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skip presolve when impulse 0
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1 changed files with 19 additions and 17 deletions
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@ -186,24 +186,26 @@ var Resolver = {};
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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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// 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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// 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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}
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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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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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// 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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}
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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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}
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}
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}
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}
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