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168
src/client/scripts/physics.ts
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168
src/client/scripts/physics.ts
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import Matter from 'matter-js';
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export function physics(container: HTMLElement) {
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const containerWidth = container.offsetWidth;
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const containerHeight = container.offsetHeight;
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const containerCenterX = containerWidth / 2;
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// サイズ固定化(要らないかも?)
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container.style.position = 'relative';
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container.style.boxSizing = 'border-box';
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container.style.width = `${containerWidth}px`;
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container.style.height = `${containerHeight}px`;
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// create engine
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const engine = Matter.Engine.create();
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const world = engine.world;
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// create renderer
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const render = Matter.Render.create({
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engine: engine,
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//element: document.getElementById('debug'),
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options: {
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width: containerWidth,
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height: containerHeight,
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background: 'transparent', // transparent to hide
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wireframeBackground: 'transparent', // transparent to hide
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hasBounds: false,
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enabled: true,
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wireframes: false,
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showSleeping: true,
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showDebug: false,
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showBroadphase: false,
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showBounds: false,
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showVelocity: false,
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showCollisions: false,
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showAxes: false,
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showPositions: false,
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showAngleIndicator: false,
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showIds: false,
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showShadows: false
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}
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});
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// Disable to hide debug
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Matter.Render.run(render);
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// create runner
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const runner = Matter.Runner.create();
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Matter.Runner.run(runner, engine);
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// add walls
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const wallopts = {
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isStatic: true,
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restitution: 0.2,
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friction: 1
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};
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const groundopts = {
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isStatic: true,
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restitution: 0.1,
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friction: 2
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};
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const groundThickness = 100;
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const ground = Matter.Bodies.rectangle(containerCenterX, containerHeight + (groundThickness / 2), containerWidth, groundThickness, groundopts);
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//const wallRight = Matter.Bodies.rectangle(window.innerWidth+50, window.innerHeight/2, 100, window.innerHeight, wallopts);
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//const wallLeft = Matter.Bodies.rectangle(-50, window.innerHeight/2, 100, window.innerHeight, wallopts);
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Matter.World.add(world, [
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ground,
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//wallRight,
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//wallLeft,
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]);
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const objEls = Array.from(container.children);
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const objs = [];
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for (const objEl of objEls) {
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let obj;
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if (objEl.classList.contains('_physics_circle_')) {
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obj = Matter.Bodies.circle(
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objEl.offsetLeft + (objEl.offsetWidth / 2),
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objEl.offsetTop + (objEl.offsetHeight / 2),
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Math.max(objEl.offsetWidth, objEl.offsetHeight) / 2,
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{
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restitution: 0.1,
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friction: 4,
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frictionAir: 0,
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frictionStatic: 50,
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density: 100,
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}
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);
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} else {
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const style = window.getComputedStyle(objEl);
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obj = Matter.Bodies.rectangle(
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objEl.offsetLeft + (objEl.offsetWidth / 2),
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objEl.offsetTop + (objEl.offsetHeight / 2),
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objEl.offsetWidth,
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objEl.offsetHeight,
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{
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restitution: 0.1,
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friction: 4,
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frictionAir: 0,
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frictionStatic: 50,
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density: 100,
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chamfer: { radius: parseInt(style.borderRadius, 10) },
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}
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);
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}
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objEl.id = obj.id;
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objs.push(obj);
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}
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Matter.World.add(engine.world, objs);
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// Add mouse control
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const mouse = Matter.Mouse.create(container);
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const mouseConstraint = Matter.MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 1,
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render: {
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visible: false
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}
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}
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});
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Matter.World.add(engine.world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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for (const objEl of objEls) {
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objEl.style.position = `absolute`;
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objEl.style.top = 0;
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objEl.style.left = 0;
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objEl.style.margin = 0;
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objEl.style.userSelect = 'none';
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objEl.style.willChange = 'transform';
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}
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window.requestAnimationFrame(update);
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let stop = false;
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function update() {
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for (const objEl of objEls) {
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const obj = objs.find(obj => obj.id.toString() === objEl.id.toString());
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if (obj == null) continue;
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const x = (obj.position.x - objEl.offsetWidth / 2);
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const y = (obj.position.y - objEl.offsetHeight / 2);
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const angle = obj.angle;
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objEl.style.transform = `translate(${x}px, ${y}px) rotate(${angle}rad)`;
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}
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if (!stop) {
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window.requestAnimationFrame(update);
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}
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}
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return {
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stop: () => {
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stop = true;
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Matter.Runner.stop(runner);
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}
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};
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}
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