import * as Matter from "matter-js"; export function physics(container: HTMLElement) { const containerWidth = container.offsetWidth; const containerHeight = container.offsetHeight; const containerCenterX = containerWidth / 2; // サイズ固定化(要らないかも?) container.style.position = "relative"; container.style.boxSizing = "border-box"; container.style.width = `${containerWidth}px`; container.style.height = `${containerHeight}px`; // create engine const engine = Matter.Engine.create({ constraintIterations: 4, positionIterations: 8, velocityIterations: 8, }); const world = engine.world; // create renderer const render = Matter.Render.create({ engine: engine, //element: document.getElementById('debug'), options: { width: containerWidth, height: containerHeight, background: "transparent", // transparent to hide wireframeBackground: "transparent", // transparent to hide }, }); // Disable to hide debug Matter.Render.run(render); // create runner const runner = Matter.Runner.create(); Matter.Runner.run(runner, engine); const groundThickness = 1024; const ground = Matter.Bodies.rectangle( containerCenterX, containerHeight + groundThickness / 2, containerWidth, groundThickness, { isStatic: true, restitution: 0.1, friction: 2, } ); //const wallRight = Matter.Bodies.rectangle(window.innerWidth+50, window.innerHeight/2, 100, window.innerHeight, wallopts); //const wallLeft = Matter.Bodies.rectangle(-50, window.innerHeight/2, 100, window.innerHeight, wallopts); Matter.World.add(world, [ ground, //wallRight, //wallLeft, ]); const objEls = Array.from(container.children); const objs = []; for (const objEl of objEls) { const left = objEl.dataset.physicsX ? parseInt(objEl.dataset.physicsX) : objEl.offsetLeft; const top = objEl.dataset.physicsY ? parseInt(objEl.dataset.physicsY) : objEl.offsetTop; let obj; if (objEl.classList.contains("_physics_circle_")) { obj = Matter.Bodies.circle( left + objEl.offsetWidth / 2, top + objEl.offsetHeight / 2, Math.max(objEl.offsetWidth, objEl.offsetHeight) / 2, { restitution: 0.5, } ); } else { const style = window.getComputedStyle(objEl); obj = Matter.Bodies.rectangle( left + objEl.offsetWidth / 2, top + objEl.offsetHeight / 2, objEl.offsetWidth, objEl.offsetHeight, { chamfer: { radius: parseInt(style.borderRadius || "0", 10), }, restitution: 0.5, } ); } objEl.id = obj.id; objs.push(obj); } Matter.World.add(engine.world, objs); // Add mouse control const mouse = Matter.Mouse.create(container); const mouseConstraint = Matter.MouseConstraint.create(engine, { mouse: mouse, constraint: { stiffness: 0.1, render: { visible: false, }, }, }); Matter.World.add(engine.world, mouseConstraint); // keep the mouse in sync with rendering render.mouse = mouse; for (const objEl of objEls) { objEl.style.position = "absolute"; objEl.style.top = 0; objEl.style.left = 0; objEl.style.margin = 0; } window.requestAnimationFrame(update); let stop = false; function update() { for (const objEl of objEls) { const obj = objs.find( (obj) => obj.id.toString() === objEl.id.toString() ); if (obj == null) continue; const x = obj.position.x - objEl.offsetWidth / 2; const y = obj.position.y - objEl.offsetHeight / 2; const angle = obj.angle; objEl.style.transform = `translate(${x}px, ${y}px) rotate(${angle}rad)`; } if (!stop) { window.requestAnimationFrame(update); } } // 奈落に落ちたオブジェクトは消す const intervalId = window.setInterval(() => { for (const obj of objs) { if (obj.position.y > containerHeight + 1024) Matter.World.remove(world, obj); } }, 1000 * 10); return { stop: () => { stop = true; Matter.Runner.stop(runner); window.clearInterval(intervalId); }, }; }