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Merge pull request #1238 from liabru/performance-2

Improved performance and reduced memory usage
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liabru 2024-03-10 20:06:24 +00:00 committed by GitHub
commit 4e6a8d90ff
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10 changed files with 197 additions and 158 deletions

View file

@ -13,8 +13,11 @@ Example.remove = function() {
Events = Matter.Events;
// create engine
var engine = Engine.create(),
world = engine.world;
var engine = Engine.create({
enableSleeping: true
});
var world = engine.world;
// create renderer
var render = Render.create({
@ -24,6 +27,7 @@ Example.remove = function() {
width: 800,
height: 600,
showAngleIndicator: true,
showSleeping: true
}
});
@ -33,9 +37,6 @@ Example.remove = function() {
var runner = Runner.create();
Runner.run(runner, engine);
var stack = null,
lastTimestamp = 0;
var createStack = function() {
return Composites.stack(20, 20, 10, 5, 0, 0, function(x, y) {
var sides = Math.round(Common.random(1, 8));
@ -61,15 +62,28 @@ Example.remove = function() {
});
};
// add and remove stacks every few updates
var stack = null,
bottomStack = createStack(),
lastTimestamp = 0;
// add and remove bodies and composites every few updates
Events.on(engine, 'afterUpdate', function(event) {
// limit rate
if (stack && event.timestamp - lastTimestamp < 800) {
if (event.timestamp - lastTimestamp < 800) {
return;
}
lastTimestamp = event.timestamp;
// remove an old body
Composite.remove(bottomStack, bottomStack.bodies[0]);
// add a new body
Composite.add(
bottomStack,
Bodies.rectangle(Common.random(100, 500), 50, Common.random(25, 50), Common.random(25, 50))
);
// remove last stack
if (stack) {
Composite.remove(world, stack);
@ -82,10 +96,9 @@ Example.remove = function() {
Composite.add(world, stack);
});
// add another stack that will not be removed
Composite.add(world, createStack());
Composite.add(world, [
bottomStack,
// walls
Bodies.rectangle(400, 0, 800, 50, { isStatic: true }),
Bodies.rectangle(400, 600, 800, 50, { isStatic: true }),

View file

@ -192,8 +192,15 @@ var Body = require('./Body');
*/
Composite.removeComposite = function(compositeA, compositeB, deep) {
var position = Common.indexOf(compositeA.composites, compositeB);
if (position !== -1) {
var bodies = Composite.allBodies(compositeB);
Composite.removeCompositeAt(compositeA, position);
for (var i = 0; i < bodies.length; i++) {
bodies[i].sleepCounter = 0;
}
}
if (deep) {
@ -244,8 +251,10 @@ var Body = require('./Body');
*/
Composite.removeBody = function(composite, body, deep) {
var position = Common.indexOf(composite.bodies, body);
if (position !== -1) {
Composite.removeBodyAt(composite, position);
body.sleepCounter = 0;
}
if (deep) {
@ -296,6 +305,7 @@ var Body = require('./Body');
*/
Composite.removeConstraint = function(composite, constraint, deep) {
var position = Common.indexOf(composite.constraints, constraint);
if (position !== -1) {
Composite.removeConstraintAt(composite, position);
}

View file

@ -47,7 +47,8 @@ var Pair = require('./Pair');
normal: { x: 0, y: 0 },
tangent: { x: 0, y: 0 },
penetration: { x: 0, y: 0 },
supports: []
supports: [null, null],
supportCount: 0
};
};
@ -99,27 +100,32 @@ var Pair = require('./Pair');
}
var normal = collision.normal,
tangent = collision.tangent,
penetration = collision.penetration,
supports = collision.supports,
depth = minOverlap.overlap,
minAxis = minOverlap.axis,
minAxisX = minAxis.x,
minAxisY = minAxis.y;
normalX = minAxis.x,
normalY = minAxis.y,
deltaX = bodyB.position.x - bodyA.position.x,
deltaY = bodyB.position.y - bodyA.position.y;
// ensure normal is facing away from bodyA
if (minAxisX * (bodyB.position.x - bodyA.position.x) + minAxisY * (bodyB.position.y - bodyA.position.y) < 0) {
normal.x = minAxisX;
normal.y = minAxisY;
} else {
normal.x = -minAxisX;
normal.y = -minAxisY;
if (normalX * deltaX + normalY * deltaY >= 0) {
normalX = -normalX;
normalY = -normalY;
}
normal.x = normalX;
normal.y = normalY;
collision.tangent.x = -normal.y;
collision.tangent.y = normal.x;
tangent.x = -normalY;
tangent.y = normalX;
collision.depth = minOverlap.overlap;
penetration.x = normalX * depth;
penetration.y = normalY * depth;
collision.penetration.x = normal.x * collision.depth;
collision.penetration.y = normal.y * collision.depth;
collision.depth = depth;
// find support points, there is always either exactly one or two
var supportsB = Collision._findSupports(bodyA, bodyB, normal, 1),
@ -152,8 +158,8 @@ var Pair = require('./Pair');
supports[supportCount++] = supportsB[0];
}
// update supports array size
supports.length = supportCount;
// update support count
collision.supportCount = supportCount;
return collision;
};
@ -232,32 +238,6 @@ var Pair = require('./Pair');
result.overlap = overlapMin;
};
/**
* Projects vertices on an axis and returns an interval.
* @method _projectToAxis
* @private
* @param {} projection
* @param {} vertices
* @param {} axis
*/
Collision._projectToAxis = function(projection, vertices, axis) {
var min = vertices[0].x * axis.x + vertices[0].y * axis.y,
max = min;
for (var i = 1; i < vertices.length; i += 1) {
var dot = vertices[i].x * axis.x + vertices[i].y * axis.y;
if (dot > max) {
max = dot;
} else if (dot < min) {
min = dot;
}
}
projection.min = min;
projection.max = max;
};
/**
* Finds supporting vertices given two bodies along a given direction using hill-climbing.
* @method _findSupports
@ -275,15 +255,15 @@ var Pair = require('./Pair');
bodyAPositionY = bodyA.position.y,
normalX = normal.x * direction,
normalY = normal.y * direction,
nearestDistance = Number.MAX_VALUE,
vertexA,
vertexB,
vertexA = vertices[0],
vertexB = vertexA,
nearestDistance = normalX * (bodyAPositionX - vertexB.x) + normalY * (bodyAPositionY - vertexB.y),
vertexC,
distance,
j;
// find deepest vertex relative to the axis
for (j = 0; j < verticesLength; j += 1) {
for (j = 1; j < verticesLength; j += 1) {
vertexB = vertices[j];
distance = normalX * (bodyAPositionX - vertexB.x) + normalY * (bodyAPositionY - vertexB.y);
@ -398,6 +378,10 @@ var Pair = require('./Pair');
/**
* An array of body vertices that represent the support points in the collision.
*
* _Note:_ Only the first `collision.supportCount` items of `collision.supports` are active.
* Therefore use `collision.supportCount` instead of `collision.supports.length` when iterating the active supports.
*
* These are the deepest vertices (along the collision normal) of each body that are contained by the other body's vertices.
*
* @property supports
@ -405,4 +389,15 @@ var Pair = require('./Pair');
* @default []
*/
/**
* The number of active supports for this collision found in `collision.supports`.
*
* _Note:_ Only the first `collision.supportCount` items of `collision.supports` are active.
* Therefore use `collision.supportCount` instead of `collision.supports.length` when iterating the active supports.
*
* @property supportCount
* @type number
* @default 0
*/
})();

View file

@ -13,7 +13,7 @@ module.exports = Contact;
/**
* Creates a new contact.
* @method create
* @param {vertex} vertex
* @param {vertex} [vertex]
* @return {contact} A new contact
*/
Contact.create = function(vertex) {

