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composites are now an actual tree structure

This commit is contained in:
liabru 2014-03-24 00:30:16 +00:00
parent f4dcb4bb1d
commit 2d52d53bf0
7 changed files with 108 additions and 58 deletions

View file

@ -18,26 +18,22 @@ var Composite = {};
* @return {composite} A new composite
*/
Composite.create = function(options) {
return Common.extend({ bodies: [], constraints: [], composites: [] }, options);
return Common.extend({
bodies: [],
constraints: [],
composites: []
}, options);
};
/**
* Description
* @method add
* @method addComposite
* @param {composite} compositeA
* @param {composite} compositeB
* @return {composite} The original compositeA with the objects from compositeB added
*/
Composite.add = function(compositeA, compositeB) {
if (compositeA.bodies && compositeB.bodies)
compositeA.bodies = compositeA.bodies.concat(compositeB.bodies);
if (compositeA.constraints && compositeB.constraints)
compositeA.constraints = compositeA.constraints.concat(compositeB.constraints);
if (compositeA.composites && compositeB.composites)
compositeA.composites = compositeA.composites.concat(compositeB.composites);
Composite.addComposite = function(compositeA, compositeB) {
compositeA.composites.push(compositeB);
return compositeA;
};
@ -49,7 +45,6 @@ var Composite = {};
* @return {composite} The original composite with the body added
*/
Composite.addBody = function(composite, body) {
composite.bodies = composite.bodies || [];
composite.bodies.push(body);
return composite;
};
@ -62,9 +57,57 @@ var Composite = {};
* @return {composite} The original composite with the constraint added
*/
Composite.addConstraint = function(composite, constraint) {
composite.constraints = composite.constraints || [];
composite.constraints.push(constraint);
return composite;
};
/**
* Returns all bodies in the given composite, including all bodies in its children, recursively
* @method allBodies
* @param {composite} composite
* @return {body[]} All the bodies
*/
Composite.allBodies = function(composite) {
var bodies = [].concat(composite.bodies);
for (var i = 0; i < composite.composites.length; i++)
bodies = bodies.concat(Composite.allBodies(composite.composites[i]));
return bodies;
};
/**
* Returns all constraints in the given composite, including all constraints in its children, recursively
* @method allConstraints
* @param {composite} composite
* @return {constraint[]} All the constraints
*/
Composite.allConstraints = function(composite) {
var constraints = [].concat(composite.constraints);
for (var i = 0; i < composite.composites.length; i++)
constraints = constraints.concat(Composite.allConstraints(composite.composites[i]));
return constraints;
};
/**
* Removes all bodies, constraints and composites from the given composite (non-recursive)
* @method clear
* @param {world} world
* @param {boolean} keepStatic
*/
Composite.clear = function(composite, keepStatic) {
if (keepStatic) {
composite.bodies = composite.bodies.filter(function(body) { return body.isStatic; });
} else {
composite.bodies.length = 0;
}
composite.constraints.length = 0;
composite.composites.length = 0;
return composite;
};
})();

View file

@ -17,33 +17,29 @@ var World = {};
* @return {world} A new world
*/
World.create = function(options) {
var composite = Composite.create();
var defaults = {
gravity: { x: 0, y: 1 },
bodies: [],
constraints: [],
bounds: {
min: { x: 0, y: 0 },
max: { x: 800, y: 600 }
}
};
return Common.extend(defaults, options);
};
/**
* Description
* @method clear
* @param {world} world
* @param {boolean} keepStatic
*/
World.clear = function(world, keepStatic) {
world.bodies = keepStatic ? world.bodies.filter(function(body) { return body.isStatic; }) : [];
world.constraints = [];
return Common.extend(composite, defaults, options);
};
// World is a Composite body
// see src/module/Outro.js for these aliases:
/**
* An alias for Composite.clear since World is also a Composite (see Outro.js)
* @method clear
* @param {world} world
* @param {boolean} keepStatic
*/
/**
* An alias for Composite.add since World is also a Composite (see Outro.js)
* @method addComposite

View file

@ -240,28 +240,31 @@ var Engine = {};
broadphasePairs = [],
i;
var allBodies = Composite.allBodies(world),
allConstraints = Composite.allConstraints(world);
Metrics.reset(engine.metrics);
if (engine.enableSleeping)
Sleeping.update(world.bodies);
Sleeping.update(allBodies);
Body.applyGravityAll(world.bodies, world.gravity);
Body.applyGravityAll(allBodies, world.gravity);
MouseConstraint.update(engine.mouseConstraint, world.bodies, engine.input);
MouseConstraint.update(engine.mouseConstraint, allBodies, engine.input);
Body.updateAll(world.bodies, delta * engine.timeScale, correction, world.bounds);
Body.updateAll(allBodies, delta * engine.timeScale, correction, world.bounds);
// update all constraints
for (i = 0; i < engine.constraintIterations; i++) {
Constraint.updateAll(world.constraints);
Constraint.updateAll(allConstraints);
}
// broadphase pass: find potential collision pairs
if (broadphase.controller) {
broadphase.controller.update(broadphase.instance, world.bodies, engine);
broadphase.controller.update(broadphase.instance, allBodies, engine);
broadphasePairs = broadphase.instance.pairsList;
} else {
broadphasePairs = world.bodies;
broadphasePairs = allBodies;
}
// narrowphase pass: find actual collisions, then create or update collision pairs
@ -287,12 +290,12 @@ var Engine = {};
for (i = 0; i < engine.positionIterations; i++) {
Resolver.solvePosition(pairs.list);
}
Resolver.postSolvePosition(world.bodies);
Resolver.postSolvePosition(allBodies);
Metrics.update(engine.metrics, engine);
// clear force buffers
Body.resetForcesAll(world.bodies);
Body.resetForcesAll(allBodies);
return engine;
};
@ -311,7 +314,7 @@ var Engine = {};
Engine.clear(engineA);
var bodies = engineA.world.bodies;
var bodies = Composite.allBodies(engineA.world);
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
@ -324,7 +327,7 @@ var Engine = {};
if (broadphase.controller === Grid) {
var grid = broadphase.instance;
Grid.clear(grid);
Grid.update(grid, engineA.world.bodies, engineA, true);
Grid.update(grid, bodies, engineA, true);
}
}
};
@ -348,7 +351,8 @@ var Engine = {};
Grid.clear(broadphase.instance);
if (broadphase.controller) {
broadphase.controller.update(broadphase.instance, world.bodies, engine, true);
var bodies = Composite.allBodies(world);
broadphase.controller.update(broadphase.instance, bodies, engine, true);
}
};

