@gg-web-engine/matter 0.0.70 → 0.0.71
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/components/matter-rigid-body.component.js +5 -0
- package/dist/matter-factory.d.ts +13 -0
- package/dist/matter-factory.js +37 -1
- package/package.json +3 -3
- package/test/components/matter-rigid-body-collision.spec.ts +9 -9
- package/test/components/matter-trigger.component.spec.ts +5 -5
- package/test/components/matter-world.component.spec.ts +14 -14
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@@ -39,6 +39,11 @@ export class MatterRigidBodyComponent {
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this.shape = shape;
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this.name = '';
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this.entity = null;
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// matter-js has no native kinematic body - a body requested as `kinematic_pos`/`kinematic_vel`
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// is physically an ordinary `isStatic: true` body under the hood (see `MatterFactory
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// .transformOptions`'s own doc), so the debug view reports what it actually *is* (`RIGID_STATIC`)
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// rather than what an app originally asked for - the console warning at creation time is what
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// tells a developer their kinematic request wasn't honored, not this view.
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this.debugBodySettings = new DebugBody2DSettings(isFinite(this.nativeBody.mass)
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? { type: 'RIGID_DYNAMIC', sleeping: () => this.nativeBody.isSleeping }
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: { type: 'RIGID_STATIC' }, this.shape);
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package/dist/matter-factory.d.ts
CHANGED
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@@ -14,5 +14,18 @@ export declare class MatterFactory implements IPhysicsBody2dComponentFactory<Mat
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position?: Point2;
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rotation?: number;
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}): MatterTriggerComponent;
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/**
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* matter-js's own body model only has `isStatic` - no distinct kinematic body type (position-
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* driven, but still pushes/wakes dynamic bodies it moves into) and no continuous collision
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* detection at all, at any level. Both are long-standing, documented upstream limitations, not
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* something this adapter package failed to wire up - see `BodyOptions.kinematic_pos`/
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* `ccd`'s own doc in `packages/core` for what each is supposed to do.
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*
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* `kinematic_pos`/`kinematic_vel` fall back to `isStatic: true` - the closest matter-js has - so
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* a caller gets *a* body rather than a thrown error, but with the exact same caveat as
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* teleporting a `static` body's position by hand (see that doc): resting bodies on top won't be
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* pushed or woken correctly. `ccd: true` is silently accepted as a no-op beyond the warning below -
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* a fast-moving or fast-driven body can still tunnel clean through thin geometry in one step.
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*/
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private transformOptions;
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}
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package/dist/matter-factory.js
CHANGED
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@@ -1,6 +1,19 @@
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1
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import { warnOnce, } from '@gg-web-engine/core';
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import { MatterRigidBodyComponent } from './components/matter-rigid-body.component';
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import { MatterTriggerComponent } from './components/matter-trigger.component';
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import { Bodies, Vector } from 'matter-js';
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/**
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* `kinematic_pos`/`kinematic_vel`/`ccd` have no native matter-js equivalent at all - unlike
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* `packages/ammo`/`packages/rapier2d`/`packages/rapier3d`, this package can only warn and fall
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* back rather than actually implement either (see `transformOptions`'s own doc). Warned once per
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* distinct message (via core's `warnOnce`) rather than once per body/tick - an app that spawns many
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* kinematic props (or requests `ccd` on many fast-moving bodies) would otherwise flood the console
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* with an identical warning on every single one, which teaches a developer to ignore the console
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* rather than to fix the one call site that needs it.
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*/
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function warnUnsupportedOnce(message) {
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warnOnce(`[@gg-web-engine/matter] ${message}`);
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}
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export class MatterFactory {
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constructor(world) {
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this.world = world;
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@@ -45,9 +58,32 @@ export class MatterFactory {
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}
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return new MatterTriggerComponent(nativeBody, descriptor, this.world);
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}
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/**
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* matter-js's own body model only has `isStatic` - no distinct kinematic body type (position-
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* driven, but still pushes/wakes dynamic bodies it moves into) and no continuous collision
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* detection at all, at any level. Both are long-standing, documented upstream limitations, not
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* something this adapter package failed to wire up - see `BodyOptions.kinematic_pos`/
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* `ccd`'s own doc in `packages/core` for what each is supposed to do.
