mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-23 09:26:51 -05:00
composites are now an actual tree structure
This commit is contained in:
parent
f4dcb4bb1d
commit
2d52d53bf0
7 changed files with 108 additions and 58 deletions
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@ -18,26 +18,22 @@ var Composite = {};
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* @return {composite} A new composite
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* @return {composite} A new composite
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*/
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*/
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Composite.create = function(options) {
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Composite.create = function(options) {
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return Common.extend({ bodies: [], constraints: [], composites: [] }, options);
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return Common.extend({
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bodies: [],
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constraints: [],
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composites: []
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}, options);
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};
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};
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/**
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/**
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* Description
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* Description
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* @method add
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* @method addComposite
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* @param {composite} compositeA
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* @param {composite} compositeA
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* @param {composite} compositeB
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* @param {composite} compositeB
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* @return {composite} The original compositeA with the objects from compositeB added
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* @return {composite} The original compositeA with the objects from compositeB added
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*/
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*/
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Composite.add = function(compositeA, compositeB) {
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Composite.addComposite = function(compositeA, compositeB) {
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if (compositeA.bodies && compositeB.bodies)
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compositeA.composites.push(compositeB);
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compositeA.bodies = compositeA.bodies.concat(compositeB.bodies);
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if (compositeA.constraints && compositeB.constraints)
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compositeA.constraints = compositeA.constraints.concat(compositeB.constraints);
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if (compositeA.composites && compositeB.composites)
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compositeA.composites = compositeA.composites.concat(compositeB.composites);
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return compositeA;
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return compositeA;
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};
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};
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@ -49,7 +45,6 @@ var Composite = {};
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* @return {composite} The original composite with the body added
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* @return {composite} The original composite with the body added
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*/
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*/
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Composite.addBody = function(composite, body) {
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Composite.addBody = function(composite, body) {
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composite.bodies = composite.bodies || [];
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composite.bodies.push(body);
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composite.bodies.push(body);
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return composite;
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return composite;
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};
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};
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@ -62,9 +57,57 @@ var Composite = {};
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* @return {composite} The original composite with the constraint added
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* @return {composite} The original composite with the constraint added
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*/
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*/
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Composite.addConstraint = function(composite, constraint) {
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Composite.addConstraint = function(composite, constraint) {
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composite.constraints = composite.constraints || [];
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composite.constraints.push(constraint);
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composite.constraints.push(constraint);
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return composite;
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return composite;
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};
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};
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/**
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* Returns all bodies in the given composite, including all bodies in its children, recursively
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* @method allBodies
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* @param {composite} composite
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* @return {body[]} All the bodies
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*/
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Composite.allBodies = function(composite) {
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var bodies = [].concat(composite.bodies);
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for (var i = 0; i < composite.composites.length; i++)
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bodies = bodies.concat(Composite.allBodies(composite.composites[i]));
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return bodies;
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};
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/**
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* Returns all constraints in the given composite, including all constraints in its children, recursively
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* @method allConstraints
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* @param {composite} composite
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* @return {constraint[]} All the constraints
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*/
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Composite.allConstraints = function(composite) {
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var constraints = [].concat(composite.constraints);
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for (var i = 0; i < composite.composites.length; i++)
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constraints = constraints.concat(Composite.allConstraints(composite.composites[i]));
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return constraints;
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};
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/**
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* Removes all bodies, constraints and composites from the given composite (non-recursive)
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* @method clear
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* @param {world} world
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* @param {boolean} keepStatic
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*/
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Composite.clear = function(composite, keepStatic) {
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if (keepStatic) {
