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added time scaling to Sleeping

This commit is contained in:
liabru 2014-06-21 23:13:06 +01:00
parent e22ceebed5
commit 0ae2d02812
2 changed files with 14 additions and 8 deletions

View file

@ -200,7 +200,7 @@ var Engine = {};
// if sleeping enabled, call the sleeping controller // if sleeping enabled, call the sleeping controller
if (engine.enableSleeping) if (engine.enableSleeping)
Sleeping.update(allBodies); Sleeping.update(allBodies, timing.timeScale);
// applies gravity to all bodies // applies gravity to all bodies
Body.applyGravityAll(allBodies, world.gravity); Body.applyGravityAll(allBodies, world.gravity);
@ -241,7 +241,7 @@ var Engine = {};
// wake up bodies involved in collisions // wake up bodies involved in collisions
if (engine.enableSleeping) if (engine.enableSleeping)
Sleeping.afterCollisions(pairs.list); Sleeping.afterCollisions(pairs.list, timing.timeScale);
// iteratively resolve velocity between collisions // iteratively resolve velocity between collisions
Resolver.preSolveVelocity(pairs.list); Resolver.preSolveVelocity(pairs.list);

View file

@ -13,11 +13,14 @@ var Sleeping = {};
_minBias = 0.9; _minBias = 0.9;
/** /**
* Description * Puts bodies to sleep or wakes them up depending on their motion.
* @method update * @method update
* @param {body[]} bodies * @param {body[]} bodies
* @param {number} timeScale
*/ */
Sleeping.update = function(bodies) { Sleeping.update = function(bodies, timeScale) {
var timeFactor = timeScale * timeScale * timeScale;
// update bodies sleeping status // update bodies sleeping status
for (var i = 0; i < bodies.length; i++) { for (var i = 0; i < bodies.length; i++) {
var body = bodies[i], var body = bodies[i],
@ -35,7 +38,7 @@ var Sleeping = {};
// biased average motion estimation between frames // biased average motion estimation between frames
body.motion = _minBias * minMotion + (1 - _minBias) * maxMotion; body.motion = _minBias * minMotion + (1 - _minBias) * maxMotion;
if (body.sleepThreshold > 0 && body.motion < _motionSleepThreshold) { if (body.sleepThreshold > 0 && body.motion < _motionSleepThreshold * timeFactor) {
body.sleepCounter += 1; body.sleepCounter += 1;
if (body.sleepCounter >= body.sleepThreshold) if (body.sleepCounter >= body.sleepThreshold)
@ -47,11 +50,14 @@ var Sleeping = {};
}; };
/** /**
* Description * Given a set of colliding pairs, wakes the sleeping bodies involved.
* @method afterCollisions * @method afterCollisions
* @param {pair[]} pairs * @param {pair[]} pairs
* @param {number} timeScale
*/ */
Sleeping.afterCollisions = function(pairs) { Sleeping.afterCollisions = function(pairs, timeScale) {
var timeFactor = timeScale * timeScale * timeScale;
// wake up bodies involved in collisions // wake up bodies involved in collisions
for (var i = 0; i < pairs.length; i++) { for (var i = 0; i < pairs.length; i++) {
var pair = pairs[i]; var pair = pairs[i];
@ -72,7 +78,7 @@ var Sleeping = {};
var sleepingBody = (bodyA.isSleeping && !bodyA.isStatic) ? bodyA : bodyB, var sleepingBody = (bodyA.isSleeping && !bodyA.isStatic) ? bodyA : bodyB,
movingBody = sleepingBody === bodyA ? bodyB : bodyA; movingBody = sleepingBody === bodyA ? bodyB : bodyA;
if (!sleepingBody.isStatic && movingBody.motion > _motionWakeThreshold) { if (!sleepingBody.isStatic && movingBody.motion > _motionWakeThreshold * timeFactor) {
Sleeping.set(sleepingBody, false); Sleeping.set(sleepingBody, false);
} }
} }