mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-23 09:26:51 -05:00
optimised Resolver.solveVelocity
This commit is contained in:
parent
97d502ea97
commit
182ba905d4
1 changed files with 14 additions and 16 deletions
|
@ -248,25 +248,23 @@ var Bounds = require('../geometry/Bounds');
|
|||
var collision = pair.collision,
|
||||
bodyA = collision.parentA,
|
||||
bodyB = collision.parentB,
|
||||
bodyAVelocity = bodyA.velocity,
|
||||
bodyBVelocity = bodyB.velocity,
|
||||
normalX = collision.normal.x,
|
||||
normalY = collision.normal.y,
|
||||
tangentX = collision.tangent.x,
|
||||
tangentY = collision.tangent.y,
|
||||
inverseMassTotal = pair.inverseMass,
|
||||
friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier,
|
||||
contacts = pair.contacts,
|
||||
contactCount = pair.contactCount,
|
||||
contactShare = 1 / contactCount,
|
||||
inverseMassTotal = bodyA.inverseMass + bodyB.inverseMass,
|
||||
friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier;
|
||||
contactShare = 1 / contactCount;
|
||||
|
||||
// update body velocities
|
||||
bodyAVelocity.x = bodyA.position.x - bodyA.positionPrev.x;
|
||||
bodyAVelocity.y = bodyA.position.y - bodyA.positionPrev.y;
|
||||
bodyBVelocity.x = bodyB.position.x - bodyB.positionPrev.x;
|
||||
bodyBVelocity.y = bodyB.position.y - bodyB.positionPrev.y;
|
||||
bodyA.angularVelocity = bodyA.angle - bodyA.anglePrev;
|
||||
bodyB.angularVelocity = bodyB.angle - bodyB.anglePrev;
|
||||
// get body velocities
|
||||
var bodyAVelocityX = bodyA.position.x - bodyA.positionPrev.x,
|
||||
bodyAVelocityY = bodyA.position.y - bodyA.positionPrev.y,
|
||||
bodyAAngularVelocity = bodyA.angle - bodyA.anglePrev,
|
||||
bodyBVelocityX = bodyB.position.x - bodyB.positionPrev.x,
|
||||
bodyBVelocityY = bodyB.position.y - bodyB.positionPrev.y,
|
||||
bodyBAngularVelocity = bodyB.angle - bodyB.anglePrev;
|
||||
|
||||
// resolve each contact
|
||||
for (j = 0; j < contactCount; j++) {
|
||||
|
@ -278,10 +276,10 @@ var Bounds = require('../geometry/Bounds');
|
|||
offsetBX = contactVertex.x - bodyB.position.x,
|
||||
offsetBY = contactVertex.y - bodyB.position.y;
|
||||
|
||||
var velocityPointAX = bodyAVelocity.x - offsetAY * bodyA.angularVelocity,
|
||||
velocityPointAY = bodyAVelocity.y + offsetAX * bodyA.angularVelocity,
|
||||
velocityPointBX = bodyBVelocity.x - offsetBY * bodyB.angularVelocity,
|
||||
velocityPointBY = bodyBVelocity.y + offsetBX * bodyB.angularVelocity;
|
||||
var velocityPointAX = bodyAVelocityX - offsetAY * bodyAAngularVelocity,
|
||||
velocityPointAY = bodyAVelocityY + offsetAX * bodyAAngularVelocity,
|
||||
velocityPointBX = bodyBVelocityX - offsetBY * bodyBAngularVelocity,
|
||||
velocityPointBY = bodyBVelocityY + offsetBX * bodyBAngularVelocity;
|
||||
|
||||
var relativeVelocityX = velocityPointAX - velocityPointBX,
|
||||
relativeVelocityY = velocityPointAY - velocityPointBY;
|
||||
|
|
Loading…
Reference in a new issue