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updated edge build
This commit is contained in:
parent
b669ea0da1
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2 changed files with 97 additions and 36 deletions
125
build/matter.js
125
build/matter.js
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@ -1,5 +1,5 @@
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/**
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* matter.js edge-master 2015-05-22
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* matter.js edge-master 2015-06-29
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* http://brm.io/matter-js/
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* License: MIT
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*/
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@ -64,7 +64,7 @@ var Body = {};
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/**
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* Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.
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* All properties have default values, and many are pre-calculated automatically based on other properties.
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* See the properites section below for detailed information on what you can pass via the `options` object.
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* See the properties section below for detailed information on what you can pass via the `options` object.
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* @method create
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* @param {} options
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* @return {body} body
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@ -557,7 +557,7 @@ var Body = {};
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velocityPrevX = body.position.x - body.positionPrev.x,
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velocityPrevY = body.position.y - body.positionPrev.y;
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// update velocity with verlet integration
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// update velocity with Verlet integration
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body.velocity.x = (velocityPrevX * frictionAir * correction) + (body.force.x / body.mass) * deltaTimeSquared;
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body.velocity.y = (velocityPrevY * frictionAir * correction) + (body.force.y / body.mass) * deltaTimeSquared;
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@ -566,7 +566,7 @@ var Body = {};
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body.position.x += body.velocity.x;
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body.position.y += body.velocity.y;
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// update angular velocity with verlet integration
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// update angular velocity with Verlet integration
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body.angularVelocity = ((body.angle - body.anglePrev) * frictionAir * correction) + (body.torque / body.inertia) * deltaTimeSquared;
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body.anglePrev = body.angle;
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body.angle += body.angularVelocity;
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@ -646,6 +646,32 @@ var Body = {};
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return properties;
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};
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/*
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*
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* Events Documentation
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*
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*/
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/**
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* Fired when a body starts sleeping (where `this` is the body).
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*
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* @event sleepStart
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* @this {body} The body that has started sleeping
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* @param {} event An event object
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired when a body ends sleeping (where `this` is the body).
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*
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* @event sleepEnd
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* @this {body} The body that has ended sleeping
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* @param {} event An event object
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/*
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*
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* Properties Documentation
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@ -710,7 +736,7 @@ var Body = {};
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*
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* [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]
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*
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* When passed via `Body.create`, the verticies are translated relative to `body.position` (i.e. world-space, and constantly updated by `Body.update` during simulation).
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* When passed via `Body.create`, the vertices are translated relative to `body.position` (i.e. world-space, and constantly updated by `Body.update` during simulation).
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* The `Vector` objects are also augmented with additional properties required for efficient collision detection.
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*
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* Other properties such as `inertia` and `bounds` are automatically calculated from the passed vertices (unless provided via `options`).
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@ -1401,7 +1427,7 @@ var Composite = {};
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* Removes all bodies, constraints and composites from the given composite
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* Optionally clearing its children recursively
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* @method clear
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* @param {world} world
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* @param {composite} composite
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* @param {boolean} keepStatic
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* @param {boolean} [deep=false]
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*/
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@ -1744,6 +1770,7 @@ var Composite = {};
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})();
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; // End src/body/Composite.js
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@ -1769,7 +1796,7 @@ var World = {};
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/**
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* Creates a new world composite. The options parameter is an object that specifies any properties you wish to override the defaults.
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* See the properites section below for detailed information on what you can pass via the `options` object.
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* See the properties section below for detailed information on what you can pass via the `options` object.
