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changed engine.timeScale to engine.timing.timeScale
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parent
e8dba617de
commit
5830311daa
2 changed files with 12 additions and 10 deletions
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@ -49,7 +49,8 @@ var Engine = {};
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delta: _delta,
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correction: 1,
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deltaMin: 1000 / _fps,
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deltaMax: 1000 / (_fps * 0.5)
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deltaMax: 1000 / (_fps * 0.5),
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timeScale: 1
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},
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render: {
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element: element,
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@ -127,16 +128,16 @@ var Engine = {};
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delta = Math.min.apply(null, deltaHistory);
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// limit delta
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delta = delta < engine.timing.deltaMin ? engine.timing.deltaMin : delta;
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delta = delta > engine.timing.deltaMax ? engine.timing.deltaMax : delta;
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delta = delta < timing.deltaMin ? timing.deltaMin : delta;
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delta = delta > timing.deltaMax ? timing.deltaMax : delta;
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// time correction for delta
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correction = delta / timing.delta;
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// time correction for time scaling
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if (timeScalePrev !== 0)
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correction *= engine.timeScale / timeScalePrev;
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timeScalePrev = engine.timeScale;
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correction *= timing.timeScale / timeScalePrev;
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timeScalePrev = timing.timeScale;
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// update engine timing object
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timing.timestamp = timestamp;
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@ -238,6 +239,7 @@ var Engine = {};
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*/
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Engine.update = function(engine, delta, correction) {
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var world = engine.world,
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timing = engine.timing,
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broadphase = engine.broadphase[engine.broadphase.current],
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broadphasePairs = [],
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i;
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@ -257,11 +259,11 @@ var Engine = {};
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Body.applyGravityAll(allBodies, world.gravity);
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// update all body position and rotation by integration
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Body.updateAll(allBodies, delta * engine.timeScale, correction, world.bounds);
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Body.updateAll(allBodies, delta * timing.timeScale, correction, world.bounds);
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// update all constraints
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for (i = 0; i < engine.constraintIterations; i++) {
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Constraint.solveAll(allConstraints, engine.timeScale);
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Constraint.solveAll(allConstraints, timing.timeScale);
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}
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Constraint.postSolveAll(allBodies);
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@ -286,7 +288,7 @@ var Engine = {};
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// update collision pairs
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var pairs = engine.pairs,
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timestamp = engine.timing.timestamp;
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timestamp = timing.timestamp;
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Pairs.update(pairs, collisions, timestamp);
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Pairs.removeOld(pairs, timestamp);
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@ -302,7 +304,7 @@ var Engine = {};
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// iteratively resolve position between collisions
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for (i = 0; i < engine.positionIterations; i++) {
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Resolver.solvePosition(pairs.list, engine.timeScale * engine.timing.correction);
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Resolver.solvePosition(pairs.list, timing.timeScale * timing.correction);
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}
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Resolver.postSolvePosition(allBodies);
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@ -168,7 +168,7 @@ var Gui = {};
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Composite.setModified(engine.world, true, false, false);
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});
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physics.add(engine, 'timeScale', 0, 1.2).step(0.05);
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physics.add(engine.timing, 'timeScale', 0, 1.2).step(0.05);
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physics.add(engine, 'velocityIterations', 1, 10).step(1);
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physics.add(engine, 'positionIterations', 1, 10).step(1);
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physics.add(engine, 'enabled');
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