Better physics
This commit is contained in:
parent
e05ae5ebc2
commit
2f8ceb9d22
2 changed files with 21 additions and 45 deletions
|
@ -165,10 +165,6 @@ export default defineComponent({
|
|||
this.easterEggReady = false;
|
||||
this.$refs.icon.vanillaTilt.destroy();
|
||||
this.easterEggEngine = physics(this.$refs.about);
|
||||
|
||||
setTimeout(() => {
|
||||
this.easterEggEngine.stop();
|
||||
}, 1000 * 60 * 3);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import Matter from 'matter-js';
|
||||
import * as Matter from 'matter-js';
|
||||
|
||||
export function physics(container: HTMLElement) {
|
||||
const containerWidth = container.offsetWidth;
|
||||
|
@ -12,8 +12,13 @@ export function physics(container: HTMLElement) {
|
|||
container.style.height = `${containerHeight}px`;
|
||||
|
||||
// create engine
|
||||
const engine = Matter.Engine.create();
|
||||
const world = engine.world;
|
||||
const engine = Matter.Engine.create({
|
||||
constraintIterations: 4,
|
||||
positionIterations: 8,
|
||||
velocityIterations: 8,
|
||||
});
|
||||
|
||||
const world = engine.world;
|
||||
|
||||
// create renderer
|
||||
const render = Matter.Render.create({
|
||||
|
@ -24,20 +29,6 @@ export function physics(container: HTMLElement) {
|
|||
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
|
||||
}
|
||||
});
|
||||
|
||||
|
@ -48,20 +39,13 @@ export function physics(container: HTMLElement) {
|
|||
const runner = Matter.Runner.create();
|
||||
Matter.Runner.run(runner, engine);
|
||||
|
||||
// add walls
|
||||
const wallopts = {
|
||||
isStatic: true,
|
||||
restitution: 0.2,
|
||||
friction: 1
|
||||
};
|
||||
const groundopts = {
|
||||
const groundThickness = 1024;
|
||||
const ground = Matter.Bodies.rectangle(containerCenterX, containerHeight + (groundThickness / 2), containerWidth, groundThickness, {
|
||||
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);
|
||||
|
||||
|
@ -80,13 +64,6 @@ export function physics(container: HTMLElement) {
|
|||
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);
|
||||
|
@ -96,12 +73,7 @@ export function physics(container: HTMLElement) {
|
|||
objEl.offsetWidth,
|
||||
objEl.offsetHeight,
|
||||
{
|
||||
restitution: 0.1,
|
||||
friction: 4,
|
||||
frictionAir: 0,
|
||||
frictionStatic: 50,
|
||||
density: 100,
|
||||
chamfer: { radius: parseInt(style.borderRadius, 10) },
|
||||
chamfer: { radius: parseInt(style.borderRadius, 10) },
|
||||
}
|
||||
);
|
||||
}
|
||||
|
@ -117,7 +89,7 @@ export function physics(container: HTMLElement) {
|
|||
const mouseConstraint = Matter.MouseConstraint.create(engine, {
|
||||
mouse: mouse,
|
||||
constraint: {
|
||||
stiffness: 1,
|
||||
stiffness: 0.05,
|
||||
render: {
|
||||
visible: false
|
||||
}
|
||||
|
@ -159,10 +131,18 @@ export function physics(container: HTMLElement) {
|
|||
}
|
||||
}
|
||||
|
||||
// 奈落に落ちたオブジェクトは消す
|
||||
const intervalId = setInterval(() => {
|
||||
for (const obj of objs) {
|
||||
if (obj.position.y > (containerHeight + 1024)) Matter.World.remove(world, obj);
|
||||
}
|
||||
}, 1000 * 10);
|
||||
|
||||
return {
|
||||
stop: () => {
|
||||
stop = true;
|
||||
Matter.Runner.stop(runner);
|
||||
clearInterval(intervalId);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue