mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-27 09:50:52 -05:00
Merge pull request #1238 from liabru/performance-2
Improved performance and reduced memory usage
This commit is contained in:
commit
4e6a8d90ff
10 changed files with 197 additions and 158 deletions
|
@ -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 }),
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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
|
||||
*/
|
||||
|
||||
})();
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
};
|
||||
|
||||
})();
|
||||
|
|
|
@ -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;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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) {
|
||||
|
|
Loading…
Reference in a new issue