@combos-fun/plugin-matterjs 0.0.42 → 0.0.45

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- {"version":3,"file":"plugin-matterjs.cjs.js","sources":["../lib/Physics.ts","../lib/BodiesFactory.ts","../lib/MatterPixiDebugRenderer.ts","../lib/PhysicsEngine.ts","../lib/PhysicsSystem.ts","../lib/__combosPackageMeta.gen.ts"],"sourcesContent":["import { Component } from '@combos-fun/engine';\nimport Matter from 'matter-js';\nexport enum PhysicsType {\n RECTANGLE = 'rectangle',\n CIRCLE = 'circle',\n POLYGON = 'polygon',\n}\nexport interface PhysicsParams {\n type?: PhysicsType\n bodyOptions?: {\n isStatic?: boolean,\n restitution?: number,\n density?: number,\n [propName: string]: any,\n },\n position?: {\n x?: number\n y?: number\n }\n sides?: number\n radius?: number\n stopRotation?: boolean\n}\n\nexport class Physics extends Component<PhysicsParams> {\n static componentName: string = 'Physics';\n public bodyParams: PhysicsParams;\n public body: Matter.Body;\n private PhysicsEngine: Matter.Engine;\n\n init(params: PhysicsParams) {\n this.bodyParams = params;\n }\n\n update() {\n if (this.body && this.gameObject) {\n this.gameObject.transform.anchor.x = 0;\n this.gameObject.transform.anchor.y = 0;\n this.gameObject.transform.position.x = this.body.position.x;\n this.gameObject.transform.position.y = this.body.position.y;\n if (!this.bodyParams.stopRotation) {\n this.gameObject.transform.rotation = this.body.angle;\n }\n }\n }\n onDestroy() {\n Matter.World.remove(this.PhysicsEngine.world, this.body, true);\n }\n}\n","import Matter from 'matter-js';\nimport { PhysicsType, Physics } from './Physics';\nimport { GameObject } from '@combos-fun/engine';\ndeclare interface BodyOptions {\n chamfer?: number; // chamfer (bevel) size\n angle?: number; // rotation angle\n isStatic?: boolean;\n density?: number; // density\n restitution?: number; // restitution (bounciness)\n velocity?: number; // velocity\n speed?: number; // speed\n motion?: number; // motion (kinetic energy)\n mass?: number;\n}\n\nexport interface RectangleParams {\n x: number;\n y: number;\n width: number;\n height: number;\n options: BodyOptions;\n}\n\nexport interface Verctor {\n x: number;\n y: number;\n}\nexport default class BodiesFactory {\n private Bodies: typeof Matter.Bodies;\n constructor() {\n this.Bodies = Matter.Bodies;\n }\n public create(component: Physics): Matter.Body {\n let body: Matter.Body = null;\n const { gameObject, bodyParams } = component;\n const coordinate = this.getCoordinate(gameObject);\n const x = bodyParams.position ? bodyParams.position.x : coordinate.x;\n const y = bodyParams.position ? bodyParams.position.y : coordinate.y;\n const halfW =\n (gameObject.transform.size.width * gameObject.transform.scale.x) / 2;\n const halfH =\n (gameObject.transform.size.height * gameObject.transform.scale.y) / 2;\n /** Matter.circle approximates with a polygon; NaN/0 radius breaks vertices. */\n const defaultRadius = Math.max(1, Math.min(halfW, halfH));\n switch (bodyParams.type) {\n case PhysicsType.RECTANGLE: {\n const width = gameObject.transform.size.width * gameObject.transform.scale.x;\n const height = gameObject.transform.size.height * gameObject.transform.scale.y;\n body = this.Bodies.rectangle(x, y, width, height, bodyParams.bodyOptions);\n break;\n }\n case PhysicsType.CIRCLE: {\n const radius = bodyParams.radius ?? defaultRadius;\n body = this.Bodies.circle(x, y, radius, bodyParams.bodyOptions);\n break;\n }\n case PhysicsType.POLYGON: {\n const sides = Math.max(3, bodyParams.sides ?? 6);\n const radius = bodyParams.radius ?? defaultRadius;\n body = this.Bodies.polygon(x, y, sides, radius, bodyParams.bodyOptions);\n break;\n }\n }\n return body;\n }\n\n private getCoordinate(gameObject: GameObject): Verctor {\n const x = gameObject.transform.position.x + gameObject.transform.anchor.x * gameObject.parent.transform.size.width;\n const y = gameObject.transform.position.y + gameObject.transform.anchor.y * gameObject.parent.transform.size.height;\n return {\n x,\n y,\n };\n }\n}\n","import Matter from 'matter-js';\nimport { Application, Graphics } from 'pixi.js';\n\nexport interface MatterPixiDebugOptions {\n engine: Matter.Engine;\n canvas: HTMLCanvasElement;\n width: number;\n height: number;\n resolution?: number;\n}\n\n/** WebGL wireframe overlay for Matter bodies in test mode. */\nexport class MatterPixiDebugRenderer {\n private readonly engine: Matter.Engine;\n private readonly opts: MatterPixiDebugOptions;\n private app: Application | null = null;\n private graphics: Graphics | null = null;\n private readonly onAfterUpdate: () => void;\n\n constructor(opts: MatterPixiDebugOptions) {\n this.opts = opts;\n this.engine = opts.engine;\n this.onAfterUpdate = () => this.redraw();\n }\n\n async init(): Promise<void> {\n const { canvas, width, height, resolution = 1 } = this.opts;\n const app = new Application();\n await app.init({\n canvas,\n width,\n height,\n resolution,\n autoDensity: true,\n antialias: true,\n backgroundAlpha: 0.12,\n preference: 'webgl',\n });\n this.app = app;\n this.graphics = new Graphics();\n app.stage.addChild(this.graphics);\n Matter.Events.on(this.engine, 'afterUpdate', this.onAfterUpdate);\n }\n\n private redraw(): void {\n const g = this.graphics;\n if (!g) {\n return;\n }\n g.clear();\n const bodies = Matter.Composite.allBodies(this.engine.world);\n for (let b = 0; b < bodies.length; b++) {\n const body = bodies[b];\n if (body.render?.visible === false) {\n continue;\n }\n const verts = body.vertices;\n if (!verts?.length) {\n continue;\n }\n const v0 = verts[0];\n g.moveTo(v0.x, v0.y);\n for (let i = 1; i < verts.length; i++) {\n g.lineTo(verts[i].x, verts[i].y);\n }\n g.closePath();\n g.stroke({ width: 1, color: 0x00e676, alpha: 0.9 });\n }\n }\n\n destroy(): void {\n Matter.Events.off(this.engine, 'afterUpdate', this.onAfterUpdate);\n if (this.app) {\n this.app.destroy(true, { children: true, texture: true });\n this.app = null;\n }\n this.graphics = null;\n }\n}\n","import Matter from 'matter-js';\n\nimport BodiesFactory from './BodiesFactory';\nimport { Component, Game } from '@combos-fun/engine';\nimport type { PhysicsSystemParams } from './PhysicsSystem';\nimport type { Physics } from './Physics';\nimport { MatterPixiDebugRenderer } from './MatterPixiDebugRenderer';\n\nexport interface PhysicsLinkedBody extends Matter.Body {\n component: Physics;\n}\n\nexport default class PhysicsEngine {\n private Engine: typeof Matter.Engine;\n private World: typeof Matter.World;\n private engine: Matter.Engine;\n private bodiesFactory: BodiesFactory;\n private collisionEvents: string[];\n private bodyEvents: string[];\n private options: PhysicsSystemParams;\n private game: Game;\n private Runner: typeof Matter.Runner;\n private Constraint: typeof Matter.Constraint;\n private mouseConstraint: Matter.MouseConstraint;\n private runner: Matter.Runner;\n private debugRenderer: MatterPixiDebugRenderer | null = null;\n public enabled: boolean = false;\n constructor(game: Game, options: PhysicsSystemParams) {\n this.Engine = Matter.Engine;\n this.World = Matter.World;\n this.bodiesFactory = new BodiesFactory();\n this.Runner = Matter.Runner;\n this.Constraint = Matter.Constraint;\n this.game = game;\n\n this.collisionEvents = ['collisionStart', 'collisionActive', 'collisionEnd'];\n this.bodyEvents = ['tick', 'beforeUpdate', 'afterUpdate', 'beforeRender', 'afterRender', 'afterTick'];\n this.options = options;\n this.runner = this.Runner.create({\n delta: 1000 / (this.options.fps || 60),\n frameDeltaSmoothing: (this.options.deltaSampleSize ?? 1) > 1,\n });\n }\n\n public start() {\n this.engine = this.Engine.create();\n const world = this.World.create(this.options.world as Matter.IWorldDefinition);\n this.engine.world = world;\n if (this.options.isTest) {\n const ownCanvas = !this.options.canvas;\n const canvas = this.options.canvas ?? document.createElement('canvas');\n if (ownCanvas && this.options.element) {\n this.options.element.appendChild(canvas);\n }\n const resolution = this.options.resolution || 1;\n this.debugRenderer = new MatterPixiDebugRenderer({\n engine: this.engine,\n canvas,\n width: this.game.canvas.width / resolution,\n height: this.game.canvas.height / resolution,\n resolution,\n });\n void this.debugRenderer.init().catch(err => {\n console.error('[plugin-matterjs] MatterPixiDebugRenderer init failed', err);\n });\n this.Runner.run(this.runner, this.engine);\n }\n this.enabled = true;\n this.initMouse();\n this.initCollisionEvents();\n this.initBodyEvents();\n }\n\n public update(e) {\n if (!this.engine) {\n return;\n }\n if (!this.options.isTest) {\n this.Runner.tick(this.runner, this.engine, e.currentTime);\n }\n }\n\n public stop() {\n this.enabled = false;\n this.runner.enabled = false;\n }\n\n public destroy() {\n this.debugRenderer?.destroy();\n this.debugRenderer = null;\n if (this.engine) {\n Matter.Runner.stop(this.runner);\n Matter.Engine.clear(this.engine);\n }\n }\n\n public awake() {\n this.enabled = true;\n this.runner.enabled = true;\n }\n public add(component) {\n const body = this.createBodies(component);\n this.World.add(this.engine.world, [body]);\n component.body = body;\n component.Body = Matter.Body;\n component.PhysicsEngine = this.engine;\n component.Constraint = this.Constraint;\n component.mouseConstraint = this.mouseConstraint;\n component.World = this.World;\n body.component = component;\n }\n\n public change(component: Physics) {\n const newBody = this.createBodies(component);\n this.World.remove(this.engine.world, component.body, true);\n this.World.add(this.engine.world, [newBody]);\n component.body = newBody;\n }\n public remove(component: Physics) {\n this.World.remove(this.engine.world, component.body, true);\n component.body = undefined;\n }\n\n private createBodies(params): any {\n const body = this.bodiesFactory.create(params) as PhysicsLinkedBody;\n return body;\n }\n\n private initCollisionEvents() {\n (this.collisionEvents as Array<'collisionStart' | 'collisionActive' | 'collisionEnd'>).forEach(eventName => {\n Matter.Events.on(this.engine, eventName, (event: Matter.IEventCollision<Matter.Engine>) => {\n const pairs = event.pairs ?? [];\n for (let i = 0; i < pairs.length; i++) {\n const pair = pairs[i];\n const { bodyA, bodyB } = pair;\n const componentA: Component = (bodyA as PhysicsLinkedBody).component;\n const componentB: Component = (bodyB as PhysicsLinkedBody).component;\n componentA.emit(eventName, componentB.gameObject, componentA.gameObject);\n componentB.emit(eventName, componentA.gameObject, componentB.gameObject);\n }\n });\n });\n }\n\n private initMouse() {\n if (this.options.mouse && this.options.mouse.open) {\n const mouse = Matter.Mouse.create(this.game.canvas);\n let options = this.options.mouse.constraint ? {\n mouse,\n constraint: this.options.mouse.constraint\n } : {\n mouse\n };\n this.mouseConstraint = Matter.MouseConstraint.create(this.engine, options);\n this.World.add(this.engine.world, this.mouseConstraint);\n }\n }\n\n private initBodyEvents() {\n this.bodyEvents.forEach(eventName => {\n Matter.Events.on(this.engine, eventName, e => {\n const bodies = e.source.world.bodies;\n bodies.forEach(body => {\n const linked = body as PhysicsLinkedBody;\n linked.component?.emit(eventName, body, linked.component.gameObject);\n });\n });\n });\n }\n}\n","import { System, decorators, OBSERVER_TYPE, Transform } from '@combos-fun/engine';\nimport type { ComponentChanged } from \"@combos-fun/engine\";\nimport PhysicsEngine from './PhysicsEngine';\nimport { Physics } from './Physics';\n\nexport type DeepPartial<T> = {\n [P in keyof T]?: T[P] extends Object ? DeepPartial<T[P]> : T[P];\n}\n\nexport interface PhysicsSystemParams {\n resolution?: number\n fps?: number\n isTest?: boolean\n element?: HTMLElement\n canvas?: HTMLCanvasElement\n deltaSampleSize?: number\n mouse?: {\n open: boolean\n constraint?: Matter.Constraint\n }\n world: DeepPartial<Matter.IWorldDefinition>\n}\n\n@decorators.componentObserver({\n Physics: [{ prop: ['bodyParams'], deep: true }],\n Transform: ['_parent'],\n})\nexport default class PhysicsSystem extends System<PhysicsSystemParams> {\n static systemName = 'PhysicsSystem';\n private engine: PhysicsEngine;\n\n /**\n * System init: configure params before the game starts.\n * @param param init params\n */\n init(param?: PhysicsSystemParams) {\n this.engine = new PhysicsEngine(this.game, param);\n this.game.canvas.setAttribute('data-pixel-ratio', (param.resolution || '1') as string);\n }\n /**\n * Called when the System is installed; if the game has not started, it runs when the\n * game starts. Use it for setup work such as initializing data.\n */\n awake() { }\n\n /**\n * Called after the System is installed and all systems' `awake` have run.\n */\n start() {\n this.engine.start();\n }\n /**\n * Called on every game loop; can perform operations and change component properties.\n */\n update(e) {\n const changes = this.componentObserver.clear();\n for (const changed of changes) {\n if (changed) {\n this.componentChanged(changed);\n }\n }\n this.engine.update(e);\n }\n\n componentChanged(changed: ComponentChanged) {\n if (changed.component instanceof Physics) {\n switch (changed.type) {\n case OBSERVER_TYPE.ADD: {\n if (changed.gameObject.transform.parent && !changed.gameObject.getComponent(Physics).body) {\n this.engine.add(changed.component);\n }\n break;\n }\n case OBSERVER_TYPE.CHANGE: {\n this.engine.change(changed.component);\n break;\n }\n case OBSERVER_TYPE.REMOVE: {\n break;\n }\n }\n } else {\n switch (changed.type) {\n case OBSERVER_TYPE.CHANGE: {\n if ((changed.component as Transform).parent) {\n let physics = changed.gameObject.getComponent(Physics);\n if (physics && !physics.body) {\n this.engine.add(physics);\n }\n } else {\n let physics = changed.gameObject.getComponent(Physics);\n physics && this.engine.remove(physics);\n }\n }\n }\n }\n }\n /**\n * Like `update`, but called after every System's and component's `update` has run.\n */\n lateUpdate() { }\n /**\n * Called when the game starts or resumes playing after a pause.\n */\n onResume() {\n if (!this.engine.enabled) {\n this.engine.awake();\n }\n }\n /**\n * Called when the game is paused.\n */\n onPause() {\n this.engine.stop();\n }\n /**\n * Called when the system is destroyed.\n */\n onDestroy() {\n this.engine?.destroy();\n }\n}\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport PhysicsSystem from './PhysicsSystem';\n\nObject.assign(PhysicsSystem, {\n packageName: \"@combos-fun/plugin-matterjs\",\n packageVersion: 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+ {"version":3,"file":"plugin-matterjs.cjs.js","sources":["../lib/Physics.ts","../lib/BodiesFactory.ts","../lib/MatterPixiDebugRenderer.ts","../lib/PhysicsEngine.ts","../lib/PhysicsSystem.ts","../lib/__combosPackageMeta.gen.ts"],"sourcesContent":["import { Component } from '@combos-fun/engine';\nimport Matter from 'matter-js';\n\nexport enum PhysicsType {\n RECTANGLE = 'rectangle',\n CIRCLE = 'circle',\n POLYGON = 'polygon',\n TRAPEZOID = 'trapezoid',\n FROM_VERTICES = 'fromVertices',\n CAPSULE = 'capsule',\n COMPOUND = 'compound',\n EDGE = 'edge',\n CHAIN = 'chain',\n}\n\nexport interface PhysicsVertex {\n x: number\n y: number\n}\n\nexport interface PhysicsBodyOptions {\n isStatic?: boolean,\n restitution?: number,\n density?: number,\n [propName: string]: any,\n}\n\n/** One piece of a `COMPOUND` body. Nested `COMPOUND` is not allowed. */\nexport interface PhysicsPartParams {\n type: PhysicsType\n bodyOptions?: PhysicsBodyOptions\n position?: {\n x?: number\n y?: number\n }\n sides?: number\n radius?: number\n width?: number\n height?: number\n slope?: number\n vertices?: PhysicsVertex[]\n vertexSets?: PhysicsVertex[][]\n length?: number\n from?: PhysicsVertex\n to?: PhysicsVertex\n thickness?: number\n}\n\nexport interface PhysicsParams {\n type?: PhysicsType\n bodyOptions?: PhysicsBodyOptions\n position?: {\n x?: number\n y?: number\n }\n sides?: number\n radius?: number\n stopRotation?: boolean\n width?: number\n height?: number\n slope?: number\n vertices?: PhysicsVertex[]\n vertexSets?: PhysicsVertex[][]\n length?: number\n from?: PhysicsVertex\n to?: PhysicsVertex\n thickness?: number\n parts?: PhysicsPartParams[]\n}\n\nexport class Physics extends Component<PhysicsParams> {\n static componentName: string = 'Physics';\n public bodyParams: PhysicsParams;\n public body: Matter.Body;\n private PhysicsEngine: Matter.Engine;\n\n init(params: PhysicsParams) {\n this.bodyParams = params;\n }\n\n update() {\n if (this.body && this.gameObject) {\n this.gameObject.transform.anchor.x = 0;\n this.gameObject.transform.anchor.y = 0;\n this.gameObject.transform.position.x = this.body.position.x;\n this.gameObject.transform.position.y = this.body.position.y;\n if (!this.bodyParams.stopRotation) {\n this.gameObject.transform.rotation = this.body.angle;\n }\n }\n }\n onDestroy() {\n Matter.World.remove(this.PhysicsEngine.world, this.body, true);\n }\n}\n","import Matter from 'matter-js';\nimport decomp from 'poly-decomp';\nimport { PhysicsType, Physics, PhysicsParams, PhysicsPartParams } from './Physics';\nimport { GameObject } from '@combos-fun/engine';\n\ntype ShapeParams = PhysicsParams | PhysicsPartParams;\n\ninterface ShapeContext {\n x: number\n y: number\n transformWidth: number\n transformHeight: number\n defaultRadius: number\n}\n\ninterface Vector2 {\n x: number\n y: number\n}\n\nconst DEFAULT_THICKNESS = 4;\nconst MIN_SEGMENT = 0.5;\n\nlet decompRegistered = false;\n\nfunction ensureDecomp() {\n if (decompRegistered) {\n return;\n }\n const lib = (decomp as any)?.quickDecomp ? decomp : (decomp as any)?.default;\n if (lib?.quickDecomp) {\n Matter.Common.setDecomp(lib);\n }\n decompRegistered = true;\n}\n\nexport default class BodiesFactory {\n private Bodies: typeof Matter.Bodies;\n constructor() {\n this.Bodies = Matter.Bodies;\n ensureDecomp();\n }\n\n public create(component: Physics): Matter.Body {\n const { gameObject, bodyParams } = component;\n const coordinate = this.getCoordinate(gameObject);\n const x = bodyParams.position ? bodyParams.position.x : coordinate.x;\n const y = bodyParams.position ? bodyParams.position.y : coordinate.y;\n const transformWidth =\n gameObject.transform.size.width * gameObject.transform.scale.x;\n const transformHeight =\n gameObject.transform.size.height * gameObject.transform.scale.y;\n /** Matter.circle approximates with a polygon; NaN/0 radius breaks vertices. */\n const defaultRadius = Math.max(1, Math.min(transformWidth, transformHeight) / 2);\n const body = this.createShape(bodyParams, {\n x,\n y,\n transformWidth,\n transformHeight,\n defaultRadius,\n }, false);\n if (!body) {\n throw new Error(\n `[plugin-matterjs] Failed to create body for type ${String(bodyParams.type)}`,\n );\n }\n return body;\n }\n\n private createShape(\n params: ShapeParams,\n ctx: ShapeContext,\n isPart: boolean,\n ): Matter.Body {\n const options = params.bodyOptions;\n switch (params.type) {\n case PhysicsType.RECTANGLE: {\n const width = params.width ?? ctx.transformWidth;\n const height = params.height ?? ctx.transformHeight;\n return this.Bodies.rectangle(ctx.x, ctx.y, width, height, options);\n }\n case PhysicsType.CIRCLE: {\n const radius = params.radius ?? ctx.defaultRadius;\n return this.Bodies.circle(ctx.x, ctx.y, radius, options);\n }\n case PhysicsType.POLYGON: {\n const sides = Math.max(3, params.sides ?? 6);\n const radius = params.radius ?? ctx.defaultRadius;\n return this.Bodies.polygon(ctx.x, ctx.y, sides, radius, options);\n }\n case PhysicsType.TRAPEZOID: {\n const width = params.width ?? ctx.transformWidth;\n const height = params.height ?? ctx.transformHeight;\n const slope = Math.min(Math.max(params.slope ?? 0.5, 0), 0.999);\n return this.Bodies.trapezoid(ctx.x, ctx.y, width, height, slope, options);\n }\n case PhysicsType.FROM_VERTICES:\n return this.createFromVertices(params, ctx, options);\n case PhysicsType.CAPSULE:\n return this.createCapsule(params, ctx, options);\n case PhysicsType.EDGE:\n return this.createEdge(params, ctx, options);\n case PhysicsType.CHAIN:\n return this.createChain(params, ctx, options);\n case PhysicsType.COMPOUND:\n if (isPart) {\n throw new Error('[plugin-matterjs] Nested COMPOUND parts are not supported');\n }\n return this.createCompound(params, ctx, options);\n default:\n throw new Error(\n `[plugin-matterjs] Unsupported PhysicsType: ${String(params.type)}`,\n );\n }\n }\n\n private createFromVertices(\n params: ShapeParams,\n ctx: ShapeContext,\n options: PhysicsParams['bodyOptions'],\n ): Matter.Body {\n const sets = params.vertexSets ?? (params.vertices ? [params.vertices] : []);\n if (!sets.length || sets.some(set => !set || set.length < 3)) {\n throw new Error(\n '[plugin-matterjs] FROM_VERTICES requires vertices (or vertexSets) with at least 3 points each',\n );\n }\n ensureDecomp();\n const body = this.Bodies.fromVertices(\n ctx.x,\n ctx.y,\n sets as Matter.Vector[][],\n options,\n true,\n );\n if (!body) {\n throw new Error('[plugin-matterjs] FROM_VERTICES produced an empty body');\n }\n return body;\n }\n\n private createCapsule(\n params: ShapeParams,\n ctx: ShapeContext,\n options: PhysicsParams['bodyOptions'],\n ): Matter.Body {\n const radius = Math.max(1, params.radius ?? ctx.defaultRadius);\n const length = Math.max(radius * 2, params.length ?? ctx.transformWidth);\n const shaft = length - radius * 2;\n if (shaft < MIN_SEGMENT) {\n return this.Bodies.circle(ctx.x, ctx.y, radius, options);\n }\n const parts = [\n this.Bodies.rectangle(ctx.x, ctx.y, shaft, radius * 2),\n this.Bodies.circle(ctx.x - shaft / 2, ctx.y, radius),\n this.Bodies.circle(ctx.x + shaft / 2, ctx.y, radius),\n ];\n return Matter.Body.create({ ...options, parts });\n }\n\n private createEdge(\n params: ShapeParams,\n ctx: ShapeContext,\n options: PhysicsParams['bodyOptions'],\n ): Matter.Body {\n if (!params.from || !params.to) {\n throw new Error('[plugin-matterjs] EDGE requires from and to');\n }\n const x1 = ctx.x + params.from.x;\n const y1 = ctx.y + params.from.y;\n const x2 = ctx.x + params.to.x;\n const y2 = ctx.y + params.to.y;\n const dx = x2 - x1;\n const dy = y2 - y1;\n const len = Math.hypot(dx, dy);\n if (len < MIN_SEGMENT) {\n throw new Error('[plugin-matterjs] EDGE from/to are too close');\n }\n const thickness = Math.max(1, params.thickness ?? DEFAULT_THICKNESS);\n const { angle: _ignored, ...rest } = options ?? {};\n return this.Bodies.rectangle((x1 + x2) / 2, (y1 + y2) / 2, len, thickness, {\n ...rest,\n angle: Math.atan2(dy, dx),\n });\n }\n\n private createChain(\n params: ShapeParams,\n ctx: ShapeContext,\n options: PhysicsParams['bodyOptions'],\n ): Matter.Body {\n const verts = params.vertices;\n if (!verts || verts.length < 2) {\n throw new Error('[plugin-matterjs] CHAIN requires vertices with at least 2 points');\n }\n const thickness = Math.max(1, params.thickness ?? DEFAULT_THICKNESS);\n const parts: Matter.Body[] = [];\n for (let i = 0; i < verts.length - 1; i++) {\n const a = verts[i];\n const b = verts[i + 1];\n const x1 = ctx.x + a.x;\n const y1 = ctx.y + a.y;\n const x2 = ctx.x + b.x;\n const y2 = ctx.y + b.y;\n const dx = x2 - x1;\n const dy = y2 - y1;\n const len = Math.hypot(dx, dy);\n if (len < MIN_SEGMENT) {\n continue;\n }\n parts.push(this.Bodies.rectangle(\n (x1 + x2) / 2,\n (y1 + y2) / 2,\n len,\n thickness,\n { angle: Math.atan2(dy, dx) },\n ));\n }\n if (!parts.length) {\n throw new Error('[plugin-matterjs] CHAIN has no usable segments');\n }\n return Matter.Body.create({ ...options, parts });\n }\n\n private createCompound(\n params: ShapeParams,\n ctx: ShapeContext,\n options: PhysicsParams['bodyOptions'],\n ): Matter.Body {\n const partParams = (params as PhysicsParams).parts;\n if (!partParams?.length) {\n throw new Error('[plugin-matterjs] COMPOUND requires a non-empty parts array');\n }\n const parts: Matter.Body[] = [];\n for (let i = 0; i < partParams.length; i++) {\n const part = partParams[i];\n const ox = ctx.x + (part.position?.x ?? 0);\n const oy = ctx.y + (part.position?.y ?? 0);\n const partBody = this.createShape(part, { ...ctx, x: ox, y: oy }, true);\n parts.push(...this.asParts(partBody));\n }\n if (!parts.length) {\n throw new Error('[plugin-matterjs] COMPOUND produced no parts');\n }\n return Matter.Body.create({ ...options, parts });\n }\n\n /** Unwrap a compound wrapper so it can be merged into another parent. */\n private asParts(body: Matter.Body): Matter.Body[] {\n if (body.parts && body.parts.length > 1) {\n return body.parts.slice(1);\n }\n return [body];\n }\n\n private getCoordinate(gameObject: GameObject): Vector2 {\n const x = gameObject.transform.position.x + gameObject.transform.anchor.x * gameObject.parent.transform.size.width;\n const y = gameObject.transform.position.y + gameObject.transform.anchor.y * gameObject.parent.transform.size.height;\n return {\n x,\n y,\n };\n }\n}\n","import Matter from 'matter-js';\nimport { Application, Graphics } from 'pixi.js';\n\nexport interface MatterPixiDebugOptions {\n engine: Matter.Engine;\n canvas: HTMLCanvasElement;\n width: number;\n height: number;\n resolution?: number;\n}\n\n/** WebGL wireframe overlay for Matter bodies in test mode. */\nexport class MatterPixiDebugRenderer {\n private readonly engine: Matter.Engine;\n private readonly opts: MatterPixiDebugOptions;\n private app: Application | null = null;\n private graphics: Graphics | null = null;\n private readonly onAfterUpdate: () => void;\n\n constructor(opts: MatterPixiDebugOptions) {\n this.opts = opts;\n this.engine = opts.engine;\n this.onAfterUpdate = () => this.redraw();\n }\n\n async init(): Promise<void> {\n const { canvas, width, height, resolution = 1 } = this.opts;\n const app = new Application();\n await app.init({\n canvas,\n width,\n height,\n resolution,\n autoDensity: true,\n antialias: true,\n backgroundAlpha: 0.12,\n preference: 'webgl',\n });\n this.app = app;\n this.graphics = new Graphics();\n app.stage.addChild(this.graphics);\n Matter.Events.on(this.engine, 'afterUpdate', this.onAfterUpdate);\n }\n\n private redraw(): void {\n const g = this.graphics;\n if (!g) {\n return;\n }\n g.clear();\n const bodies = Matter.Composite.allBodies(this.engine.world);\n for (let b = 0; b < bodies.length; b++) {\n const body = bodies[b];\n if (body.render?.visible === false) {\n continue;\n }\n const pieces = body.parts && body.parts.length > 1 ? body.parts.slice(1) : [body];\n for (let p = 0; p < pieces.length; p++) {\n const verts = pieces[p].vertices;\n if (!verts?.length) {\n continue;\n }\n const v0 = verts[0];\n g.moveTo(v0.x, v0.y);\n for (let i = 1; i < verts.length; i++) {\n g.lineTo(verts[i].x, verts[i].y);\n }\n g.closePath();\n g.stroke({ width: 1, color: 0x00e676, alpha: 0.9 });\n }\n }\n }\n\n destroy(): void {\n Matter.Events.off(this.engine, 'afterUpdate', this.onAfterUpdate);\n if (this.app) {\n this.app.destroy(true, { children: true, texture: true });\n this.app = null;\n }\n this.graphics = null;\n }\n}\n","import Matter from 'matter-js';\n\nimport BodiesFactory from './BodiesFactory';\nimport { Game } from '@combos-fun/engine';\nimport type { PhysicsSystemParams } from './PhysicsSystem';\nimport type { Physics } from './Physics';\nimport { MatterPixiDebugRenderer } from './MatterPixiDebugRenderer';\n\nexport interface PhysicsLinkedBody extends Matter.Body {\n component: Physics;\n}\n\n/** Collision pairs often report a compound part, not the parent body. */\nfunction resolveLinkedComponent(body: Matter.Body): Physics | undefined {\n let current: Matter.Body | undefined = body;\n while (current) {\n const linked = current as PhysicsLinkedBody;\n if (linked.component) {\n return linked.component;\n }\n if (!current.parent || current.parent === current) {\n break;\n }\n current = current.parent;\n }\n return undefined;\n}\n\nexport default class PhysicsEngine {\n private Engine: typeof Matter.Engine;\n private World: typeof Matter.World;\n private engine: Matter.Engine;\n private bodiesFactory: BodiesFactory;\n private collisionEvents: string[];\n private bodyEvents: string[];\n private options: PhysicsSystemParams;\n private game: Game;\n private Runner: typeof Matter.Runner;\n private Constraint: typeof Matter.Constraint;\n private mouseConstraint: Matter.MouseConstraint;\n private runner: Matter.Runner;\n private debugRenderer: MatterPixiDebugRenderer | null = null;\n public enabled: boolean = false;\n constructor(game: Game, options: PhysicsSystemParams) {\n this.Engine = Matter.Engine;\n this.World = Matter.World;\n this.bodiesFactory = new BodiesFactory();\n this.Runner = Matter.Runner;\n this.Constraint = Matter.Constraint;\n this.game = game;\n\n this.collisionEvents = ['collisionStart', 'collisionActive', 'collisionEnd'];\n this.bodyEvents = ['tick', 'beforeUpdate', 'afterUpdate', 'beforeRender', 'afterRender', 'afterTick'];\n this.options = options;\n this.runner = this.Runner.create({\n delta: 1000 / (this.options.fps || 60),\n frameDeltaSmoothing: (this.options.deltaSampleSize ?? 1) > 1,\n });\n }\n\n public start() {\n this.engine = this.Engine.create();\n const world = this.World.create(this.options.world as Matter.IWorldDefinition);\n this.engine.world = world;\n if (this.options.isTest) {\n const ownCanvas = !this.options.canvas;\n const canvas = this.options.canvas ?? document.createElement('canvas');\n if (ownCanvas && this.options.element) {\n this.options.element.appendChild(canvas);\n }\n const resolution = this.options.resolution || 1;\n this.debugRenderer = new MatterPixiDebugRenderer({\n engine: this.engine,\n canvas,\n width: this.game.canvas.width / resolution,\n height: this.game.canvas.height / resolution,\n resolution,\n });\n void this.debugRenderer.init().catch(err => {\n console.error('[plugin-matterjs] MatterPixiDebugRenderer init failed', err);\n });\n this.Runner.run(this.runner, this.engine);\n }\n this.enabled = true;\n this.initMouse();\n this.initCollisionEvents();\n this.initBodyEvents();\n }\n\n public update(e) {\n if (!this.engine) {\n return;\n }\n if (!this.options.isTest) {\n this.Runner.tick(this.runner, this.engine, e.currentTime);\n }\n }\n\n public stop() {\n this.enabled = false;\n this.runner.enabled = false;\n }\n\n public destroy() {\n this.debugRenderer?.destroy();\n this.debugRenderer = null;\n if (this.engine) {\n Matter.Runner.stop(this.runner);\n Matter.Engine.clear(this.engine);\n }\n }\n\n public awake() {\n this.enabled = true;\n this.runner.enabled = true;\n }\n public add(component) {\n const body = this.createBodies(component);\n this.World.add(this.engine.world, [body]);\n this.linkComponent(component, body);\n }\n\n public change(component: Physics) {\n const newBody = this.createBodies(component);\n this.World.remove(this.engine.world, component.body, true);\n this.World.add(this.engine.world, [newBody]);\n this.linkComponent(component, newBody);\n }\n public remove(component: Physics) {\n this.World.remove(this.engine.world, component.body, true);\n component.body = undefined;\n }\n\n private createBodies(params): PhysicsLinkedBody {\n const body = this.bodiesFactory.create(params) as PhysicsLinkedBody;\n if (!body) {\n throw new Error('[plugin-matterjs] Failed to create Matter body');\n }\n return body;\n }\n\n private linkComponent(component, body: PhysicsLinkedBody) {\n component.body = body;\n component.Body = Matter.Body;\n component.PhysicsEngine = this.engine;\n component.Constraint = this.Constraint;\n component.mouseConstraint = this.mouseConstraint;\n component.World = this.World;\n body.component = component;\n }\n\n private initCollisionEvents() {\n (this.collisionEvents as Array<'collisionStart' | 'collisionActive' | 'collisionEnd'>).forEach(eventName => {\n Matter.Events.on(this.engine, eventName, (event: Matter.IEventCollision<Matter.Engine>) => {\n const pairs = event.pairs ?? [];\n for (let i = 0; i < pairs.length; i++) {\n const pair = pairs[i];\n const { bodyA, bodyB } = pair;\n const componentA = resolveLinkedComponent(bodyA);\n const componentB = resolveLinkedComponent(bodyB);\n if (!componentA || !componentB) {\n continue;\n }\n componentA.emit(eventName, componentB.gameObject, componentA.gameObject);\n componentB.emit(eventName, componentA.gameObject, componentB.gameObject);\n }\n });\n });\n }\n\n private initMouse() {\n if (this.options.mouse && this.options.mouse.open) {\n const mouse = Matter.Mouse.create(this.game.canvas);\n let options = this.options.mouse.constraint ? {\n mouse,\n constraint: this.options.mouse.constraint\n } : {\n mouse\n };\n this.mouseConstraint = Matter.MouseConstraint.create(this.engine, options);\n this.World.add(this.engine.world, this.mouseConstraint);\n }\n }\n\n private initBodyEvents() {\n this.bodyEvents.forEach(eventName => {\n Matter.Events.on(this.engine, eventName, e => {\n const bodies = e.source.world.bodies;\n bodies.forEach(body => {\n const linked = body as PhysicsLinkedBody;\n linked.component?.emit(eventName, body, linked.component.gameObject);\n });\n });\n });\n }\n}\n","import { System, decorators, OBSERVER_TYPE, Transform } from '@combos-fun/engine';\nimport type { ComponentChanged } from \"@combos-fun/engine\";\nimport PhysicsEngine from './PhysicsEngine';\nimport { Physics } from './Physics';\n\nexport type DeepPartial<T> = {\n [P in keyof T]?: T[P] extends Object ? DeepPartial<T[P]> : T[P];\n}\n\nexport interface PhysicsSystemParams {\n resolution?: number\n fps?: number\n isTest?: boolean\n element?: HTMLElement\n canvas?: HTMLCanvasElement\n deltaSampleSize?: number\n mouse?: {\n open: boolean\n constraint?: Matter.Constraint\n }\n world: DeepPartial<Matter.IWorldDefinition>\n}\n\n@decorators.componentObserver({\n Physics: [{ prop: ['bodyParams'], deep: true }],\n Transform: ['_parent'],\n})\nexport default class PhysicsSystem extends System<PhysicsSystemParams> {\n static systemName = 'PhysicsSystem';\n private engine: PhysicsEngine;\n\n /**\n * System init: configure params before the game starts.\n * @param param init params\n */\n init(param?: PhysicsSystemParams) {\n this.engine = new PhysicsEngine(this.game, param);\n this.game.canvas.setAttribute('data-pixel-ratio', (param.resolution || '1') as string);\n }\n /**\n * Called when the System is installed; if the game has not started, it runs when the\n * game starts. Use it for setup work such as initializing data.\n */\n awake() { }\n\n /**\n * Called after the System is installed and all systems' `awake` have run.\n */\n start() {\n this.engine.start();\n }\n /**\n * Called on every game loop; can perform operations and change component properties.