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* @method create
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* @constructor
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* @param {} options
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@ -1826,6 +1853,7 @@ var World = {};
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})();
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; // End src/body/World.js
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@ -2328,6 +2356,7 @@ var Pair = {};
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* Description
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* @method create
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* @param {collision} collision
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* @param {number} timestamp
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* @return {pair} A new pair
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*/
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Pair.create = function(collision, timestamp) {
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@ -2363,6 +2392,7 @@ var Pair = {};
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* @method update
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* @param {pair} pair
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* @param {collision} collision
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* @param {number} timestamp
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*/
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Pair.update = function(pair, collision, timestamp) {
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var contacts = pair.contacts,
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@ -2405,6 +2435,7 @@ var Pair = {};
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* @method setActive
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* @param {pair} pair
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* @param {bool} isActive
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* @param {number} timestamp
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*/
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Pair.setActive = function(pair, isActive, timestamp) {
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if (isActive) {
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@ -2472,6 +2503,7 @@ var Pairs = {};
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* @method update
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* @param {object} pairs
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* @param {collision[]} collisions
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* @param {number} timestamp
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*/
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Pairs.update = function(pairs, collisions, timestamp) {
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var pairsList = pairs.list,
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@ -2537,6 +2569,7 @@ var Pairs = {};
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* Description
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* @method removeOld
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* @param {object} pairs
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* @param {number} timestamp
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*/
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Pairs.removeOld = function(pairs, timestamp) {
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var pairsList = pairs.list,
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@ -2574,9 +2607,9 @@ var Pairs = {};
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/**
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* Clears the given pairs structure
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* @method create
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* @param {object} options
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* @method clear
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* @param {pairs} pairs
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* @return {pairs} pairs
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*/
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Pairs.clear = function(pairs) {
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pairs.table = {};
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@ -2589,6 +2622,7 @@ var Pairs = {};
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})();
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; // End src/collision/Pairs.js
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@ -2920,6 +2954,7 @@ var Resolver = {};
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* Description
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* @method solveVelocity
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* @param {pair[]} pairs
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* @param {number} timeScale
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*/
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Resolver.solveVelocity = function(pairs, timeScale) {
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var timeScaleSquared = timeScale * timeScale,
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})();
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; // End src/collision/Resolver.js
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@ -3312,10 +3348,10 @@ var SAT = {};
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* @class Constraint
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*/
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// TODO: fix instabillity issues with torque
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// TODO: fix instability issues with torque
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// TODO: linked constraints
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// TODO: breakable constraints
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// TODO: collidable constraints
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// TODO: collision constraints
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// TODO: allow constrained bodies to sleep
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// TODO: handle 0 length constraints properly
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// TODO: impulse caching and warming
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@ -3330,7 +3366,7 @@ var Constraint = {};
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/**
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* Creates a new constraint.
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* All properties have default values, and many are pre-calculated automatically based on other properties.
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* See the properites section below for detailed information on what you can pass via the `options` object.
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* See the properties section below for detailed information on what you can pass via the `options` object.
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* @method create
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* @param {} options
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* @return {constraint} constraint
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@ -3503,8 +3539,8 @@ var Constraint = {};
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Sleeping.set(bodyA, false);
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// clamp to prevent instabillity
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// TODO: solve this properlly
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// clamp to prevent instability
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// TODO: solve this properly
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torque = Common.clamp(torque, -0.01, 0.01);
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// keep track of applied impulses for post solving
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Sleeping.set(bodyB, false);
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// clamp to prevent instabillity
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// TODO: solve this properlly
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// clamp to prevent instability
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// TODO: solve this properly
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torque = Common.clamp(torque, -0.01, 0.01);
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// keep track of applied impulses for post solving
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/**
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* A `Number` that specifies the target resting length of the constraint.
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* It is calculated automatically in `Constraint.create` from intial positions of the `constraint.bodyA` and `constraint.bodyB`.
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* It is calculated automatically in `Constraint.create` from initial positions of the `constraint.bodyA` and `constraint.bodyB`.
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*
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* @property length
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* @type number
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@ -3693,6 +3729,7 @@ var Constraint = {};
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})();
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; // End src/constraint/Constraint.js
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/**
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* Creates a new mouse constraint.
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* All properties have default values, and many are pre-calculated automatically based on other properties.
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* See the properites section below for detailed information on what you can pass via the `options` object.
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* See the properties section below for detailed information on what you can pass via the `options` object.
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* @method create
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* @param {engine} engine
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* @param {} options
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@ -3818,7 +3855,7 @@ var MouseConstraint = {};
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* Triggers mouse constraint events
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* @method _triggerEvents
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* @private
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* @param {mouse} mouse
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* @param {mouse} mouseConstraint
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*/
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var _triggerEvents = function(mouseConstraint) {
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var mouse = mouseConstraint.mouse,
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@ -4159,7 +4196,7 @@ var Common = {};
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/**
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* Description
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* @method now
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* @return {number} the current timestamp (high-res if avaliable)
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* @return {number} the current timestamp (high-res if available)
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*/
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Common.now = function() {
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// http://stackoverflow.com/questions/221294/how-do-you-get-a-timestamp-in-javascript
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})();
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; // End src/core/Common.js
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@ -4294,7 +4332,7 @@ var Engine = {};
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/**
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* Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.
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* All properties have default values, and many are pre-calculated automatically based on other properties.
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* See the properites section below for detailed information on what you can pass via the `options` object.
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* See the properties section below for detailed information on what you can pass via the `options` object.
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* @method create
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* @param {HTMLElement} element
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* @param {object} [options]
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@ -4324,10 +4362,6 @@ var Engine = {};
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isFixed: false,
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frameRequestId: 0
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},
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render: {
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element: element,
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controller: Render
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},
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broadphase: {
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controller: Grid
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}
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@ -4335,7 +4369,17 @@ var Engine = {};
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var engine = Common.extend(defaults, options);
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engine.render = engine.render.controller.create(engine.render);
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if (element && !engine.render) {
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engine.render = {
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element: element,
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controller: Render
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};
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}
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if (engine.render && engine.render.controller) {
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engine.render = engine.render.controller.create(engine.render);
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}
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engine.world = World.create(engine.world);
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engine.pairs = Pairs.create();
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engine.broadphase = engine.broadphase.controller.create(engine.broadphase);
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/**
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* Renders the world by calling its defined renderer `engine.render.controller`. Triggers `beforeRender` and `afterRender` events.
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* @method render
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* @param {engine} engineA
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* @param {engine} engineB
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* @param {engine} engine
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*/
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Engine.render = function(engine) {
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// create an event object
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@ -4772,8 +4815,8 @@ var Engine = {};
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/**
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* A `Boolean` that specifies if the `Engine.run` game loop should use a fixed timestep (otherwise it is variable).
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* If timing is fixed, then the apparant simulation speed will change depending on the frame rate (but behaviour will be deterministic).
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* If the timing is variable, then the apparant simulation speed will be constant (approximately, but at the cost of determininism).
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* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
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* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
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*
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* @property timing.isFixed
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* @type boolean
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/**
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* A `Number` that specifies the time step between updates in milliseconds.
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* If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
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* If it is `false`, then `delta` can dynamically change to maintain the correct apparant simulation speed.
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* If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
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*
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* @property timing.delta
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* @type number
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@ -4833,6 +4876,7 @@ var Engine = {};
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})();
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; // End src/core/Engine.js
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@ -5097,6 +5141,7 @@ var Mouse = {};
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* Sets the offset
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* @method setOffset
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* @param {mouse} mouse
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* @param {vector} offset
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*/
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Mouse.setOffset = function(mouse, offset) {
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mouse.offset.x = offset.x;
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* Sets the scale
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* @method setScale
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* @param {mouse} mouse
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* @param {vector} scale
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*/
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Mouse.setScale = function(mouse, scale) {
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mouse.scale.x = scale.x;
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@ -5171,6 +5217,11 @@ var Runner = {};
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(function() {
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if (typeof window === 'undefined') {
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// TODO: support Runner on non-browser environments.
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return;
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}
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var _fps = 60,
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_deltaSampleSize = _fps,
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_delta = 1000 / _fps;
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* @param {boolean} isSleeping
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*/
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Sleeping.set = function(body, isSleeping) {
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var wasSleeping = body.isSleeping;
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if (isSleeping) {
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body.isSleeping = true;
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body.sleepCounter = body.sleepThreshold;
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@ -5397,9 +5450,17 @@ var Sleeping = {};
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body.speed = 0;
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body.angularSpeed = 0;
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body.motion = 0;
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if (!wasSleeping) {
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Events.trigger(body, 'sleepStart');
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}
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} else {
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body.isSleeping = false;
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body.sleepCounter = 0;
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if (wasSleeping) {
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Events.trigger(body, 'sleepEnd');
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}
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}
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};
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@ -7171,7 +7232,7 @@ var Render = {};
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/**
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* Creates a new renderer. The options parameter is an object that specifies any properties you wish to override the defaults.
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* All properties have default values, and many are pre-calculated automatically based on other properties.
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* See the properites section below for detailed information on what you can pass via the `options` object.
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* See the properties section below for detailed information on what you can pass via the `options` object.
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* @method create
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* @param {object} [options]
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* @return {render} A new renderer
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8
build/matter.min.js
vendored
8
build/matter.min.js
vendored
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