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use speed getter in Matter.Sleeping and Matter.Render
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2 changed files with 10 additions and 5 deletions
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@ -8,6 +8,7 @@ var Sleeping = {};
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module.exports = Sleeping;
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var Body = require('../body/Body');
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var Events = require('./Events');
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var Common = require('./Common');
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@ -25,12 +26,14 @@ var Common = require('./Common');
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*/
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Sleeping.update = function(bodies, delta) {
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var timeScale = delta / Common._timeUnit,
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motionSleepThreshold = Sleeping._motionSleepThreshold * timeScale * timeScale;
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motionSleepThreshold = Sleeping._motionSleepThreshold;
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// update bodies sleeping status
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i],
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motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed;
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speed = Body.getSpeed(body),
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angularSpeed = Body.getAngularSpeed(body),
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motion = speed * speed + angularSpeed * angularSpeed;
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// wake up bodies if they have a force applied
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if (body.force.x !== 0 || body.force.y !== 0) {
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@ -63,8 +66,7 @@ var Common = require('./Common');
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* @param {number} delta
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*/
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Sleeping.afterCollisions = function(pairs, delta) {
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var timeScale = delta / Common._timeUnit,
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motionSleepThreshold = Sleeping._motionSleepThreshold * timeScale * timeScale;
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var motionSleepThreshold = Sleeping._motionSleepThreshold;
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// wake up bodies involved in collisions
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for (var i = 0; i < pairs.length; i++) {
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@ -10,6 +10,7 @@ var Render = {};
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module.exports = Render;
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var Body = require('../body/Body');
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var Common = require('../core/Common');
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var Composite = require('../body/Composite');
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var Bounds = require('../geometry/Bounds');
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@ -1106,8 +1107,10 @@ var Mouse = require('../core/Mouse');
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if (!body.render.visible)
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continue;
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var velocity = Body.getVelocity(body);
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c.moveTo(body.position.x, body.position.y);
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c.lineTo(body.position.x + body.velocity.x * 2, body.position.y + body.velocity.y * 2);
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c.lineTo(body.position.x + velocity.x, body.position.y + velocity.y);
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}
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c.lineWidth = 3;
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