\n */\n update(e) {\n const changes = this.componentObserver.clear();\n for (const changed of changes) {\n if (changed) {\n this.componentChanged(changed);\n }\n }\n this.engine.update(e);\n }\n\n componentChanged(changed: ComponentChanged) {\n if (changed.component instanceof Physics) {\n switch (changed.type) {\n case OBSERVER_TYPE.ADD: {\n if (changed.gameObject.transform.parent && !changed.gameObject.getComponent(Physics).body) {\n this.engine.add(changed.component);\n }\n break;\n }\n case OBSERVER_TYPE.CHANGE: {\n this.engine.change(changed.component);\n break;\n }\n case OBSERVER_TYPE.REMOVE: {\n break;\n }\n }\n } else {\n switch (changed.type) {\n case OBSERVER_TYPE.CHANGE: {\n if ((changed.component as Transform).parent) {\n let physics = changed.gameObject.getComponent(Physics);\n if (physics && !physics.body) {\n this.engine.add(physics);\n }\n } else {\n let physics = changed.gameObject.getComponent(Physics);\n physics && this.engine.remove(physics);\n }\n }\n }\n }\n }\n /**\n * Like `update`, but called after every System's and component's `update` has run.\n */\n lateUpdate() { }\n /**\n * Called when the game starts or resumes playing after a pause.\n */\n onResume() {\n if (!this.engine.enabled) {\n this.engine.awake();\n }\n }\n /**\n * Called when the game is paused.\n */\n onPause() {\n this.engine.stop();\n }\n /**\n * Called when the system is destroyed.\n */\n onDestroy() {\n this.engine?.destroy();\n }\n}\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport PhysicsSystem from './PhysicsSystem';\n\nObject.assign(PhysicsSystem, {\n packageName: \"@combos-fun/plugin-matterjs\",\n packageVersion: 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@@ -1 +1 @@
1
- "use strict";var e=require("tslib"),t=require("@combos-fun/engine"),s=require("matter-js"),i=require("pixi.js");function n(e){return e&&e.__esModule?e:{default:e}}var o,a=n(s);exports.PhysicsType=void 0,(o=exports.PhysicsType||(exports.PhysicsType={})).RECTANGLE="rectangle",o.CIRCLE="circle",o.POLYGON="polygon";class r extends t.Component{static{this.componentName="Physics"}init(e){this.bodyParams=e}update(){this.body&&this.gameObject&&(this.gameObject.transform.anchor.x=0,this.gameObject.transform.anchor.y=0,this.gameObject.transform.position.x=this.body.position.x,this.gameObject.transform.position.y=this.body.position.y,this.bodyParams.stopRotation||(this.gameObject.transform.rotation=this.body.angle))}onDestroy(){a.default.World.remove(this.PhysicsEngine.world,this.body,!0)}}class h{constructor(){this.Bodies=a.default.Bodies}create(e){let t=null;const{gameObject:s,bodyParams:i}=e,n=this.getCoordinate(s),o=i.position?i.position.x:n.x,a=i.position?i.position.y:n.y,r=s.transform.size.width*s.transform.scale.x/2,h=s.transform.size.height*s.transform.scale.y/2,c=Math.max(1,Math.min(r,h));switch(i.type){case exports.PhysicsType.RECTANGLE:{const e=s.transform.size.width*s.transform.scale.x,n=s.transform.size.height*s.transform.scale.y;t=this.Bodies.rectangle(o,a,e,n,i.bodyOptions);break}case exports.PhysicsType.CIRCLE:{const e=i.radius??c;t=this.Bodies.circle(o,a,e,i.bodyOptions);break}case exports.PhysicsType.POLYGON:{const e=Math.max(3,i.sides??6),s=i.radius??c;t=this.Bodies.polygon(o,a,e,s,i.bodyOptions);break}}return t}getCoordinate(e){return{x:e.transform.position.x+e.transform.anchor.x*e.parent.transform.size.width,y:e.transform.position.y+e.transform.anchor.y*e.parent.transform.size.height}}}class c{constructor(e){this.app=null,this.graphics=null,this.opts=e,this.engine=e.engine,this.onAfterUpdate=()=>this.redraw()}async init(){const{canvas:e,width:t,height:s,resolution:n=1}=this.opts,o=new i.Application;await o.init({canvas:e,width:t,height:s,resolution:n,autoDensity:!0,antialias:!0,backgroundAlpha:.12,preference:"webgl"}),this.app=o,this.graphics=new i.Graphics,o.stage.addChild(this.graphics),a.default.Events.on(this.engine,"afterUpdate",this.onAfterUpdate)}redraw(){const e=this.graphics;if(!e)return;e.clear();const t=a.default.Composite.allBodies(this.engine.world);for(let s=0;s<t.length;s++){const i=t[s];if(!1===i.render?.visible)continue;const n=i.vertices;if(!n?.length)continue;const o=n[0];e.moveTo(o.x,o.y);for(let t=1;t<n.length;t++)e.lineTo(n[t].x,n[t].y);e.closePath(),e.stroke({width:1,color:58998,alpha:.9})}}destroy(){a.default.Events.off(this.engine,"afterUpdate",this.onAfterUpdate),this.app&&(this.app.destroy(!0,{children:!0,texture:!0}),this.app=null),this.graphics=null}}class d{constructor(e,t){this.debugRenderer=null,this.enabled=!1,this.Engine=a.default.Engine,this.World=a.default.World,this.bodiesFactory=new h,this.Runner=a.default.Runner,this.Constraint=a.default.Constraint,this.game=e,this.collisionEvents=["collisionStart","collisionActive","collisionEnd"],this.bodyEvents=["tick","beforeUpdate","afterUpdate","beforeRender","afterRender","afterTick"],this.options=t,this.runner=this.Runner.create({delta:1e3/(this.options.fps||60),frameDeltaSmoothing:(this.options.deltaSampleSize??1)>1})}start(){this.engine=this.Engine.create();const e=this.World.create(this.options.world);if(this.engine.world=e,this.options.isTest){const e=!this.options.canvas,t=this.options.canvas??document.createElement("canvas");e&&this.options.element&&this.options.element.appendChild(t);const s=this.options.resolution||1;this.debugRenderer=new c({engine:this.engine,canvas:t,width:this.game.canvas.width/s,height:this.game.canvas.height/s,resolution:s}),this.debugRenderer.init().catch(e=>{console.error("[plugin-matterjs] MatterPixiDebugRenderer init failed",e)}),this.Runner.run(this.runner,this.engine)}this.enabled=!0,this.initMouse(),this.initCollisionEvents(),this.initBodyEvents()}update(e){this.engine&&(this.options.isTest||this.Runner.tick(this.runner,this.engine,e.currentTime))}stop(){this.enabled=!1,this.runner.enabled=!1}destroy(){this.debugRenderer?.destroy(),this.debugRenderer=null,this.engine&&(a.default.Runner.stop(this.runner),a.default.Engine.clear(this.engine))}awake(){this.enabled=!0,this.runner.enabled=!0}add(e){const t=this.createBodies(e);this.World.add(this.engine.world,[t]),e.body=t,e.Body=a.default.Body,e.PhysicsEngine=this.engine,e.Constraint=this.Constraint,e.mouseConstraint=this.mouseConstraint,e.World=this.World,t.component=e}change(e){const t=this.createBodies(e);this.World.remove(this.engine.world,e.body,!0),this.World.add(this.engine.world,[t]),e.body=t}remove(e){this.World.remove(this.engine.world,e.body,!0),e.body=void 0}createBodies(e){return this.bodiesFactory.create(e)}initCollisionEvents(){this.collisionEvents.forEach(e=>{a.default.Events.on(this.engine,e,t=>{const s=t.pairs??[];for(let t=0;t<s.length;t++){const i=s[t],{bodyA:n,bodyB:o}=i,a=n.component,r=o.component;a.emit(e,r.gameObject,a.gameObject),r.emit(e,a.gameObject,r.gameObject)}})})}initMouse(){if(this.options.mouse&&this.options.mouse.open){const e=a.default.Mouse.create(this.game.canvas);let t=this.options.mouse.constraint?{mouse:e,constraint:this.options.mouse.constraint}:{mouse:e};this.mouseConstraint=a.default.MouseConstraint.create(this.engine,t),this.World.add(this.engine.world,this.mouseConstraint)}}initBodyEvents(){this.bodyEvents.forEach(e=>{a.default.Events.on(this.engine,e,t=>{t.source.world.bodies.forEach(t=>{const s=t;s.component?.emit(e,t,s.component.gameObject)})})})}}let l=class extends t.System{static{this.systemName="PhysicsSystem"}init(e){this.engine=new d(this.game,e),this.game.canvas.setAttribute("data-pixel-ratio",e.resolution||"1")}awake(){}start(){this.engine.start()}update(e){const t=this.componentObserver.clear();for(const e of t)e&&this.componentChanged(e);this.engine.update(e)}componentChanged(e){if(e.component instanceof r)switch(e.type){case t.OBSERVER_TYPE.ADD:e.gameObject.transform.parent&&!e.gameObject.getComponent(r).body&&this.engine.add(e.component);break;case t.OBSERVER_TYPE.CHANGE:this.engine.change(e.component);case t.OBSERVER_TYPE.REMOVE:}else if(e.type===t.OBSERVER_TYPE.CHANGE)if(e.component.parent){let t=e.gameObject.getComponent(r);t&&!t.body&&this.engine.add(t)}else{let t=e.gameObject.getComponent(r);t&&this.engine.remove(t)}}lateUpdate(){}onResume(){this.engine.enabled||this.engine.awake()}onPause(){this.engine.stop()}onDestroy(){this.engine?.destroy()}};l=e.__decorate([t.decorators.componentObserver({Physics:[{prop:["bodyParams"],deep:!0}],Transform:["_parent"]})],l);var p=l;Object.assign(p,{packageName:"@combos-fun/plugin-matterjs",packageVersion:"0.0.42"}),exports.Physics=r,exports.PhysicsSystem=p;
1