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*
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* `kinematic_pos`/`kinematic_vel` fall back to `isStatic: true` - the closest matter-js has - so
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* a caller gets *a* body rather than a thrown error, but with the exact same caveat as
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* teleporting a `static` body's position by hand (see that doc): resting bodies on top won't be
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* pushed or woken correctly. `ccd: true` is silently accepted as a no-op beyond the warning below -
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* a fast-moving or fast-driven body can still tunnel clean through thin geometry in one step.
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*/
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transformOptions(options) {
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if (options.bodyType === 'kinematic_pos' || options.bodyType === 'kinematic_vel') {
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warnUnsupportedOnce(`bodyType: '${options.bodyType}' has no matter-js equivalent - falling back to a plain static ` +
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"body. Resting bodies won't be pushed or woken when you move it, the same as manually " +
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"teleporting a static body's position. See Body2DOptions.kinematic_pos/kinematic_vel's doc.");
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}
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if (options.ccd) {
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warnUnsupportedOnce('ccd: true has no matter-js equivalent (no continuous collision detection at all) - ignored. ' +
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'A fast-moving or fast-driven body can still tunnel through thin geometry. See ' +
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"Body2DOptions.ccd's doc.");
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}
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const res = {
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isStatic: options.
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isStatic: options.bodyType !== undefined ? options.bodyType != 'dynamic' : !options.mass,
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mass: options.mass,
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restitution: options.restitution,
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friction: options.friction,
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@gg-web-engine/matter",
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"version": "0.0.
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"version": "0.0.71",
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"description": "An attempt to create open source game engine for browser",
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"main": "dist/index.js",
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"types": "dist/index.d.ts",
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@@ -30,7 +30,7 @@
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},
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"devDependencies": {
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"@types/matter-js": "0.20.2",
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"@gg-web-engine/core": "0.0.
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"@gg-web-engine/core": "0.0.71",
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"@types/jest": "^30.0.0",
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"@types/node": "^26.4.0",
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"jest": "^30.5.0",
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@@ -42,7 +42,7 @@
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"typescript": "~6.0.3"
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},
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"peerDependencies": {
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"@gg-web-engine/core": "0.0.
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"@gg-web-engine/core": "0.0.71",
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"matter-js": "0.20.0",
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"rxjs": "7.8.2"
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},
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@@ -22,13 +22,13 @@ describe('MatterRigidBodyComponent collision events', () => {
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it('should fire onCollisionStart reciprocally, with a sane position/normal, when a falling body lands on a floor', () => {
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// static floor, top edge sits at y = -5
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const floor = factory.createRigidBody(
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{ shape: { shape: 'SQUARE', dimensions: { x: 50, y: 10 } }, body: {
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{ shape: { shape: 'SQUARE', dimensions: { x: 50, y: 10 } }, body: { bodyType: 'static', mass: 0 } },
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{ position: { x: 0, y: 0 } },
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);
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floor.addToWorld({ physicsWorld: world } as any);
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const ball = factory.createRigidBody(
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: {
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: { bodyType: 'dynamic', mass: 1 } },
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{ position: { x: 0, y: -20 } },
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);
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ball.addToWorld({ physicsWorld: world } as any);
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@@ -67,13 +67,13 @@ describe('MatterRigidBodyComponent collision events', () => {
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it('should not keep re-firing onCollisionStart while a body rests stably on another', () => {
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const floor = factory.createRigidBody(
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{ shape: { shape: 'SQUARE', dimensions: { x: 50, y: 10 } }, body: {
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{ shape: { shape: 'SQUARE', dimensions: { x: 50, y: 10 } }, body: { bodyType: 'static', mass: 0 } },
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{ position: { x: 0, y: 0 } },
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);
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floor.addToWorld({ physicsWorld: world } as any);
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const ball = factory.createRigidBody(
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: {
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: { bodyType: 'dynamic', mass: 1 } },
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{ position: { x: 0, y: -20 } },
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);
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ball.addToWorld({ physicsWorld: world } as any);
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it('should fire onCollisionEnd when a body is knocked away and separates', () => {
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const floor = factory.createRigidBody(
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{ shape: { shape: 'SQUARE', dimensions: { x: 50, y: 10 } }, body: {
