mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-23 09:26:51 -05:00
refactor body base delta constant
This commit is contained in:
parent
dc46472720
commit
66e291b57d
1 changed files with 8 additions and 26 deletions
|
@ -25,25 +25,7 @@ var Axes = require('../geometry/Axes');
|
|||
Body._nextCollidingGroupId = 1;
|
||||
Body._nextNonCollidingGroupId = -1;
|
||||
Body._nextCategory = 0x0001;
|
||||
|
||||
/**
|
||||
* The constant unit of time in milliseconds in relation to getting or setting body
|
||||
* speed, velocity or force related properties or methods (except friction related).
|
||||
*
|
||||
* This defaults to `1000 / 60` milliseconds.
|
||||
* 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`.
|
||||
*
|
||||
* _Note about the default:_ For ease of use in browser games and compatibility with previous versions, the current default time unit
|
||||
* is chosen so that with the default engine delta `1000 / 60` milliseconds and default rendering at _1:1_, velocity matches _pixels_ per _frame_.
|
||||
*
|
||||
* If your project requires real-world metrics or a different engine delta, consider using SI units shown above instead of this default.
|
||||
*
|
||||
* @static
|
||||
* @property timeUnit
|
||||
* @type number
|
||||
* @default 1000 / 60
|
||||
*/
|
||||
Body.timeUnit = 1000 / 60;
|
||||
Body._baseDelta = 1000 / 60;
|
||||
|
||||
/**
|
||||
* Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults.
|
||||
|
@ -551,7 +533,7 @@ var Axes = require('../geometry/Axes');
|
|||
* @param {vector} velocity
|
||||
*/
|
||||
Body.setVelocity = function(body, velocity) {
|
||||
var timeScale = body.deltaTime / Body.timeUnit;
|
||||
var timeScale = body.deltaTime / Body._baseDelta;
|
||||
body.positionPrev.x = body.position.x - velocity.x * timeScale;
|
||||
body.positionPrev.y = body.position.y - velocity.y * timeScale;
|
||||
body.velocity.x = (body.position.x - body.positionPrev.x) / timeScale;
|
||||
|
@ -566,7 +548,7 @@ var Axes = require('../geometry/Axes');
|
|||
* @return {vector} velocity
|
||||
*/
|
||||
Body.getVelocity = function(body) {
|
||||
var timeScale = Body.timeUnit / body.deltaTime;
|
||||
var timeScale = Body._baseDelta / body.deltaTime;
|
||||
|
||||
return {
|
||||
x: (body.position.x - body.positionPrev.x) * timeScale,
|
||||
|
@ -604,7 +586,7 @@ var Axes = require('../geometry/Axes');
|
|||
* @param {number} velocity
|
||||
*/
|
||||
Body.setAngularVelocity = function(body, velocity) {
|
||||
var timeScale = body.deltaTime / Body.timeUnit;
|
||||
var timeScale = body.deltaTime / Body._baseDelta;
|
||||
body.anglePrev = body.angle - velocity * timeScale;
|
||||
body.angularVelocity = (body.angle - body.anglePrev) / timeScale;
|
||||
body.angularSpeed = Math.abs(body.angularVelocity);
|
||||
|
@ -617,7 +599,7 @@ var Axes = require('../geometry/Axes');
|
|||
* @return {number} angular velocity
|
||||
*/
|
||||
Body.getAngularVelocity = function(body) {
|
||||
return (body.angle - body.anglePrev) * Body.timeUnit / body.deltaTime;
|
||||
return (body.angle - body.anglePrev) * Body._baseDelta / body.deltaTime;
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -802,12 +784,12 @@ var Axes = require('../geometry/Axes');
|
|||
};
|
||||
|
||||
/**
|
||||
* Updates properties `body.velocity`, `body.speed`, `body.angularVelocity` and `body.angularSpeed` which are normalised in relation to `Body.timeUnit`.
|
||||
* Updates properties `body.velocity`, `body.speed`, `body.angularVelocity` and `body.angularSpeed` which are normalised in relation to `Body._baseDelta`.
|
||||
* @method updateVelocities
|
||||
* @param {body} body
|
||||
*/
|
||||
Body.updateVelocities = function(body) {
|
||||
var timeScale = Body.timeUnit / body.deltaTime,
|
||||
var timeScale = Body._baseDelta / body.deltaTime,
|
||||
bodyVelocity = body.velocity;
|
||||
|
||||
bodyVelocity.x = (body.position.x - body.positionPrev.x) * timeScale;
|
||||
|
@ -831,7 +813,7 @@ var Axes = require('../geometry/Axes');
|
|||
* @param {vector} force
|
||||
*/
|
||||
Body.applyForce = function(body, position, force) {
|
||||
var timeScale = body.deltaTime / Body.timeUnit;
|
||||
var timeScale = body.deltaTime / Body._baseDelta;
|
||||
body.force.x += force.x / timeScale;
|
||||
body.force.y += force.y / timeScale;
|
||||
var offset = { x: position.x - body.position.x, y: position.y - body.position.y };
|
||||
|
|
Loading…
Reference in a new issue