+ "use strict";var t=require("tslib"),e=require("@combos-fun/engine"),s=require("matter-js"),i=require("poly-decomp"),n=require("pixi.js");function o(t){return t&&t.__esModule?t:{default:t}}var r,a=o(s),h=o(i);exports.PhysicsType=void 0,(r=exports.PhysicsType||(exports.PhysicsType={})).RECTANGLE="rectangle",r.CIRCLE="circle",r.POLYGON="polygon",r.TRAPEZOID="trapezoid",r.FROM_VERTICES="fromVertices",r.CAPSULE="capsule",r.COMPOUND="compound",r.EDGE="edge",r.CHAIN="chain";class c extends e.Component{static{this.componentName="Physics"}init(t){this.bodyParams=t}update(){this.body&&this.gameObject&&(this.gameObject.transform.anchor.x=0,this.gameObject.transform.anchor.y=0,this.gameObject.transform.position.x=this.body.position.x,this.gameObject.transform.position.y=this.body.position.y,this.bodyParams.stopRotation||(this.gameObject.transform.rotation=this.body.angle))}onDestroy(){a.default.World.remove(this.PhysicsEngine.world,this.body,!0)}}let d=!1;function p(){if(d)return;const t=h.default?.quickDecomp?h.default:h.default?.default;t?.quickDecomp&&a.default.Common.setDecomp(t),d=!0}class l{constructor(){this.Bodies=a.default.Bodies,p()}create(t){const{gameObject:e,bodyParams:s}=t,i=this.getCoordinate(e),n=s.position?s.position.x:i.x,o=s.position?s.position.y:i.y,r=e.transform.size.width*e.transform.scale.x,a=e.transform.size.height*e.transform.scale.y,h=Math.max(1,Math.min(r,a)/2),c=this.createShape(s,{x:n,y:o,transformWidth:r,transformHeight:a,defaultRadius:h},!1);if(!c)throw new Error(`[plugin-matterjs] Failed to create body for type ${String(s.type)}`);return c}createShape(t,e,s){const i=t.bodyOptions;switch(t.type){case exports.PhysicsType.RECTANGLE:{const s=t.width??e.transformWidth,n=t.height??e.transformHeight;return this.Bodies.rectangle(e.x,e.y,s,n,i)}case exports.PhysicsType.CIRCLE:{const s=t.radius??e.defaultRadius;return this.Bodies.circle(e.x,e.y,s,i)}case exports.PhysicsType.POLYGON:{const s=Math.max(3,t.sides??6),n=t.radius??e.defaultRadius;return this.Bodies.polygon(e.x,e.y,s,n,i)}case exports.PhysicsType.TRAPEZOID:{const s=t.width??e.transformWidth,n=t.height??e.transformHeight,o=Math.min(Math.max(t.slope??.5,0),.999);return this.Bodies.trapezoid(e.x,e.y,s,n,o,i)}case exports.PhysicsType.FROM_VERTICES:return this.createFromVertices(t,e,i);case exports.PhysicsType.CAPSULE:return this.createCapsule(t,e,i);case exports.PhysicsType.EDGE:return this.createEdge(t,e,i);case exports.PhysicsType.CHAIN:return this.createChain(t,e,i);case exports.PhysicsType.COMPOUND:if(s)throw new Error("[plugin-matterjs] Nested COMPOUND parts are not supported");return this.createCompound(t,e,i);default:throw new Error(`[plugin-matterjs] Unsupported PhysicsType: ${String(t.type)}`)}}createFromVertices(t,e,s){const i=t.vertexSets??(t.vertices?[t.vertices]:[]);if(!i.length||i.some(t=>!t||t.length<3))throw new Error("[plugin-matterjs] FROM_VERTICES requires vertices (or vertexSets) with at least 3 points each");p();const n=this.Bodies.fromVertices(e.x,e.y,i,s,!0);if(!n)throw new Error("[plugin-matterjs] FROM_VERTICES produced an empty body");return n}createCapsule(t,e,s){const i=Math.max(1,t.radius??e.defaultRadius),n=Math.max(2*i,t.length??e.transformWidth)-2*i;if(n<.5)return this.Bodies.circle(e.x,e.y,i,s);const o=[this.Bodies.rectangle(e.x,e.y,n,2*i),this.Bodies.circle(e.x-n/2,e.y,i),this.Bodies.circle(e.x+n/2,e.y,i)];return a.default.Body.create({...s,parts:o})}createEdge(t,e,s){if(!t.from||!t.to)throw new Error("[plugin-matterjs] EDGE requires from and to");const i=e.x+t.from.x,n=e.y+t.from.y,o=e.x+t.to.x,r=e.y+t.to.y,a=o-i,h=r-n,c=Math.hypot(a,h);if(c<.5)throw new Error("[plugin-matterjs] EDGE from/to are too close");const d=Math.max(1,t.thickness??4),{angle:p,...l}=s??{};return this.Bodies.rectangle((i+o)/2,(n+r)/2,c,d,{...l,angle:Math.atan2(h,a)})}createChain(t,e,s){const i=t.vertices;if(!i||i.length<2)throw new Error("[plugin-matterjs] CHAIN requires vertices with at least 2 points");const n=Math.max(1,t.thickness??4),o=[];for(let t=0;t<i.length-1;t++){const s=i[t],r=i[t+1],a=e.x+s.x,h=e.y+s.y,c=e.x+r.x,d=e.y+r.y,p=c-a,l=d-h,u=Math.hypot(p,l);u<.5||o.push(this.Bodies.rectangle((a+c)/2,(h+d)/2,u,n,{angle:Math.atan2(l,p)}))}if(!o.length)throw new Error("[plugin-matterjs] CHAIN has no usable segments");return a.default.Body.create({...s,parts:o})}createCompound(t,e,s){const i=t.parts;if(!i?.length)throw new Error("[plugin-matterjs] COMPOUND requires a non-empty parts array");const n=[];for(let t=0;t<i.length;t++){const s=i[t],o=e.x+(s.position?.x??0),r=e.y+(s.position?.y??0),a=this.createShape(s,{...e,x:o,y:r},!0);n.push(...this.asParts(a))}if(!n.length)throw new Error("[plugin-matterjs] COMPOUND produced no parts");return a.default.Body.create({...s,parts:n})}asParts(t){return t.parts&&t.parts.length>1?t.parts.slice(1):[t]}getCoordinate(t){return{x:t.transform.position.x+t.transform.anchor.x*t.parent.transform.size.width,y:t.transform.position.y+t.transform.anchor.y*t.parent.transform.size.height}}}class u{constructor(t){this.app=null,this.graphics=null,this.opts=t,this.engine=t.engine,this.onAfterUpdate=()=>this.redraw()}async init(){const{canvas:t,width:e,height:s,resolution:i=1}=this.opts,o=new n.Application;await o.init({canvas:t,width:e,height:s,resolution:i,autoDensity:!0,antialias:!0,backgroundAlpha:.12,preference:"webgl"}),this.app=o,this.graphics=new n.Graphics,o.stage.addChild(this.graphics),a.default.Events.on(this.engine,"afterUpdate",this.onAfterUpdate)}redraw(){const t=this.graphics;if(!t)return;t.clear();const e=a.default.Composite.allBodies(this.engine.world);for(let s=0;s<e.length;s++){const i=e[s];if(!1===i.render?.visible)continue;const n=i.parts&&i.parts.length>1?i.parts.slice(1):[i];for(let e=0;e<n.length;e++){const s=n[e].vertices;if(!s?.length)continue;const i=s[0];t.moveTo(i.x,i.y);for(let e=1;e<s.length;e++)t.lineTo(s[e].x,s[e].y);t.closePath(),t.stroke({width:1,color:58998,alpha:.9})}}}destroy(){a.default.Events.off(this.engine,"afterUpdate",this.onAfterUpdate),this.app&&(this.app.destroy(!0,{children:!0,texture:!0}),this.app=null),this.graphics=null}}function m(t){let e=t;for(;e;){const t=e;if(t.component)return t.component;if(!e.parent||e.parent===e)break;e=e.parent}}class g{constructor(t,e){this.debugRenderer=null,this.enabled=!1,this.Engine=a.default.Engine,this.World=a.default.World,this.bodiesFactory=new l,this.Runner=a.default.Runner,this.Constraint=a.default.Constraint,this.game=t,this.collisionEvents=["collisionStart","collisionActive","collisionEnd"],this.bodyEvents=["tick","beforeUpdate","afterUpdate","beforeRender","afterRender","afterTick"],this.options=e,this.runner=this.Runner.create({delta:1e3/(this.options.fps||60),frameDeltaSmoothing:(this.options.deltaSampleSize??1)>1})}start(){this.engine=this.Engine.create();const t=this.World.create(this.options.world);if(this.engine.world=t,this.options.isTest){const t=!this.options.canvas,e=this.options.canvas??document.createElement("canvas");t&&this.options.element&&this.options.element.appendChild(e);const s=this.options.resolution||1;this.debugRenderer=new u({engine:this.engine,canvas:e,width:this.game.canvas.width/s,height:this.game.canvas.height/s,resolution:s}),this.debugRenderer.init().catch(t=>{console.error("[plugin-matterjs] MatterPixiDebugRenderer init failed",t)}),this.Runner.run(this.runner,this.engine)}this.enabled=!0,this.initMouse(),this.initCollisionEvents(),this.initBodyEvents()}update(t){this.engine&&(this.options.isTest||this.Runner.tick(this.runner,this.engine,t.currentTime))}stop(){this.enabled=!1,this.runner.enabled=!1}destroy(){this.debugRenderer?.destroy(),this.debugRenderer=null,this.engine&&(a.default.Runner.stop(this.runner),a.default.Engine.clear(this.engine))}awake(){this.enabled=!0,this.runner.enabled=!0}add(t){const e=this.createBodies(t);this.World.add(this.engine.world,[e]),this.linkComponent(t,e)}change(t){const e=this.createBodies(t);this.World.remove(this.engine.world,t.body,!0),this.World.add(this.engine.world,[e]),this.linkComponent(t,e)}remove(t){this.World.remove(this.engine.world,t.body,!0),t.body=void 0}createBodies(t){const e=this.bodiesFactory.create(t);if(!e)throw new Error("[plugin-matterjs] Failed to create Matter body");return e}linkComponent(t,e){t.body=e,t.Body=a.default.Body,t.PhysicsEngine=this.engine,t.Constraint=this.Constraint,t.mouseConstraint=this.mouseConstraint,t.World=this.World,e.component=t}initCollisionEvents(){this.collisionEvents.forEach(t=>{a.default.Events.on(this.engine,t,e=>{const s=e.pairs??[];for(let e=0;e<s.length;e++){const i=s[e],{bodyA:n,bodyB:o}=i,r=m(n),a=m(o);r&&a&&(r.emit(t,a.gameObject,r.gameObject),a.emit(t,r.gameObject,a.gameObject))}})})}initMouse(){if(this.options.mouse&&this.options.mouse.open){const t=a.default.Mouse.create(this.game.canvas);let e=this.options.mouse.constraint?