Laya1.0Matter.js之布

本文介绍如何在Laya中利用Matter.js物理引擎创建布料模拟效果,包括初始化物理世界、添加布料复合体、设置静态障碍物等步骤,为游戏开发中的动态物理效果提供参考。

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添加Matter.js方法参照:https://mp.youkuaiyun.com/postedit/98217262

布ts源码

var Matter: any;
var LayaRender: any;

module laya {
	import Sprite = Laya.Sprite;
	import Stage = Laya.Stage;
	import Browser = Laya.Browser;
	import Stat = Laya.Stat;
	import WebGL = Laya.WebGL;
	import Render = Laya.Render;

	export class Physics_Cloth {
		private stageWidth: number = 800;
		private stageHeight: number = 600;

		private Matter: any = Browser.window.Matter;
		private LayaRender: any = Browser.window.LayaRender;

		private mouseConstraint: any;
		private engine: any;

		constructor() {
			// 不支持WebGL时自动切换至Canvas
			Laya.init(this.stageWidth, this.stageHeight, WebGL);

			Laya.stage.alignV = Stage.ALIGN_MIDDLE;
			Laya.stage.alignH = Stage.ALIGN_CENTER;

			Laya.stage.scaleMode = "showall";
			Laya.stage.bgColor = "#232628";

			Stat.show();

			this.setup();
		}

		private setup(): void {
			this.initMatter();
			this.initWorld();

			Laya.stage.on("resize", this, this.onResize);
		}

		private initMatter(): void {
			var gameWorld: Sprite = new Sprite();
			Laya.stage.addChild(gameWorld);

			// 初始化物理引擎
			this.engine = Matter.Engine.create({ enableSleeping: true });
			Matter.Engine.run(this.engine);

			var render = this.LayaRender.create({ engine: this.engine, container: gameWorld, width: this.stageWidth, height: this.stageHeight, options: { wireframes: false } });
			this.LayaRender.run(render);

			this.mouseConstraint = Matter.MouseConstraint.create(this.engine, { element: Render.canvas });
			Matter.World.add(this.engine.world, this.mouseConstraint);
			render.mouse = this.mouseConstraint.mouse;
		}
		private initWorld(): void {
			// 创建游戏场景

			var group: any = Matter.Body.nextGroup(true);
			var particleOptions: any = { friction: 0.00001, collisionFilter: { group: group }, render: { visible: false } };

			var cloth: any = Matter.Composites.softBody(200, 200, 20, 12, 5, 5, false, 8, particleOptions);

			for (var i: number = 0; i < 20; i++) {
				cloth.bodies[i].isStatic = true;
			}


			Matter.World.add(this.engine.world,
				[
					cloth,

					Matter.Bodies.circle(300, 500, 80, { isStatic: true }),

					Matter.Bodies.rectangle(500, 480, 80, 80, { isStatic: true })
				]);
		}

		private onResize() {
			// 设置鼠标的坐标缩放
			Matter.Mouse.setScale(
				this.mouseConstraint.mouse,
				{
					x: 1 / (Laya.stage.clientScaleX * Laya.stage._canvasTransform.a),
					y: 1 / (Laya.stage.clientScaleY * Laya.stage._canvasTransform.d)
				});
		}
	}
}
new laya.Physics_Cloth();

 

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