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refactor body base delta constant
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1 changed files with 8 additions and 26 deletions
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@ -25,25 +25,7 @@ var Axes = require('../geometry/Axes');
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Body._nextCollidingGroupId = 1;
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Body._nextCollidingGroupId = 1;
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Body._nextNonCollidingGroupId = -1;
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Body._nextNonCollidingGroupId = -1;
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Body._nextCategory = 0x0001;
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Body._nextCategory = 0x0001;
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Body._baseDelta = 1000 / 60;
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/**
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* The constant unit of time in milliseconds in relation to getting or setting body
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* speed, velocity or force related properties or methods (except friction related).
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*
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* This defaults to `1000 / 60` milliseconds.
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* To use 1 second (as in the [SI base time unit](https://en.wikipedia.org/wiki/SI_base_unit)) then set this value to `1000`.
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*
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* _Note about the default:_ For ease of use in browser games and compatibility with previous versions, the current default time unit
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* is chosen so that with the default engine delta `1000 / 60` milliseconds and default rendering at _1:1_, velocity matches _pixels_ per _frame_.
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*
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* If your project requires real-world metrics or a different engine delta, consider using SI units shown above instead of this default.
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*
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* @static
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* @property timeUnit
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* @type number
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* @default 1000 / 60
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*/
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Body.timeUnit = 1000 / 60;
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/**
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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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* 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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@ -551,7 +533,7 @@ var Axes = require('../geometry/Axes');
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* @param {vector} velocity
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* @param {vector} velocity
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*/
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*/
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Body.setVelocity = function(body, velocity) {
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Body.setVelocity = function(body, velocity) {
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var timeScale = body.deltaTime / Body.timeUnit;
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var timeScale = body.deltaTime / Body._baseDelta;
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body.positionPrev.x = body.position.x - velocity.x * timeScale;
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body.positionPrev.x = body.position.x - velocity.x * timeScale;
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body.positionPrev.y = body.position.y - velocity.y * timeScale;
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body.positionPrev.y = body.position.y - velocity.y * timeScale;
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body.velocity.x = (body.position.x - body.positionPrev.x) / timeScale;
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body.velocity.x = (body.position.x - body.positionPrev.x) / timeScale;
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@ -566,7 +548,7 @@ var Axes = require('../geometry/Axes');
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* @return {vector} velocity
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* @return {vector} velocity
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*/
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*/
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Body.getVelocity = function(body) {
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Body.getVelocity = function(body) {
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var timeScale = Body.timeUnit / body.deltaTime;
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var timeScale = Body._baseDelta / body.deltaTime;
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return {
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return {
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x: (body.position.x - body.positionPrev.x) * timeScale,
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x: (body.position.x - body.positionPrev.x) * timeScale,
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@ -604,7 +586,7 @@ var Axes = require('../geometry/Axes');
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* @param {number} velocity
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* @param {number} velocity
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*/
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*/
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Body.setAngularVelocity = function(body, velocity) {
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Body.setAngularVelocity = function(body, velocity) {
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var timeScale = body.deltaTime / Body.timeUnit;
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var timeScale = body.deltaTime / Body._baseDelta;
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body.anglePrev = body.angle - velocity * timeScale;
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body.anglePrev = body.angle - velocity * timeScale;
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body.angularVelocity = (body.angle - body.anglePrev) / timeScale;
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body.angularVelocity = (body.angle - body.anglePrev) / timeScale;
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body.angularSpeed = Math.abs(body.angularVelocity);
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body.angularSpeed = Math.abs(body.angularVelocity);
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@ -617,7 +599,7 @@ var Axes = require('../geometry/Axes');
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* @return {number} angular velocity
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* @return {number} angular velocity
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*/
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*/
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Body.getAngularVelocity = function(body) {
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Body.getAngularVelocity = function(body) {
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return (body.angle - body.anglePrev) * Body.timeUnit / body.deltaTime;
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return (body.angle - body.anglePrev) * Body._baseDelta / body.deltaTime;
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};
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};
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/**
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/**
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@ -802,12 +784,12 @@ var Axes = require('../geometry/Axes');
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};
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};
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/**
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/**
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* Updates properties `body.velocity`, `body.speed`, `body.angularVelocity` and `body.angularSpeed` which are normalised in relation to `Body.timeUnit`.
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* Updates properties `body.velocity`, `body.speed`, `body.angularVelocity` and `body.angularSpeed` which are normalised in relation to `Body._baseDelta`.
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* @method updateVelocities
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* @method updateVelocities
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* @param {body} body
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* @param {body} body
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*/
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*/
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Body.updateVelocities = function(body) {
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Body.updateVelocities = function(body) {
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var timeScale = Body.timeUnit / body.deltaTime,
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var timeScale = Body._baseDelta / body.deltaTime,
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bodyVelocity = body.velocity;
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bodyVelocity = body.velocity;
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bodyVelocity.x = (body.position.x - body.positionPrev.x) * timeScale;
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bodyVelocity.x = (body.position.x - body.positionPrev.x) * timeScale;
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@ -831,7 +813,7 @@ var Axes = require('../geometry/Axes');
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* @param {vector} force
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* @param {vector} force
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*/
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*/
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Body.applyForce = function(body, position, force) {
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Body.applyForce = function(body, position, force) {
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var timeScale = body.deltaTime / Body.timeUnit;
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var timeScale = body.deltaTime / Body._baseDelta;
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body.force.x += force.x / timeScale;
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body.force.x += force.x / timeScale;
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body.force.y += force.y / timeScale;
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body.force.y += force.y / timeScale;
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var offset = { x: position.x - body.position.x, y: position.y - body.position.y };
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var offset = { x: position.x - body.position.x, y: position.y - body.position.y };
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