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composite.bodies = composite.bodies.filter(function(body) { return body.isStatic; });
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} else {
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composite.bodies.length = 0;
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}
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composite.constraints.length = 0;
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composite.composites.length = 0;
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return composite;
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};
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})();
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})();
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@ -17,33 +17,29 @@ var World = {};
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* @return {world} A new world
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* @return {world} A new world
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*/
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*/
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World.create = function(options) {
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World.create = function(options) {
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var composite = Composite.create();
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var defaults = {
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var defaults = {
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gravity: { x: 0, y: 1 },
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gravity: { x: 0, y: 1 },
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bodies: [],
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constraints: [],
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bounds: {
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bounds: {
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min: { x: 0, y: 0 },
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min: { x: 0, y: 0 },
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max: { x: 800, y: 600 }
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max: { x: 800, y: 600 }
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}
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}
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};
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};
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return Common.extend(defaults, options);
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return Common.extend(composite, defaults, options);
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};
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/**
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* Description
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* @method clear
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* @param {world} world
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* @param {boolean} keepStatic
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*/
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World.clear = function(world, keepStatic) {
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world.bodies = keepStatic ? world.bodies.filter(function(body) { return body.isStatic; }) : [];
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world.constraints = [];
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};
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};
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// World is a Composite body
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// World is a Composite body
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// see src/module/Outro.js for these aliases:
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// see src/module/Outro.js for these aliases:
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/**
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* An alias for Composite.clear since World is also a Composite (see Outro.js)
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* @method clear
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* @param {world} world
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* @param {boolean} keepStatic
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*/
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/**
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/**
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* An alias for Composite.add since World is also a Composite (see Outro.js)
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* An alias for Composite.add since World is also a Composite (see Outro.js)
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* @method addComposite
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* @method addComposite
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@ -240,28 +240,31 @@ var Engine = {};
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broadphasePairs = [],
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broadphasePairs = [],
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i;
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i;
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var allBodies = Composite.allBodies(world),
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allConstraints = Composite.allConstraints(world);
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Metrics.reset(engine.metrics);
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Metrics.reset(engine.metrics);
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if (engine.enableSleeping)
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if (engine.enableSleeping)
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Sleeping.update(world.bodies);
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Sleeping.update(allBodies);
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Body.applyGravityAll(world.bodies, world.gravity);
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Body.applyGravityAll(allBodies, world.gravity);
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MouseConstraint.update(engine.mouseConstraint, world.bodies, engine.input);
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MouseConstraint.update(engine.mouseConstraint, allBodies, engine.input);
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Body.updateAll(world.bodies, delta * engine.timeScale, correction, world.bounds);
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Body.updateAll(allBodies, delta * engine.timeScale, correction, world.bounds);
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// update all constraints
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// update all constraints
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for (i = 0; i < engine.constraintIterations; i++) {
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for (i = 0; i < engine.constraintIterations; i++) {
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Constraint.updateAll(world.constraints);
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Constraint.updateAll(allConstraints);
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}
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}
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// broadphase pass: find potential collision pairs
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// broadphase pass: find potential collision pairs
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if (broadphase.controller) {
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if (broadphase.controller) {
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broadphase.controller.update(broadphase.instance, world.bodies, engine);
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broadphase.controller.update(broadphase.instance, allBodies, engine);
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broadphasePairs = broadphase.instance.pairsList;
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broadphasePairs = broadphase.instance.pairsList;
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} else {
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} else {
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broadphasePairs = world.bodies;
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broadphasePairs = allBodies;
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}
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}
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// narrowphase pass: find actual collisions, then create or update collision pairs
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// narrowphase pass: find actual collisions, then create or update collision pairs
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@ -287,12 +290,12 @@ var Engine = {};
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for (i = 0; i < engine.positionIterations; i++) {
