pointA: { x: -10, y: -10 },
pointB: { x: 400, y: 120 },
stiffness: 0.001,
damping: 0.05,

angleBStiffness: 1,
angleB: 0,
angleBMin: -1,
angleBMax: 1
});

World.add(world, [body, constraint]);

// add revolute constraint
var body = Bodies.rectangle(600, 200, 200, 20);
var ball = Bodies.circle(550, 150, 20);

var constraintR = Constraint.create({
bodyA: body,
pointB: { x: 600, y: 200 },
length: 0,

angleAStiffness: 1,
angleAMin: -0.5,
angleAMax: 0.5
});

World.add(world, [body, ball, constraintR]);

// add revolute multi-body constraint
var body = Bodies.rectangle(400, 400, 100, 20);
var ball = Bodies.circle(500, 400, 20);

var constraint = Constraint.create({
bodyA: body,
bodyB: ball,

angleAStiffness: 0.9,
angleBMin: -0.5,
angleBMax: 0.5,
angleBStiffness: 1
});

World.add(world, [body, ball, constraint]);

// add stiff multi-body constraint
var bodyA = Bodies.polygon(100, 400, 6, 20);
var bodyB = Bodies.polygon(200, 400, 1, 50, { angle: -0.05 });

var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -10 },

angleAStiffness: 1,
angleBMin: -0.5 - Math.PI,
angleBMax: 0.5 - Math.PI,
angleBStiffness: 1
});

World.add(world, [bodyA, bodyB, constraint]);

// add soft global constraint
var bodyA = Bodies.polygon(300, 400, 4, 20);
var bodyB = Bodies.polygon(400, 400, 3, 30);

var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -7 },
stiffness: 0.01,

angleAMin: Math.PI * 0.1,
angleAMax: Math.PI * 0.5,
angleAStiffness: 0.1,
angleBMin: -0.5 - Math.PI,
angleBMax: 0.5 - Math.PI,
angleBStiffness: 0.1
});

World.add(world, [bodyA, bodyB, constraint]);

// add damped soft global constraint
var bodyA = Bodies.polygon(500, 400, 6, 30);
var bodyB = Bodies.polygon(600, 400, 7, 60);

var constraint = Constraint.create({
bodyA: bodyA,
pointA: { x: -10, y: -10 },
bodyB: bodyB,
pointB: { x: -10, y: -10 },
stiffness: 0.001,
damping: 0.1,

angleAMin: Math.PI * 0.1,
angleAMax: Math.PI * 0.5,
angleAStiffness: 1,
angleBMin: -0.5 - Math.PI,
angleBMax: 0.5 - Math.PI,
angleBStiffness: 0.01
});

World.add(world, [bodyA, bodyB, constraint]);

World.add(world, [
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),
Bodies.rectangle(800, 300, 50, 600, { isStatic: true }),
Bodies.rectangle(0, 300, 50, 600, { isStatic: true })
]);

// add mouse control
var mouse = Mouse.create(render.canvas),
mouseConstraint = MouseConstraint.create(engine, {
mouse: mouse,
constraint: {
// allow bodies on mouse to rotate
angularStiffness: 0,
render: {
visible: false
}
}
});

World.add(world, mouseConstraint);

// keep the mouse in sync with rendering
render.mouse = mouse;

// fit the render viewport to the scene
Render.lookAt(render, {
min: { x: 0, y: 0 },
max: { x: 800, y: 600 }
});

// context for MatterTools.Demo
return {
engine: engine,
runner: runner,
render: render,
canvas: render.canvas,
stop: function() {
Matter.Render.stop(render);
Matter.Runner.stop(runner);
}
};
};

Example.angleConstraints.title = 'Angle Constraints';
Example.angleConstraints.for = '>0.15.0';

if (typeof module !== 'undefined') {
module.exports = Example.angleConstraints;
}
1 change: 1 addition & 0 deletions examples/index.js
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module.exports = {
airFriction: require('./airFriction.js'),
angleConstraints: require('./angleConstraints.js'),
avalanche: require('./avalanche.js'),
ballPool: require('./ballPool.js'),
bridge: require('./bridge.js'),
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