Better physics

This commit is contained in:
syuilo 2020-12-06 17:35:21 +09:00
parent e05ae5ebc2
commit 2f8ceb9d22
2 changed files with 21 additions and 45 deletions

View file

@ -165,10 +165,6 @@ export default defineComponent({
this.easterEggReady = false; this.easterEggReady = false;
this.$refs.icon.vanillaTilt.destroy(); this.$refs.icon.vanillaTilt.destroy();
this.easterEggEngine = physics(this.$refs.about); this.easterEggEngine = physics(this.$refs.about);
setTimeout(() => {
this.easterEggEngine.stop();
}, 1000 * 60 * 3);
} }
} }
}); });

View file

@ -1,4 +1,4 @@
import Matter from 'matter-js'; import * as Matter from 'matter-js';
export function physics(container: HTMLElement) { export function physics(container: HTMLElement) {
const containerWidth = container.offsetWidth; const containerWidth = container.offsetWidth;
@ -12,7 +12,12 @@ export function physics(container: HTMLElement) {
container.style.height = `${containerHeight}px`; container.style.height = `${containerHeight}px`;
// create engine // create engine
const engine = Matter.Engine.create(); const engine = Matter.Engine.create({
constraintIterations: 4,
positionIterations: 8,
velocityIterations: 8,
});
const world = engine.world; const world = engine.world;
// create renderer // create renderer
@ -24,20 +29,6 @@ export function physics(container: HTMLElement) {
height: containerHeight, height: containerHeight,
background: 'transparent', // transparent to hide background: 'transparent', // transparent to hide
wireframeBackground: '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(); const runner = Matter.Runner.create();
Matter.Runner.run(runner, engine); Matter.Runner.run(runner, engine);
// add walls const groundThickness = 1024;
const wallopts = { const ground = Matter.Bodies.rectangle(containerCenterX, containerHeight + (groundThickness / 2), containerWidth, groundThickness, {
isStatic: true,
restitution: 0.2,
friction: 1
};
const groundopts = {
isStatic: true, isStatic: true,
restitution: 0.1, restitution: 0.1,
friction: 2 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 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); //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.offsetLeft + (objEl.offsetWidth / 2),
objEl.offsetTop + (objEl.offsetHeight / 2), objEl.offsetTop + (objEl.offsetHeight / 2),
Math.max(objEl.offsetWidth, objEl.offsetHeight) / 2, Math.max(objEl.offsetWidth, objEl.offsetHeight) / 2,
{
restitution: 0.1,
friction: 4,
frictionAir: 0,
frictionStatic: 50,
density: 100,
}
); );
} else { } else {
const style = window.getComputedStyle(objEl); const style = window.getComputedStyle(objEl);
@ -96,11 +73,6 @@ export function physics(container: HTMLElement) {
objEl.offsetWidth, objEl.offsetWidth,
objEl.offsetHeight, 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, { const mouseConstraint = Matter.MouseConstraint.create(engine, {
mouse: mouse, mouse: mouse,
constraint: { constraint: {
stiffness: 1, stiffness: 0.05,
render: { render: {
visible: false 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 { return {
stop: () => { stop: () => {
stop = true; stop = true;
Matter.Runner.stop(runner); Matter.Runner.stop(runner);
clearInterval(intervalId);
} }
}; };
} }