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improved performance by always reusing collision objects
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1 changed files with 23 additions and 10 deletions
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@ -27,20 +27,26 @@ var SAT = {};
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canReusePrevCol = false;
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if (prevCol) {
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var motion = bodyA.speed * bodyA.speed + bodyA.angularSpeed * bodyA.angularSpeed;
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motion += bodyB.speed * bodyB.speed + bodyB.angularSpeed * bodyB.angularSpeed;
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// estimate total motion
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var motion = bodyA.speed * bodyA.speed + bodyA.angularSpeed * bodyA.angularSpeed
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+ bodyB.speed * bodyB.speed + bodyB.angularSpeed * bodyB.angularSpeed;
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// can reuse if collision was resting
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// we may be able to (partially) reuse collision result
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// but only safe if collision was resting
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canReusePrevCol = prevCol && prevCol.collided && motion < 0.2;
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// reuse collision object
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collision = prevCol;
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} else {
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collision = { collided: false, bodyA: bodyA, bodyB: bodyB };
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}
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if (prevCol && canReusePrevCol) {
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// only need to test the previously found axis
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// if we can reuse the collision result
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// we only need to test the previously found axis
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var axes = [prevCol.bodyA.axes[prevCol.axisNumber]];
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minOverlap = _overlapAxes(prevCol.bodyA.vertices, prevCol.bodyB.vertices, axes);
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collision = previousCollision;
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minOverlap = _overlapAxes(prevCol.bodyA.vertices, prevCol.bodyB.vertices, axes);
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collision.reused = true;
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if (minOverlap.overlap <= 0) {
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@ -48,26 +54,33 @@ var SAT = {};
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return collision;
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}
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} else {
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collision = { collided: false, bodyA: bodyA, bodyB: bodyB };
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// if we can't reuse a result, perform a full SAT test
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overlapAB = _overlapAxes(bodyA.vertices, bodyB.vertices, bodyA.axes);
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if (overlapAB.overlap <= 0)
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if (overlapAB.overlap <= 0) {
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collision.collided = false;
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return collision;
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}
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overlapBA = _overlapAxes(bodyB.vertices, bodyA.vertices, bodyB.axes);
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if (overlapBA.overlap <= 0)
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if (overlapBA.overlap <= 0) {
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collision.collided = false;
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return collision;
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}
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if (overlapAB.overlap < overlapBA.overlap) {
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minOverlap = overlapAB;
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collision.bodyA = bodyA;
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collision.bodyB = bodyB;
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} else {
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minOverlap = overlapBA;
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collision.bodyA = bodyB;
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collision.bodyB = bodyA;
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}
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// important for reuse later
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collision.axisNumber = minOverlap.axisNumber;
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}
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