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optimised Resolver.preSolveVelocity
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1 changed files with 35 additions and 45 deletions
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@ -9,8 +9,6 @@ var Resolver = {};
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module.exports = Resolver;
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var Vertices = require('../geometry/Vertices');
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var Vector = require('../geometry/Vector');
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var Common = require('../core/Common');
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var Bounds = require('../geometry/Bounds');
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(function() {
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@ -169,61 +167,53 @@ var Bounds = require('../geometry/Bounds');
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* @param {pair[]} pairs
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*/
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Resolver.preSolveVelocity = function(pairs) {
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var i,
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j,
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pair,
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contacts,
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collision,
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bodyA,
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bodyB,
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normal,
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tangent,
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contact,
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contactVertex,
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normalImpulse,
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tangentImpulse,
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offset,
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impulse = Vector._temp[0],
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tempA = Vector._temp[1];
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var pairsLength = pairs.length,
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i,
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j;
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for (i = 0; i < pairs.length; i++) {
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pair = pairs[i];
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for (i = 0; i < pairsLength; i++) {
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var pair = pairs[i];
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if (!pair.isActive || pair.isSensor)
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continue;
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contacts = pair.activeContacts;
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collision = pair.collision;
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bodyA = collision.parentA;
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bodyB = collision.parentB;
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normal = collision.normal;
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tangent = collision.tangent;
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var contacts = pair.activeContacts,
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contactsLength = contacts.length,
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collision = pair.collision,
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bodyA = collision.parentA,
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bodyB = collision.parentB,
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normal = collision.normal,
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tangent = collision.tangent;
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// resolve each contact
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for (j = 0; j < contacts.length; j++) {
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contact = contacts[j];
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contactVertex = contact.vertex;
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normalImpulse = contact.normalImpulse;
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tangentImpulse = contact.tangentImpulse;
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for (j = 0; j < contactsLength; j++) {
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var contact = contacts[j],
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contactVertex = contact.vertex,
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normalImpulse = contact.normalImpulse,
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tangentImpulse = contact.tangentImpulse;
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if (normalImpulse !== 0 || tangentImpulse !== 0) {
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// total impulse from contact
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impulse.x = (normal.x * normalImpulse) + (tangent.x * tangentImpulse);
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impulse.y = (normal.y * normalImpulse) + (tangent.y * tangentImpulse);
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var impulseX = normal.x * normalImpulse + tangent.x * tangentImpulse,
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impulseY = normal.y * normalImpulse + tangent.y * tangentImpulse;
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// apply impulse from contact
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if (!(bodyA.isStatic || bodyA.isSleeping)) {
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offset = Vector.sub(contactVertex, bodyA.position, tempA);
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bodyA.positionPrev.x += impulse.x * bodyA.inverseMass;
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bodyA.positionPrev.y += impulse.y * bodyA.inverseMass;
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bodyA.anglePrev += Vector.cross(offset, impulse) * bodyA.inverseInertia;
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bodyA.positionPrev.x += impulseX * bodyA.inverseMass;
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bodyA.positionPrev.y += impulseY * bodyA.inverseMass;
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bodyA.anglePrev += bodyA.inverseInertia * (
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(contactVertex.x - bodyA.position.x) * impulseY
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- (contactVertex.y - bodyA.position.y) * impulseX
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);
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}
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if (!(bodyB.isStatic || bodyB.isSleeping)) {
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offset = Vector.sub(contactVertex, bodyB.position, tempA);
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bodyB.positionPrev.x -= impulse.x * bodyB.inverseMass;
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bodyB.positionPrev.y -= impulse.y * bodyB.inverseMass;
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bodyB.anglePrev -= Vector.cross(offset, impulse) * bodyB.inverseInertia;
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bodyB.positionPrev.x -= impulseX * bodyB.inverseMass;
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bodyB.positionPrev.y -= impulseY * bodyB.inverseMass;
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bodyB.anglePrev -= bodyB.inverseInertia * (
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(contactVertex.x - bodyB.position.x) * impulseY
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- (contactVertex.y - bodyB.position.y) * impulseX
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);
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}
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}
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}
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@ -281,7 +271,7 @@ var Bounds = require('../geometry/Bounds');
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var tangentVelocity = Vector.dot(tangent, relativeVelocity),
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tangentSpeed = Math.abs(tangentVelocity),
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tangentVelocityDirection = Common.sign(tangentVelocity);
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// raw impulses
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var normalImpulse = (1 + pair.restitution) * normalVelocity,
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normalForce = Common.clamp(pair.separation + normalVelocity, 0, 1) * Resolver._frictionNormalMultiplier;
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