{mouse:t,constraint:this.options.mouse.constraint}:{mouse:t};this.mouseConstraint=a.default.MouseConstraint.create(this.engine,e),this.World.add(this.engine.world,this.mouseConstraint)}}initBodyEvents(){this.bodyEvents.forEach(t=>{a.default.Events.on(this.engine,t,e=>{e.source.world.bodies.forEach(e=>{const s=e;s.component?.emit(t,e,s.component.gameObject)})})})}}let y=class extends e.System{static{this.systemName="PhysicsSystem"}init(t){this.engine=new g(this.game,t),this.game.canvas.setAttribute("data-pixel-ratio",t.resolution||"1")}awake(){}start(){this.engine.start()}update(t){const e=this.componentObserver.clear();for(const t of e)t&&this.componentChanged(t);this.engine.update(t)}componentChanged(t){if(t.component instanceof c)switch(t.type){case e.OBSERVER_TYPE.ADD:t.gameObject.transform.parent&&!t.gameObject.getComponent(c).body&&this.engine.add(t.component);break;case e.OBSERVER_TYPE.CHANGE:this.engine.change(t.component);case e.OBSERVER_TYPE.REMOVE:}else if(t.type===e.OBSERVER_TYPE.CHANGE)if(t.component.parent){let e=t.gameObject.getComponent(c);e&&!e.body&&this.engine.add(e)}else{let e=t.gameObject.getComponent(c);e&&this.engine.remove(e)}}lateUpdate(){}onResume(){this.engine.enabled||this.engine.awake()}onPause(){this.engine.stop()}onDestroy(){this.engine?.destroy()}};y=t.__decorate([e.decorators.componentObserver({Physics:[{prop:["bodyParams"],deep:!0}],Transform:["_parent"]})],y);var f=y;Object.assign(f,{packageName:"@combos-fun/plugin-matterjs",packageVersion:"0.0.45"}),exports.Physics=c,exports.PhysicsSystem=f;
@@ -60,16 +60,47 @@ declare class PhysicsSystem extends System<PhysicsSystemParams> {
60
60
  declare enum PhysicsType {
61
61
  RECTANGLE = "rectangle",
62
62
  CIRCLE = "circle",
63
- POLYGON = "polygon"
63
+ POLYGON = "polygon",
64
+ TRAPEZOID = "trapezoid",
65
+ FROM_VERTICES = "fromVertices",
66
+ CAPSULE = "capsule",
67
+ COMPOUND = "compound",
68
+ EDGE = "edge",
69
+ CHAIN = "chain"
70
+ }
71
+ interface PhysicsVertex {
72
+ x: number;
73
+ y: number;
74
+ }
75
+ interface PhysicsBodyOptions {
76
+ isStatic?: boolean;
77
+ restitution?: number;
78
+ density?: number;
79
+ [propName: string]: any;
80
+ }
81
+ /** One piece of a `COMPOUND` body. Nested `COMPOUND` is not allowed. */
82
+ interface PhysicsPartParams {
83
+ type: PhysicsType;
84
+ bodyOptions?: PhysicsBodyOptions;
85
+ position?: {
86
+ x?: number;
87
+ y?: number;
88
+ };
89
+ sides?: number;
90
+ radius?: number;
91
+ width?: number;
92
+ height?: number;
93
+ slope?: number;
94
+ vertices?: PhysicsVertex[];
95
+ vertexSets?: PhysicsVertex[][];
96
+ length?: number;
97
+ from?: PhysicsVertex;
98
+ to?: PhysicsVertex;
99
+ thickness?: number;
64
100
  }
65
101
  interface PhysicsParams {
66
102
  type?: PhysicsType;
67
- bodyOptions?: {
68
- isStatic?: boolean;
69
- restitution?: number;
70
- density?: number;
71
- [propName: string]: any;
72
- };
103
+ bodyOptions?: PhysicsBodyOptions;
73
104
  position?: {
74
105
  x?: number;
75
106
  y?: number;
@@ -77,6 +108,16 @@ interface PhysicsParams {
77
108
  sides?: number;
78
109
  radius?: number;
79
110
  stopRotation?: boolean;
111
+ width?: number;
112
+ height?: number;
113
+ slope?: number;
114
+ vertices?: PhysicsVertex[];
115
+ vertexSets?: PhysicsVertex[][];
116
+ length?: number;
117
+ from?: PhysicsVertex;
118
+ to?: PhysicsVertex;
119
+ thickness?: number;
120
+ parts?: PhysicsPartParams[];
80
121
  }
81
122
  declare class Physics extends Component<PhysicsParams> {
82
123
  static componentName: string;
@@ -89,4 +130,4 @@ declare class Physics extends Component<PhysicsParams> {
89
130
  }
90
131
 
91
132
  export { Physics, PhysicsSystem, PhysicsType };
92
- export type { PhysicsSystemParams };
133
+ export type { PhysicsBodyOptions, PhysicsParams, PhysicsPartParams, PhysicsSystemParams, PhysicsVertex };
@@ -1,6 +1,7 @@
1
1
  import { __decorate } from 'tslib';
2
2
  import { Component, System, OBSERVER_TYPE, decorators } from '@combos-fun/engine';
3
3
  import Matter from 'matter-js';
4
+ import decomp from 'poly-decomp';
4
5
  import { Application, Graphics } from 'pixi.js';
5
6
 
6
7
  var PhysicsType;
@@ -8,6 +9,12 @@ var PhysicsType;
8
9
  PhysicsType["RECTANGLE"] = "rectangle";
9
10
  PhysicsType["CIRCLE"] = "circle";
10
11
  PhysicsType["POLYGON"] = "polygon";
12
+ PhysicsType["TRAPEZOID"] = "trapezoid";
13
+ PhysicsType["FROM_VERTICES"] = "fromVertices";
14
+ PhysicsType["CAPSULE"] = "capsule";
15
+ PhysicsType["COMPOUND"] = "compound";
16
+ PhysicsType["EDGE"] = "edge";
17
+ PhysicsType["CHAIN"] = "chain";
11
18
  })(PhysicsType || (PhysicsType = {}));
12
19
  class Physics extends Component {
13
20
  static { this.componentName = 'Physics'; }
@@ -30,41 +37,184 @@ class Physics extends Component {
30
37
  }
31
38
  }
32
39
 
40
+ const DEFAULT_THICKNESS = 4;
41
+ const MIN_SEGMENT = 0.5;
42
+ let decompRegistered = false;
43
+ function ensureDecomp() {
44
+ if (decompRegistered) {
45
+ return;
46
+ }
47
+ const lib = decomp?.quickDecomp ? decomp : decomp?.default;
48
+ if (lib?.quickDecomp) {
49
+ Matter.Common.setDecomp(lib);
50
+ }
51
+ decompRegistered = true;
52
+ }
33
53
  class BodiesFactory {
34
54
  constructor() {
35
55
  this.Bodies = Matter.Bodies;
56
+ ensureDecomp();
36
57
  }
37
58
  create(component) {
38
- let body = null;
39
59
  const { gameObject, bodyParams } = component;
40
60
  const coordinate = this.getCoordinate(gameObject);
41
61
  const x = bodyParams.position ? bodyParams.position.x : coordinate.x;
42
62
  const y = bodyParams.position ? bodyParams.position.y : coordinate.y;
43
- const halfW = (gameObject.transform.size.width * gameObject.transform.scale.x) / 2;
44
- const halfH = (gameObject.transform.size.height * gameObject.transform.scale.y) / 2;
63
+ const transformWidth = gameObject.transform.size.width * gameObject.transform.scale.x;
64
+ const transformHeight = gameObject.transform.size.height * gameObject.transform.scale.y;
45
65
  /** Matter.circle approximates with a polygon; NaN/0 radius breaks vertices. */
46
- const defaultRadius = Math.max(1, Math.min(halfW, halfH));
47
- switch (bodyParams.type) {
66
+ const defaultRadius = Math.max(1, Math.min(transformWidth, transformHeight) / 2);
67
+ const body = this.createShape(bodyParams, {
68
+ x,
69
+ y,
70
+ transformWidth,
71
+ transformHeight,
72
+ defaultRadius,
73
+ }, false);
74
+ if (!body) {
75
+ throw new Error(`[plugin-matterjs] Failed to create body for type ${String(bodyParams.type)}`);
76
+ }
77
+ return body;
78
+ }
79
+ createShape(params, ctx, isPart) {
80
+ const options = params.bodyOptions;
81
+ switch (params.type) {
48
82
  case PhysicsType.RECTANGLE: {
49
- const width = gameObject.transform.size.width * gameObject.transform.scale.x;
50
- const height = gameObject.transform.size.height * gameObject.transform.scale.y;
51
- body = this.Bodies.rectangle(x, y, width, height, bodyParams.bodyOptions);
52
- break;
83
+ const width = params.width ?? ctx.transformWidth;
84
+ const height = params.height ?? ctx.transformHeight;
85
+ return this.Bodies.rectangle(ctx.x, ctx.y, width, height, options);
53
86
  }
54
87
  case PhysicsType.CIRCLE: {
55
- const radius = bodyParams.radius ?? defaultRadius;
56
- body = this.Bodies.circle(x, y, radius, bodyParams.bodyOptions);
57
- break;
88
+ const radius = params.radius ?? ctx.defaultRadius;
89
+ return this.Bodies.circle(ctx.x, ctx.y, radius, options);
58
90
  }
59
91
  case PhysicsType.POLYGON: {
60
- const sides = Math.max(3, bodyParams.sides ?? 6);
61
- const radius = bodyParams.radius ?? defaultRadius;
62
- body = this.Bodies.polygon(x, y, sides, radius, bodyParams.bodyOptions);
63
- break;
92
+ const sides = Math.max(3, params.sides ?? 6);
93
+ const radius = params.radius ?? ctx.defaultRadius;
94
+ return this.Bodies.polygon(ctx.x, ctx.y, sides, radius, options);
95
+ }
96
+ case PhysicsType.TRAPEZOID: {
97
+ const width = params.width ?? ctx.transformWidth;
98
+ const height = params.height ?? ctx.transformHeight;
99
+ const slope = Math.min(Math.max(params.slope ?? 0.5, 0), 0.999);
100
+ return this.Bodies.trapezoid(ctx.x, ctx.y, width, height, slope, options);
64
101
  }
102
+ case PhysicsType.FROM_VERTICES:
103
+ return this.createFromVertices(params, ctx, options);
104
+ case PhysicsType.CAPSULE:
105
+ return this.createCapsule(params, ctx, options);
106
+ case PhysicsType.EDGE:
107
+ return this.createEdge(params, ctx, options);
108
+ case PhysicsType.CHAIN:
109
+ return this.createChain(params, ctx, options);
110
+ case PhysicsType.COMPOUND:
111
+ if (isPart) {
112
+ throw new Error('[plugin-matterjs] Nested COMPOUND parts are not supported');
113
+ }
114