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{ shape: { shape: 'SQUARE', dimensions: { x: 50, y: 10 } }, body: { bodyType: 'static', mass: 0 } },
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{ position: { x: 0, y: 0 } },
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);
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floor.addToWorld({ physicsWorld: world } as any);
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const ball = factory.createRigidBody(
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: {
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: { bodyType: 'dynamic', mass: 1 } },
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{ position: { x: 0, y: -20 } },
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);
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ball.addToWorld({ physicsWorld: world } as any);
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it('should emit onCollisionEnd(null) on the remaining body when the other body is removed from the world while still touching', () => {
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const floor = factory.createRigidBody(
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{ shape: { shape: 'SQUARE', dimensions: { x: 50, y: 10 } }, body: {
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{ shape: { shape: 'SQUARE', dimensions: { x: 50, y: 10 } }, body: { bodyType: 'static', mass: 0 } },
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{ position: { x: 0, y: 0 } },
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);
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floor.addToWorld({ physicsWorld: world } as any);
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const ball = factory.createRigidBody(
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: {
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: { bodyType: 'dynamic', mass: 1 } },
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{ position: { x: 0, y: -20 } },
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);
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ball.addToWorld({ physicsWorld: world } as any);
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@@ -165,7 +165,7 @@ describe('MatterRigidBodyComponent collision events', () => {
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trigger.addToWorld({ physicsWorld: world } as any);
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const ball = factory.createRigidBody(
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: {
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: { bodyType: 'dynamic', mass: 1 } },
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{ position: { x: 0, y: -20 } },
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);
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ball.addToWorld({ physicsWorld: world } as any);
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@@ -28,7 +28,7 @@ describe(`MatterTriggerComponent`, () => {
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trigger.addToWorld({ physicsWorld: world } as any);
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const circle = factory.createRigidBody({
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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body: { bodyType: 'dynamic', mass: 1 },
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}, { position: { x: 0, y: 12 } });
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circle.addToWorld({ physicsWorld: world } as any);
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circle.linearVelocity = { x: 0, y: -10 };
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trigger.addToWorld({ physicsWorld: world } as any);
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const circle = factory.createRigidBody({
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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body: { bodyType: 'dynamic', mass: 1 },
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}, { position: { x: 0, y: 12 } });
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circle.addToWorld({ physicsWorld: world } as any);
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circle.linearVelocity = { x: 0, y: -10 };
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trigger.addToWorld({ physicsWorld: world } as any);
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const circle = factory.createRigidBody({
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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body: { bodyType: 'dynamic', mass: 1 },
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}, { position: Pnt2.O });
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circle.addToWorld({ physicsWorld: world } as any);
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let enterRegistered = false;
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trigger.addToWorld({ physicsWorld: world } as any);
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const circle = factory.createRigidBody({
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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body: { bodyType: 'dynamic', mass: 1 },
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}, { position: Pnt2.O });
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circle.addToWorld({ physicsWorld: world } as any);
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let exitRegistered = false;
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trigger.addToWorld({ physicsWorld: world } as any);
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const circle = factory.createRigidBody({
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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body: { bodyType: 'dynamic', mass: 1 },
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}, { position: Pnt2.O });
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circle.addToWorld({ physicsWorld: world } as any);
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let exitRegistered = false;
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const circle = world.factory.createRigidBody(
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{
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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body: { bodyType: 'dynamic', mass: 5 },
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},
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{ position: { x: -5, y: 0 } },
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);
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const circle0 = world.factory.createRigidBody(
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{
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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body: { bodyType: 'dynamic', mass: 5 },
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},
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{ position: { x: -5, y: 0 } },
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);
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const circle1 = world.factory.createRigidBody(
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{
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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body: { bodyType: 'dynamic', mass: 5 },
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},
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{ position: { x: 5, y: 0 } },
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);
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it('keeps handleIdEntityMap (the O(1) findRigidBody lookup) in sync with children on add/remove', () => {
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const circle = world.factory.createRigidBody(