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for (i = 0; i < engine.positionIterations; i++) {
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Resolver.solvePosition(pairs.list);
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Resolver.solvePosition(pairs.list);
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}
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}
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Resolver.postSolvePosition(world.bodies);
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Resolver.postSolvePosition(allBodies);
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Metrics.update(engine.metrics, engine);
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Metrics.update(engine.metrics, engine);
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// clear force buffers
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// clear force buffers
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Body.resetForcesAll(world.bodies);
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Body.resetForcesAll(allBodies);
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return engine;
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return engine;
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};
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};
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@ -311,7 +314,7 @@ var Engine = {};
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Engine.clear(engineA);
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Engine.clear(engineA);
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var bodies = engineA.world.bodies;
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var bodies = Composite.allBodies(engineA.world);
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for (var i = 0; i < bodies.length; i++) {
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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var body = bodies[i];
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@ -324,7 +327,7 @@ var Engine = {};
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if (broadphase.controller === Grid) {
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if (broadphase.controller === Grid) {
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var grid = broadphase.instance;
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var grid = broadphase.instance;
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Grid.clear(grid);
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Grid.clear(grid);
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Grid.update(grid, engineA.world.bodies, engineA, true);
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Grid.update(grid, bodies, engineA, true);
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}
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}
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}
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}
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};
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};
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Grid.clear(broadphase.instance);
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Grid.clear(broadphase.instance);
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if (broadphase.controller) {
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if (broadphase.controller) {
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broadphase.controller.update(broadphase.instance, world.bodies, engine, true);
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var bodies = Composite.allBodies(world);
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broadphase.controller.update(broadphase.instance, bodies, engine, true);
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}
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}
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};
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};
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@ -64,14 +64,15 @@ var Metrics = {};
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Metrics.update = function(metrics, engine) {
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Metrics.update = function(metrics, engine) {
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if (metrics.extended) {
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if (metrics.extended) {
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var world = engine.world,
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var world = engine.world,
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broadphase = engine.broadphase[engine.broadphase.current];
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broadphase = engine.broadphase[engine.broadphase.current],
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bodies = Composite.allBodies(world);
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metrics.collisions = metrics.narrowDetections;
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metrics.collisions = metrics.narrowDetections;
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metrics.pairs = engine.pairs.list.length;
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metrics.pairs = engine.pairs.list.length;
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metrics.bodies = world.bodies.length;
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metrics.bodies = bodies.length;
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metrics.midEff = (metrics.narrowDetections / (metrics.midphaseTests || 1)).toFixed(2);
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metrics.midEff = (metrics.narrowDetections / (metrics.midphaseTests || 1)).toFixed(2);
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metrics.narrowEff = (metrics.narrowDetections / (metrics.narrowphaseTests || 1)).toFixed(2);
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metrics.narrowEff = (metrics.narrowDetections / (metrics.narrowphaseTests || 1)).toFixed(2);
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metrics.broadEff = (1 - (metrics.broadphaseTests / (world.bodies.length || 1))).toFixed(2);
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metrics.broadEff = (1 - (metrics.broadphaseTests / (bodies.length || 1))).toFixed(2);
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metrics.narrowReuse = (metrics.narrowReuseCount / (metrics.narrowphaseTests || 1)).toFixed(2);
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metrics.narrowReuse = (metrics.narrowReuseCount / (metrics.narrowphaseTests || 1)).toFixed(2);
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//if (broadphase.instance)
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//if (broadphase.instance)
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// metrics.buckets = Common.keys(broadphase.instance.buckets).length;
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// metrics.buckets = Common.keys(broadphase.instance.buckets).length;
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@ -1,8 +1,9 @@
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// aliases
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// aliases
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World.addComposite = Composite.add;
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World.addComposite = Composite.addComposite;
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World.addBody = Composite.addBody;
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World.addBody = Composite.addBody;
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World.addConstraint = Composite.addConstraint;
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World.addConstraint = Composite.addConstraint;
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World.clear = Composite.clear;
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// exports
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// exports
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@ -91,6 +91,8 @@ var Render = {};
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canvas = render.canvas,
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canvas = render.canvas,
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context = render.context,
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context = render.context,
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options = render.options,
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options = render.options,
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bodies = Composite.allBodies(world),
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constraints = Composite.allConstraints(world),
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i;
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i;
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if (options.wireframes) {
