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improve Matter.Engine docs
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1 changed files with 14 additions and 5 deletions
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@ -71,7 +71,7 @@ var Body = require('../body/Body');
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};
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/**
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* Moves the simulation forward in time by `delta` ms.
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* Moves the simulation forward in time by `delta` milliseconds.
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* Triggers `beforeUpdate` and `afterUpdate` events.
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* Triggers `collisionStart`, `collisionActive` and `collisionEnd` events.
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* @method update
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@ -244,7 +244,9 @@ var Body = require('../body/Body');
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};
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/**
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* Applies a mass dependant force to all given bodies.
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* Applies gravitational acceleration to all `bodies`.
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* This models a [uniform gravitational field](https://en.wikipedia.org/wiki/Gravity_of_Earth), similar to near the surface of a planet.
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*
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* @method _bodiesApplyGravity
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* @private
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* @param {body[]} bodies
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@ -264,7 +266,7 @@ var Body = require('../body/Body');
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if (body.isStatic || body.isSleeping)
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continue;
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// apply gravity
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// add the resultant force of gravity
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body.force.y += body.mass * gravity.y * gravityScale;
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body.force.x += body.mass * gravity.x * gravityScale;
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}
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@ -500,7 +502,14 @@ var Body = require('../body/Body');
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*/
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/**
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* The gravity to apply on all bodies in `engine.world`.
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* An optional gravitational acceleration applied to all bodies in `engine.world` on every update.
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*
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* This models a [uniform gravitational field](https://en.wikipedia.org/wiki/Gravity_of_Earth), similar to near the surface of a planet. For gravity in other contexts, disable this and apply forces as needed.
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*
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* To disable set the `scale` component to `0`.
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*
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* This is split into three components for ease of use:
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* a normalised direction (`x` and `y`) and magnitude (`scale`).
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*
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* @property gravity
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* @type object
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@ -523,7 +532,7 @@ var Body = require('../body/Body');
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*/
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/**
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* The gravity scale factor.
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* The magnitude of the gravitational acceleration.
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*
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* @property gravity.scale
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* @type object
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