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: {
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{ shape: { shape: 'CIRCLE', radius: 1 }, body: { bodyType: 'dynamic', mass: 1 } },
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{ position: { x: 0, y: 0 } },
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);
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circle.addToWorld({ physicsWorld: world } as any);
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@@ -87,7 +87,7 @@ describe('MatterWorldComponent', () => {
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const circle0 = world.factory.createRigidBody(
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{
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shape: { shape: 'CIRCLE', radius: 1 },
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-
body: {
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+
body: { bodyType: 'dynamic', mass: 5 },
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},
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{ position: { x: -5, y: 0 } },
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);
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@@ -100,7 +100,7 @@ describe('MatterWorldComponent', () => {
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const circle1 = world.factory.createRigidBody(
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{
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shape: { shape: 'CIRCLE', radius: 1 },
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body: {
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+
body: { bodyType: 'dynamic', mass: 5 },
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},
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{ position: { x: 5, y: 0 } },
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);
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@@ -124,7 +124,7 @@ describe('MatterWorldComponent', () => {
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const square = world.factory.createRigidBody(
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{
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shape: { shape: 'SQUARE', dimensions: { x: 1, y: 1 } },
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-
body: {
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+
body: { bodyType: 'static', mass: 0 },
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},
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{ position: { x: 10, y: 10 } },
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);
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@@ -150,7 +150,7 @@ describe('MatterWorldComponent', () => {
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const square = world.factory.createRigidBody(
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{
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shape: { shape: 'SQUARE', dimensions: { x: 2, y: 2 } },
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-
body: {
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+
body: { bodyType: 'static', mass: 0 },
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},
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{ position: { x: 0, y: -5 } },
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);
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@@ -188,7 +188,7 @@ describe('MatterWorldComponent', () => {
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{
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shape: { shape: 'SQUARE', dimensions: { x: 2, y: 2 } },
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body: {
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-
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+
bodyType: 'static',
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mass: 0,
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ownCollisionGroups: [group1],
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interactWithCollisionGroups: [group1, group2],
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@@ -229,7 +229,7 @@ describe('MatterWorldComponent', () => {
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const square = world.factory.createRigidBody(
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{
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shape: { shape: 'SQUARE', dimensions: { x: 2, y: 2 } },
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-
body: {
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+
body: { bodyType: 'static', mass: 0 },
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},
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{ position: { x: 0, y: -5 } },
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);
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@@ -261,7 +261,7 @@ describe('MatterWorldComponent', () => {
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{
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shape: { shape: 'SQUARE', dimensions: { x: 2, y: 2 } },
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body: {
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-
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+
bodyType: 'static',
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mass: 0,
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ownCollisionGroups: [group1],
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interactWithCollisionGroups: [group1, group2],
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@@ -290,7 +290,7 @@ describe('MatterWorldComponent', () => {
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const square1 = world.factory.createRigidBody(
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{
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shape: { shape: 'SQUARE', dimensions: { x: 1, y: 1 } },
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-
body: {
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+
body: { bodyType: 'static', mass: 0 },
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},
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{ position: { x: 0, y: -3 } },
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);
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@@ -299,7 +299,7 @@ describe('MatterWorldComponent', () => {
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const square2 = world.factory.createRigidBody(
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{
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shape: { shape: 'SQUARE', dimensions: { x: 1, y: 1 } },
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|
-
body: {
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+
body: { bodyType: 'static', mass: 0 },
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},
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{ position: { x: 0, y: -7 } },
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|
);
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@@ -324,7 +324,7 @@ describe('MatterWorldComponent', () => {
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const square = world.factory.createRigidBody(
|
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{
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shape: { shape: 'SQUARE', dimensions: { x: 4, y: 4 } },
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|
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|
-
body: {
|
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|
+
body: { bodyType: 'static', mass: 0 },
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|
},
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|
{ position: { x: 0, y: 0 } },
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|
);
|