View file

@ -22,6 +22,7 @@ var Collision = require('./Collision');
Detector.create = function(options) {
var defaults = {
bodies: [],
collisions: [],
pairs: null
};
@ -45,6 +46,7 @@ var Collision = require('./Collision');
*/
Detector.clear = function(detector) {
detector.bodies = [];
detector.collisions = [];
};
/**
@ -57,12 +59,13 @@ var Collision = require('./Collision');
* @return {collision[]} collisions
*/
Detector.collisions = function(detector) {
var collisions = [],
pairs = detector.pairs,
var pairs = detector.pairs,
bodies = detector.bodies,
bodiesLength = bodies.length,
canCollide = Detector.canCollide,
collides = Collision.collides,
collisions = detector.collisions,
collisionIndex = 0,
i,
j;
@ -104,7 +107,7 @@ var Collision = require('./Collision');
var collision = collides(bodyA, bodyB, pairs);
if (collision) {
collisions.push(collision);
collisions[collisionIndex++] = collision;
}
} else {
var partsAStart = partsALength > 1 ? 1 : 0,
@ -126,7 +129,7 @@ var Collision = require('./Collision');
var collision = collides(partA, partB, pairs);
if (collision) {
collisions.push(collision);
collisions[collisionIndex++] = collision;
}
}
}
@ -134,6 +137,10 @@ var Collision = require('./Collision');
}
}
if (collisions.length !== collisionIndex) {
collisions.length = collisionIndex;
}
return collisions;
};
@ -180,6 +187,13 @@ var Collision = require('./Collision');
* @default []
*/
/**
* The array of `Matter.Collision` found in the last call to `Detector.collisions` on this detector.
* @property collisions
* @type collision[]
* @default []
*/
/**
* Optional. A `Matter.Pairs` object from which previous collision objects may be reused. Intended for internal `Matter.Engine` usage.
* @property pairs

View file

@ -28,11 +28,10 @@ var Contact = require('./Contact');
bodyA: bodyA,
bodyB: bodyB,
collision: collision,
contacts: [],
activeContacts: [],
contacts: [Contact.create(), Contact.create()],
contactCount: 0,
separation: 0,
isActive: true,
confirmedActive: true,
isSensor: bodyA.isSensor || bodyB.isSensor,
timeCreated: timestamp,
timeUpdated: timestamp,
@ -56,12 +55,11 @@ var Contact = require('./Contact');
* @param {number} timestamp
*/
Pair.update = function(pair, collision, timestamp) {
var contacts = pair.contacts,
supports = collision.supports,
activeContacts = pair.activeContacts,
var supports = collision.supports,
supportCount = collision.supportCount,
contacts = pair.contacts,
parentA = collision.parentA,
parentB = collision.parentB,
parentAVerticesLength = parentA.vertices.length;
parentB = collision.parentB;
pair.isActive = true;
pair.timeUpdated = timestamp;
@ -73,20 +71,24 @@ var Contact = require('./Contact');
pair.restitution = parentA.restitution > parentB.restitution ? parentA.restitution : parentB.restitution;
pair.slop = parentA.slop > parentB.slop ? parentA.slop : parentB.slop;
pair.contactCount = supportCount;
collision.pair = pair;
activeContacts.length = 0;
for (var i = 0; i < supports.length; i++) {
var support = supports[i],
contactId = support.body === parentA ? support.index : parentAVerticesLength + support.index,
contact = contacts[contactId];
if (contact) {
activeContacts.push(contact);
} else {
activeContacts.push(contacts[contactId] = Contact.create(support));
}
var supportA = supports[0],
contactA = contacts[0],
supportB = supports[1],
contactB = contacts[1];
// match contacts to supports
if (contactB.vertex === supportA || contactA.vertex === supportB) {
contacts[1] = contactA;
contacts[0] = contactA = contactB;
contactB = contacts[1];
}
// update contacts
contactA.vertex = supportA;
contactB.vertex = supportB;
};
/**
@ -102,7 +104,7 @@ var Contact = require('./Contact');
pair.timeUpdated = timestamp;
} else {
pair.isActive = false;
pair.activeContacts.length = 0;
pair.contactCount = 0;
}
};
@ -114,11 +116,8 @@ var Contact = require('./Contact');
* @return {string} Unique pairId
*/
Pair.id = function(bodyA, bodyB) {
if (bodyA.id < bodyB.id) {
return 'A' + bodyA.id + 'B' + bodyB.id;
} else {
return 'A' + bodyB.id + 'B' + bodyA.id;
}
return bodyA.id < bodyB.id ? bodyA.id.toString(36) + ':' + bodyB.id.toString(36)
: bodyB.id.toString(36) + ':' + bodyA.id.toString(36);
};
})();