View file

@ -64,14 +64,15 @@ var Metrics = {};
Metrics.update = function(metrics, engine) {
if (metrics.extended) {
var world = engine.world,
broadphase = engine.broadphase[engine.broadphase.current];
broadphase = engine.broadphase[engine.broadphase.current],
bodies = Composite.allBodies(world);
metrics.collisions = metrics.narrowDetections;
metrics.pairs = engine.pairs.list.length;
metrics.bodies = world.bodies.length;
metrics.bodies = bodies.length;
metrics.midEff = (metrics.narrowDetections / (metrics.midphaseTests || 1)).toFixed(2);
metrics.narrowEff = (metrics.narrowDetections / (metrics.narrowphaseTests || 1)).toFixed(2);
metrics.broadEff = (1 - (metrics.broadphaseTests / (world.bodies.length || 1))).toFixed(2);
metrics.broadEff = (1 - (metrics.broadphaseTests / (bodies.length || 1))).toFixed(2);
metrics.narrowReuse = (metrics.narrowReuseCount / (metrics.narrowphaseTests || 1)).toFixed(2);
//if (broadphase.instance)
// metrics.buckets = Common.keys(broadphase.instance.buckets).length;

View file

@ -1,8 +1,9 @@
// aliases
World.addComposite = Composite.add;
World.addComposite = Composite.addComposite;
World.addBody = Composite.addBody;
World.addConstraint = Composite.addConstraint;
World.clear = Composite.clear;
// exports

View file

@ -91,6 +91,8 @@ var Render = {};
canvas = render.canvas,
context = render.context,
options = render.options,
bodies = Composite.allBodies(world),
constraints = Composite.allConstraints(world),
i;
if (options.wireframes) {
@ -106,35 +108,35 @@ var Render = {};
context.globalCompositeOperation = 'source-over';
/*if (options.showShadows && !options.wireframes)
Render.bodyShadows(engine, world.bodies, context);*/
Render.bodyShadows(engine, bodies, context);*/
if (!options.wireframes || (engine.enableSleeping && options.showSleeping)) {
// fully featured rendering of bodies
Render.bodies(engine, world.bodies, context);
Render.bodies(engine, bodies, context);
} else {
// optimised method for wireframes only
Render.bodyWireframes(engine, world.bodies, context);
Render.bodyWireframes(engine, bodies, context);
}
if (options.showBounds)
Render.bodyBounds(engine, world.bodies, context);
Render.bodyBounds(engine, bodies, context);
if (options.showAxes || options.showAngleIndicator)
Render.bodyAxes(engine, world.bodies, context);
Render.bodyAxes(engine, bodies, context);
if (options.showPositions)
Render.bodyPositions(engine, world.bodies, context);
Render.bodyPositions(engine, bodies, context);
if (options.showVelocity)
Render.bodyVelocity(engine, world.bodies, context);
Render.bodyVelocity(engine, bodies, context);
if (options.showIds)
Render.bodyIds(engine, world.bodies, context);
Render.bodyIds(engine, bodies, context);
if (options.showCollisions)
Render.collisions(engine, engine.pairs.list, context);
Render.constraints(world.constraints, context);
Render.constraints(constraints, context);
if (options.showBroadphase && engine.broadphase.current === 'grid')
Render.grid(engine, engine.broadphase[engine.broadphase.current].instance, context);
@ -154,6 +156,7 @@ var Render = {};
world = engine.world,
render = engine.render,
options = render.options,
bodies = Composite.allBodies(world),
space = " ";
if (engine.timing.timestamp - (render.debugTimestamp || 0) >= 500) {
@ -163,7 +166,7 @@ var Render = {};
if (engine.metrics.extended) {
text += "delta: " + engine.timing.delta.toFixed(3) + space;
text += "correction: " + engine.timing.correction.toFixed(3) + space;
text += "bodies: " + world.bodies.length + space;
text += "bodies: " + bodies.length + space;
if (engine.broadphase.controller === Grid)
text += "buckets: " + engine.metrics.buckets + space;

View file

@ -151,6 +151,8 @@ var RenderPixi = {};
context = render.context,
stage = render.stage,
options = render.options,
bodies = Composite.allBodies(world),
constraints = Composite.allConstraints(world),
i;
if (options.wireframes) {
@ -159,11 +161,11 @@ var RenderPixi = {};
RenderPixi.setBackground(render, options.background);
}
for (i = 0; i < world.bodies.length; i++)
RenderPixi.body(engine, world.bodies[i]);
for (i = 0; i < bodies.length; i++)
RenderPixi.body(engine, bodies[i]);
for (i = 0; i < world.constraints.length; i++)
RenderPixi.constraint(engine, world.constraints[i]);
for (i = 0; i < constraints.length; i++)
RenderPixi.constraint(engine, constraints[i]);
context.render(stage);
};