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if (options.wireframes) {
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@ -106,35 +108,35 @@ var Render = {};
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context.globalCompositeOperation = 'source-over';
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context.globalCompositeOperation = 'source-over';
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/*if (options.showShadows && !options.wireframes)
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/*if (options.showShadows && !options.wireframes)
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Render.bodyShadows(engine, world.bodies, context);*/
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Render.bodyShadows(engine, bodies, context);*/
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if (!options.wireframes || (engine.enableSleeping && options.showSleeping)) {
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if (!options.wireframes || (engine.enableSleeping && options.showSleeping)) {
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// fully featured rendering of bodies
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// fully featured rendering of bodies
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Render.bodies(engine, world.bodies, context);
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Render.bodies(engine, bodies, context);
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} else {
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} else {
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// optimised method for wireframes only
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// optimised method for wireframes only
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Render.bodyWireframes(engine, world.bodies, context);
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Render.bodyWireframes(engine, bodies, context);
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}
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}
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if (options.showBounds)
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if (options.showBounds)
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Render.bodyBounds(engine, world.bodies, context);
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Render.bodyBounds(engine, bodies, context);
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if (options.showAxes || options.showAngleIndicator)
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if (options.showAxes || options.showAngleIndicator)
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Render.bodyAxes(engine, world.bodies, context);
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Render.bodyAxes(engine, bodies, context);
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if (options.showPositions)
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if (options.showPositions)
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Render.bodyPositions(engine, world.bodies, context);
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Render.bodyPositions(engine, bodies, context);
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if (options.showVelocity)
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if (options.showVelocity)
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Render.bodyVelocity(engine, world.bodies, context);
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Render.bodyVelocity(engine, bodies, context);
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if (options.showIds)
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if (options.showIds)
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Render.bodyIds(engine, world.bodies, context);
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Render.bodyIds(engine, bodies, context);
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if (options.showCollisions)
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if (options.showCollisions)
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Render.collisions(engine, engine.pairs.list, context);
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Render.collisions(engine, engine.pairs.list, context);
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Render.constraints(world.constraints, context);
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Render.constraints(constraints, context);
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if (options.showBroadphase && engine.broadphase.current === 'grid')
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if (options.showBroadphase && engine.broadphase.current === 'grid')
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Render.grid(engine, engine.broadphase[engine.broadphase.current].instance, context);
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Render.grid(engine, engine.broadphase[engine.broadphase.current].instance, context);
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@ -154,6 +156,7 @@ var Render = {};
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world = engine.world,
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world = engine.world,
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render = engine.render,
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render = engine.render,
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options = render.options,
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options = render.options,
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bodies = Composite.allBodies(world),
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space = " ";
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space = " ";
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if (engine.timing.timestamp - (render.debugTimestamp || 0) >= 500) {
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if (engine.timing.timestamp - (render.debugTimestamp || 0) >= 500) {
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@ -163,7 +166,7 @@ var Render = {};
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if (engine.metrics.extended) {
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if (engine.metrics.extended) {
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text += "delta: " + engine.timing.delta.toFixed(3) + space;
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text += "delta: " + engine.timing.delta.toFixed(3) + space;
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text += "correction: " + engine.timing.correction.toFixed(3) + space;
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text += "correction: " + engine.timing.correction.toFixed(3) + space;
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text += "bodies: " + world.bodies.length + space;
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text += "bodies: " + bodies.length + space;
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if (engine.broadphase.controller === Grid)
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if (engine.broadphase.controller === Grid)
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text += "buckets: " + engine.metrics.buckets + space;
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text += "buckets: " + engine.metrics.buckets + space;
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@ -151,6 +151,8 @@ var RenderPixi = {};
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context = render.context,
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context = render.context,
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stage = render.stage,
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stage = render.stage,
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options = render.options,
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options = render.options,
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bodies = Composite.allBodies(world),
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constraints = Composite.allConstraints(world),
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i;
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i;
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|
||||||
if (options.wireframes) {
|
if (options.wireframes) {
|
||||||
|
@ -159,11 +161,11 @@ var RenderPixi = {};
|
||||||
RenderPixi.setBackground(render, options.background);
|
RenderPixi.setBackground(render, options.background);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (i = 0; i < world.bodies.length; i++)
|
for (i = 0; i < bodies.length; i++)
|
||||||
RenderPixi.body(engine, world.bodies[i]);
|
RenderPixi.body(engine, bodies[i]);
|
||||||
|
|
||||||
for (i = 0; i < world.constraints.length; i++)
|
for (i = 0; i < constraints.length; i++)
|
||||||
RenderPixi.constraint(engine, world.constraints[i]);
|
RenderPixi.constraint(engine, constraints[i]);
|
||||||
|
|
||||||
context.render(stage);
|
context.render(stage);
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in a new issue