View file

@ -37,27 +37,24 @@ var Common = require('../core/Common');
* @param {number} timestamp
*/
Pairs.update = function(pairs, collisions, timestamp) {
var pairsList = pairs.list,
pairsListLength = pairsList.length,
var pairUpdate = Pair.update,
pairCreate = Pair.create,
pairSetActive = Pair.setActive,
pairsTable = pairs.table,
collisionsLength = collisions.length,
pairsList = pairs.list,
pairsListLength = pairsList.length,
pairsListIndex = pairsListLength,
collisionStart = pairs.collisionStart,
collisionEnd = pairs.collisionEnd,
collisionActive = pairs.collisionActive,
collisionsLength = collisions.length,
collisionStartIndex = 0,
collisionEndIndex = 0,
collisionActiveIndex = 0,
collision,
pairIndex,
pair,
i;
// clear collision state arrays, but maintain old reference
collisionStart.length = 0;
collisionEnd.length = 0;
collisionActive.length = 0;
for (i = 0; i < pairsListLength; i++) {
pairsList[i].confirmedActive = false;
}
for (i = 0; i < collisionsLength; i++) {
collision = collisions[i];
pair = collision.pair;
@ -66,49 +63,62 @@ var Common = require('../core/Common');
// pair already exists (but may or may not be active)
if (pair.isActive) {
// pair exists and is active
collisionActive.push(pair);
} else {
// pair exists but was inactive, so a collision has just started again
collisionStart.push(pair);
collisionActive[collisionActiveIndex++] = pair;
}
// update the pair
Pair.update(pair, collision, timestamp);
pair.confirmedActive = true;
pairUpdate(pair, collision, timestamp);
} else {
// pair did not exist, create a new pair
pair = Pair.create(collision, timestamp);
pair = pairCreate(collision, timestamp);
pairsTable[pair.id] = pair;
// push the new pair
collisionStart.push(pair);
pairsList.push(pair);
// add the new pair
collisionStart[collisionStartIndex++] = pair;
pairsList[pairsListIndex++] = pair;
}
}
// find pairs that are no longer active
var removePairIndex = [];
pairsListIndex = 0;
pairsListLength = pairsList.length;
for (i = 0; i < pairsListLength; i++) {
pair = pairsList[i];
if (!pair.confirmedActive) {
Pair.setActive(pair, false, timestamp);
collisionEnd.push(pair);
// pair is active if updated this timestep
if (pair.timeUpdated >= timestamp) {
// keep active pairs
pairsList[pairsListIndex++] = pair;
} else {
pairSetActive(pair, false, timestamp);
if (!pair.collision.bodyA.isSleeping && !pair.collision.bodyB.isSleeping) {
removePairIndex.push(i);
// keep inactive pairs if both bodies may be sleeping
if (pair.collision.bodyA.sleepCounter > 0 && pair.collision.bodyB.sleepCounter > 0) {
pairsList[pairsListIndex++] = pair;
} else {
// remove inactive pairs if either body awake
collisionEnd[collisionEndIndex++] = pair;
delete pairsTable[pair.id];
}
}
}
// remove inactive pairs
for (i = 0; i < removePairIndex.length; i++) {
pairIndex = removePairIndex[i] - i;
pair = pairsList[pairIndex];
pairsList.splice(pairIndex, 1);
delete pairsTable[pair.id];
// update array lengths if changed
if (pairsList.length !== pairsListIndex) {
pairsList.length = pairsListIndex;
}
if (collisionStart.length !== collisionStartIndex) {
collisionStart.length = collisionStartIndex;
}
if (collisionEnd.length !== collisionEndIndex) {
collisionEnd.length = collisionEndIndex;
}
if (collisionActive.length !== collisionActiveIndex) {
collisionActive.length = collisionActiveIndex;
}
};