+ return this.createCompound(params, ctx, options);
115
+ default:
116
+ throw new Error(`[plugin-matterjs] Unsupported PhysicsType: ${String(params.type)}`);
117
+ }
118
+ }
119
+ createFromVertices(params, ctx, options) {
120
+ const sets = params.vertexSets ?? (params.vertices ? [params.vertices] : []);
121
+ if (!sets.length || sets.some(set => !set || set.length < 3)) {
122
+ throw new Error('[plugin-matterjs] FROM_VERTICES requires vertices (or vertexSets) with at least 3 points each');
123
+ }
124
+ ensureDecomp();
125
+ const body = this.Bodies.fromVertices(ctx.x, ctx.y, sets, options, true);
126
+ if (!body) {
127
+ throw new Error('[plugin-matterjs] FROM_VERTICES produced an empty body');
65
128
  }
66
129
  return body;
67
130
  }
131
+ createCapsule(params, ctx, options) {
132
+ const radius = Math.max(1, params.radius ?? ctx.defaultRadius);
133
+ const length = Math.max(radius * 2, params.length ?? ctx.transformWidth);
134
+ const shaft = length - radius * 2;
135
+ if (shaft < MIN_SEGMENT) {
136
+ return this.Bodies.circle(ctx.x, ctx.y, radius, options);
137
+ }
138
+ const parts = [
139
+ this.Bodies.rectangle(ctx.x, ctx.y, shaft, radius * 2),
140
+ this.Bodies.circle(ctx.x - shaft / 2, ctx.y, radius),
141
+ this.Bodies.circle(ctx.x + shaft / 2, ctx.y, radius),
142
+ ];
143
+ return Matter.Body.create({ ...options, parts });
144
+ }
145
+ createEdge(params, ctx, options) {
146
+ if (!params.from || !params.to) {
147
+ throw new Error('[plugin-matterjs] EDGE requires from and to');
148
+ }
149
+ const x1 = ctx.x + params.from.x;
150
+ const y1 = ctx.y + params.from.y;
151
+ const x2 = ctx.x + params.to.x;
152
+ const y2 = ctx.y + params.to.y;
153
+ const dx = x2 - x1;
154
+ const dy = y2 - y1;
155
+ const len = Math.hypot(dx, dy);
156
+ if (len < MIN_SEGMENT) {
157
+ throw new Error('[plugin-matterjs] EDGE from/to are too close');
158
+ }
159
+ const thickness = Math.max(1, params.thickness ?? DEFAULT_THICKNESS);
160
+ const { angle: _ignored, ...rest } = options ?? {};
161
+ return this.Bodies.rectangle((x1 + x2) / 2, (y1 + y2) / 2, len, thickness, {
162
+ ...rest,
163
+ angle: Math.atan2(dy, dx),
164
+ });
165
+ }
166
+ createChain(params, ctx, options) {
167
+ const verts = params.vertices;
168
+ if (!verts || verts.length < 2) {
169
+ throw new Error('[plugin-matterjs] CHAIN requires vertices with at least 2 points');
170
+ }
171
+ const thickness = Math.max(1, params.thickness ?? DEFAULT_THICKNESS);
172
+ const parts = [];
173
+ for (let i = 0; i < verts.length - 1; i++) {
174
+ const a = verts[i];
175
+ const b = verts[i + 1];
176
+ const x1 = ctx.x + a.x;
177
+ const y1 = ctx.y + a.y;
178
+ const x2 = ctx.x + b.x;
179
+ const y2 = ctx.y + b.y;
180
+ const dx = x2 - x1;
181
+ const dy = y2 - y1;
182
+ const len = Math.hypot(dx, dy);
183
+ if (len < MIN_SEGMENT) {
184
+ continue;
185
+ }
186
+ parts.push(this.Bodies.rectangle((x1 + x2) / 2, (y1 + y2) / 2, len, thickness, { angle: Math.atan2(dy, dx) }));
187
+ }
188
+ if (!parts.length) {
189
+ throw new Error('[plugin-matterjs] CHAIN has no usable segments');
190
+ }
191
+ return Matter.Body.create({ ...options, parts });
192
+ }
193
+ createCompound(params, ctx, options) {
194
+ const partParams = params.parts;
195
+ if (!partParams?.length) {
196
+ throw new Error('[plugin-matterjs] COMPOUND requires a non-empty parts array');
197
+ }
198
+ const parts = [];
199
+ for (let i = 0; i < partParams.length; i++) {
200
+ const part = partParams[i];
201
+ const ox = ctx.x + (part.position?.x ?? 0);
202
+ const oy = ctx.y + (part.position?.y ?? 0);
203
+ const partBody = this.createShape(part, { ...ctx, x: ox, y: oy }, true);
204
+ parts.push(...this.asParts(partBody));
205
+ }
206
+ if (!parts.length) {
207
+ throw new Error('[plugin-matterjs] COMPOUND produced no parts');
208
+ }
209
+ return Matter.Body.create({ ...options, parts });
210
+ }
211
+ /** Unwrap a compound wrapper so it can be merged into another parent. */
212
+ asParts(body) {
213
+ if (body.parts && body.parts.length > 1) {
214
+ return body.parts.slice(1);
215
+ }
216
+ return [body];
217
+ }
68
218
  getCoordinate(gameObject) {
69
219
  const x = gameObject.transform.position.x + gameObject.transform.anchor.x * gameObject.parent.transform.size.width;
70
220
  const y = gameObject.transform.position.y + gameObject.transform.anchor.y * gameObject.parent.transform.size.height;
@@ -114,17 +264,20 @@ class MatterPixiDebugRenderer {
114
264
  if (body.render?.visible === false) {
115
265
  continue;
116
266
  }
117
- const verts = body.vertices;
118
- if (!verts?.length) {
119
- continue;
120
- }
121
- const v0 = verts[0];
122
- g.moveTo(v0.x, v0.y);
123
- for (let i = 1; i < verts.length; i++) {
124
- g.lineTo(verts[i].x, verts[i].y);
267
+ const pieces = body.parts && body.parts.length > 1 ? body.parts.slice(1) : [body];
268
+ for (let p = 0; p < pieces.length; p++) {
269
+ const verts = pieces[p].vertices;
270
+ if (!verts?.length) {
271
+ continue;
272
+ }
273
+ const v0 = verts[0];
274
+ g.moveTo(v0.x, v0.y);
275
+ for (let i = 1; i < verts.length; i++) {
276
+ g.lineTo(verts[i].x, verts[i].y);
277
+ }
278
+ g.closePath();
279
+ g.stroke({ width: 1, color: 0x00e676, alpha: 0.9 });
125
280
  }
126
- g.closePath();
127
- g.stroke({ width: 1, color: 0x00e676, alpha: 0.9 });
128
281
  }
129
282
  }
130
283
  destroy() {
@@ -137,6 +290,21 @@ class MatterPixiDebugRenderer {
137
290
  }
138
291
  }
139
292
 
293
+ /** Collision pairs often report a compound part, not the parent body. */
294
+ function resolveLinkedComponent(body) {
295
+ let current = body;
296
+ while (current) {
297
+ const linked = current;
298
+ if (linked.component) {
299
+ return linked.component;
300
+ }
301
+ if (!current.parent || current.parent === current) {
302
+ break;
303
+ }
304
+ current = current.parent;
305
+ }
306
+ return undefined;
307
+ }
140
308
  class PhysicsEngine {
141
309
  constructor(game, options) {
142
310
  this.debugRenderer = null;
@@ -210,19 +378,13 @@ class PhysicsEngine {
210
378
  add(component) {
211
379
  const body = this.createBodies(component);
212
380
  this.World.add(this.engine.world, [body]);
213
- component.body = body;
214
- component.Body = Matter.Body;
215
- component.PhysicsEngine = this.engine;
216
- component.Constraint = this.Constraint;
217
- component.mouseConstraint = this.mouseConstraint;
218
- component.World = this.World;
219
- body.component = component;
381
+ this.linkComponent(component, body);
220
382
  }
221
383
  change(component) {
222
384
  const newBody = this.createBodies(component);
223
385
  this.World.remove(this.engine.world, component.body, true);
224
386
  this.World.add(this.engine.world, [newBody]);
225
- component.body = newBody;
387
+ this.linkComponent(component, newBody);
226
388
  }
227
389
  remove(component) {
228
390
  this.World.remove(this.engine.world, component.body, true);
@@ -230,8 +392,20 @@ class PhysicsEngine {
230
392
  }
231
393
  createBodies(params) {
232
394
  const body = this.bodiesFactory.create(params);
395
+ if (!body) {
396
+ throw new Error('[plugin-matterjs] Failed to create Matter body');
397
+ }
233
398
  return body;
234
399
  }
400
+ linkComponent(component, body) {
401
+ component.body = body;
402
+ component.Body = Matter.Body;
403
+ component.PhysicsEngine = this.engine;
404
+ component.Constraint = this.Constraint;
405
+ component.mouseConstraint = this.mouseConstraint;
406
+ component.World = this.World;
407
+ body.component = component;
408
+ }
235
409
  initCollisionEvents() {
236
410
  this.collisionEvents.forEach(eventName => {
237
411
  Matter.Events.on(this.engine, eventName, (event) => {
@@ -239,8 +413,11 @@ class PhysicsEngine {
239
413
  for (let i = 0; i < pairs.length; i++) {
240
414
  const pair = pairs[i];
241
415
  const { bodyA, bodyB } = pair;
242
- const componentA = bodyA.component;
243
- const componentB = bodyB.component;
416
+ const componentA = resolveLinkedComponent(bodyA);
417
+ const componentB = resolveLinkedComponent(bodyB);
418
+ if (!componentA || !componentB) {
419
+ continue;
420
+ }
244
421
  componentA.emit(eventName, componentB.gameObject, componentA.gameObject);
245
422
  componentB.emit(eventName, componentA.gameObject, componentB.gameObject);
246
423
  }
@@ -377,7 +554,7 @@ var PhysicsSystem$1 = PhysicsSystem;
377
554
  /** Auto-generated by scripts/build-package.mjs — do not edit. */
378
555
  Object.assign(PhysicsSystem$1, {
379
556
  packageName: "@combos-fun/plugin-matterjs",
380
- packageVersion: "0.0.42",
557
+ packageVersion: "0.0.45",
381
558
  });
382
559
 
383
560
  export { Physics, PhysicsSystem$1 as PhysicsSystem, PhysicsType };