superpositions on map are ok
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@@ -369,7 +369,7 @@ export default {
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// INFO https://github.com/liabru/matter-attractors/issues/8
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// INFO https://github.com/liabru/matter-attractors/blob/master/index.js
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// INFO https://github.com/liabru/matter-attractors/blob/master/build/matter-attractors.js#L180
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MatterAttractors.Attractors.gravityConstant = -20;
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// MatterAttractors.Attractors.gravityConstant = -20;
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// Create parts of the body : main big circle & entities
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// INFO map a range of numbers to another range of numbers https://stackoverflow.com/a/46462321
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@@ -378,8 +378,8 @@ export default {
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let ray = ray_range[0] + (this.entites.length - entite_range[0]) * (ray_range[1] - ray_range[0]) / (entite_range[1] - entite_range[0]);
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this.body_parts = [
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Matter.Bodies.circle(0, 0, ray, {
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item_type: 'concernement',
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id: this.concernement.id,
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// item_type: 'concernement',
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// id: this.concernement.id,
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})
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];
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@@ -400,37 +400,37 @@ export default {
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collisionFilter: {
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group: -1
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},
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plugin: {
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attractors: [
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// // there is a built in helper function for Newtonian gravity!
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// // you can find out how it works in index.js
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MatterAttractors.Attractors.gravity
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// plugin: {
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// attractors: [
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// // // there is a built in helper function for Newtonian gravity!
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// // // you can find out how it works in index.js
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// MatterAttractors.Attractors.gravity
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// function(bodyA, bodyB) {
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// var force = {
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// x: (bodyA.position.x - bodyB.position.x) * 1e-6,
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// y: (bodyA.position.y - bodyB.position.y) * 1e-6
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// }
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// // apply force to both bodies
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// Matter.Body.applyForce(bodyA, bodyA.position, force);
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// Matter.Body.applyForce(bodyB, bodyB.position, Matter.Vector.neg(force));
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// }
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// // function(bodyA, bodyB) {
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// // var force = {
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// // x: (bodyA.position.x - bodyB.position.x) * 1e-6,
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// // y: (bodyA.position.y - bodyB.position.y) * 1e-6
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// // }
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// // // apply force to both bodies
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// // Matter.Body.applyForce(bodyA, bodyA.position, force);
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// // Matter.Body.applyForce(bodyB, bodyB.position, Matter.Vector.neg(force));
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// // }
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// INFO https://github.com/liabru/matter-attractors/blob/master/build/matter-attractors.js#L192
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// function (bodyA, bodyB){
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// // use Newton's law of gravitation
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// var bToA = Matter.Vector.sub(bodyB.position, bodyA.position),
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// distanceSq = Matter.Vector.magnitudeSquared(bToA) || 0.0001,
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// normal = Matter.Vector.normalise(bToA),
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// magnitude = -MatterAttractors.Attractors.gravityConstant * (bodyA.mass * bodyB.mass / distanceSq),
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// force = Matter.Vector.mult(normal, magnitude);
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// // INFO https://github.com/liabru/matter-attractors/blob/master/build/matter-attractors.js#L192
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// // function (bodyA, bodyB){
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// // // use Newton's law of gravitation
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// // var bToA = Matter.Vector.sub(bodyB.position, bodyA.position),
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// // distanceSq = Matter.Vector.magnitudeSquared(bToA) || 0.0001,
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// // normal = Matter.Vector.normalise(bToA),
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// // magnitude = -MatterAttractors.Attractors.gravityConstant * (bodyA.mass * bodyB.mass / distanceSq),
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// // force = Matter.Vector.mult(normal, magnitude);
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// // to apply forces to both bodies
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// Matter.Body.applyForce(bodyA, bodyA.position, Matter.Vector.neg(force));
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// Matter.Body.applyForce(bodyB, bodyB.position, force);
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// }
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]
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}
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// // // to apply forces to both bodies
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// // Matter.Body.applyForce(bodyA, bodyA.position, Matter.Vector.neg(force));
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// // Matter.Body.applyForce(bodyB, bodyB.position, force);
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// // }
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// ]
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// }
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});
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Matter.Body.setPosition(this.body, this.pos);
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@@ -464,7 +464,7 @@ export default {
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this.paper_main_object.addChild(this.setPaperContour());
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if (this.concernement.has_superpositions) {
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this.paper_main_object.addChild(this.setPaperSuperpositions());
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this.paper_main_object.addChild(this.setPaperEntitesSuperposees());
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}
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if (this.concernement.has_puissancedagir) {
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@@ -639,7 +639,7 @@ export default {
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}
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return g;
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},
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setPaperSuperpositions(){
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setPaperEntitesSuperposees(){
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console.log('setPaperSuperpositions');
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let g = new paper.Group({
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pivot: new paper.Point(this.pos),
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@@ -1490,8 +1490,8 @@ export default {
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}
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// reset all matter rotation forces otherwise items will spin when colide
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// Matter.Body.setAngle(this.body, 0);
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// Matter.Body.setAngularSpeed(this.body, 0);
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Matter.Body.setAngle(this.body, 0);
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Matter.Body.setAngularSpeed(this.body, 0);
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},
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applyFocusForces(){
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if(!this.isFocused()) {
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@@ -1808,6 +1808,7 @@ export default {
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this.handlePaperVisibilityOnAfterEnginUpdate()
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},
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},
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render() {
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