View file

@ -29,7 +29,7 @@ var Bounds = require('../geometry/Bounds');
Resolver.preSolvePosition = function(pairs) {
var i,
pair,
activeCount,
contactCount,
pairsLength = pairs.length;
// find total contacts on each body
@ -39,9 +39,9 @@ var Bounds = require('../geometry/Bounds');
if (!pair.isActive)
continue;
activeCount = pair.activeContacts.length;
pair.collision.parentA.totalContacts += activeCount;
pair.collision.parentB.totalContacts += activeCount;
contactCount = pair.contactCount;
pair.collision.parentA.totalContacts += contactCount;
pair.collision.parentB.totalContacts += contactCount;
}
};
@ -79,8 +79,8 @@ var Bounds = require('../geometry/Bounds');
// get current separation between body edges involved in collision
pair.separation =
normal.x * (bodyB.positionImpulse.x + collision.penetration.x - bodyA.positionImpulse.x)
+ normal.y * (bodyB.positionImpulse.y + collision.penetration.y - bodyA.positionImpulse.y);
collision.depth + normal.x * (bodyB.positionImpulse.x - bodyA.positionImpulse.x)
+ normal.y * (bodyB.positionImpulse.y - bodyA.positionImpulse.y);
}
for (i = 0; i < pairsLength; i++) {
@ -176,8 +176,8 @@ var Bounds = require('../geometry/Bounds');
if (!pair.isActive || pair.isSensor)
continue;
var contacts = pair.activeContacts,
contactsLength = contacts.length,
var contacts = pair.contacts,
contactCount = pair.contactCount,
collision = pair.collision,
bodyA = collision.parentA,
bodyB = collision.parentB,
@ -185,7 +185,7 @@ var Bounds = require('../geometry/Bounds');
tangent = collision.tangent;
// resolve each contact
for (j = 0; j < contactsLength; j++) {
for (j = 0; j < contactCount; j++) {
var contact = contacts[j],
contactVertex = contact.vertex,
normalImpulse = contact.normalImpulse,
@ -248,28 +248,26 @@ 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,
contacts = pair.activeContacts,
contactsLength = contacts.length,
contactShare = 1 / contactsLength,
inverseMassTotal = bodyA.inverseMass + bodyB.inverseMass,
friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier;
inverseMassTotal = pair.inverseMass,
friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier,
contacts = pair.contacts,
contactCount = pair.contactCount,
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 < contactsLength; j++) {
for (j = 0; j < contactCount; j++) {
var contact = contacts[j],
contactVertex = contact.vertex;
@ -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;

View file

@ -60,6 +60,7 @@ var Body = require('../body/Body');
engine.world = options.world || Composite.create({ label: 'World' });
engine.pairs = options.pairs || Pairs.create();
engine.detector = options.detector || Detector.create();
engine.detector.pairs = engine.pairs;
// for temporary back compatibility only
engine.grid = { buckets: [] };
@ -138,7 +139,6 @@ var Body = require('../body/Body');
Constraint.postSolveAll(allBodies);
// find all collisions
detector.pairs = engine.pairs;
var collisions = Detector.collisions(detector);
// update collision pairs

View file

@ -1209,8 +1209,8 @@ var Mouse = require('../core/Mouse');
continue;
collision = pair.collision;
for (j = 0; j < pair.activeContacts.length; j++) {
var contact = pair.activeContacts[j],
for (j = 0; j < pair.contactCount; j++) {
var contact = pair.contacts[j],
vertex = contact.vertex;
c.rect(vertex.x - 1.5, vertex.y - 1.5, 3.5, 3.5);
}
@ -1234,13 +1234,13 @@ var Mouse = require('../core/Mouse');
collision = pair.collision;
if (pair.activeContacts.length > 0) {
var normalPosX = pair.activeContacts[0].vertex.x,
normalPosY = pair.activeContacts[0].vertex.y;
if (pair.contactCount > 0) {
var normalPosX = pair.contacts[0].vertex.x,
normalPosY = pair.contacts[0].vertex.y;
if (pair.activeContacts.length === 2) {
normalPosX = (pair.activeContacts[0].vertex.x + pair.activeContacts[1].vertex.x) / 2;
normalPosY = (pair.activeContacts[0].vertex.y + pair.activeContacts[1].vertex.y) / 2;
if (pair.contactCount === 2) {
normalPosX = (pair.contacts[0].vertex.x + pair.contacts[1].vertex.x) / 2;
normalPosY = (pair.contacts[0].vertex.y + pair.contacts[1].vertex.y) / 2;
}
if (collision.bodyB === collision.supports[0].body || collision.bodyA.isStatic === true) {