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Spellchecking
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1 changed files with 6 additions and 6 deletions
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@ -22,7 +22,7 @@ var Body = {};
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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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* All properties have default values, and many are pre-calculated automatically based on other properties.
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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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* @method create
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* @param {} options
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* @param {} options
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* @return {body} body
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* @return {body} body
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@ -421,7 +421,7 @@ var Body = {};
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};
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};
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/**
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/**
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* Applys a mass dependant force to all given bodies.
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* Applies a mass dependant force to all given bodies.
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* @method applyGravityAll
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* @method applyGravityAll
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* @param {body[]} bodies
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* @param {body[]} bodies
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* @param {vector} gravity
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* @param {vector} gravity
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@ -440,7 +440,7 @@ var Body = {};
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};
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};
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/**
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/**
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* Applys `Body.update` to all given `bodies`.
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* Applies `Body.update` to all given `bodies`.
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* @method updateAll
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* @method updateAll
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* @param {body[]} bodies
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* @param {body[]} bodies
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* @param {number} deltaTime
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* @param {number} deltaTime
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@ -482,7 +482,7 @@ var Body = {};
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velocityPrevX = body.position.x - body.positionPrev.x,
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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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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.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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body.velocity.y = (velocityPrevY * frictionAir * correction) + (body.force.y / body.mass) * deltaTimeSquared;
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@ -491,7 +491,7 @@ var Body = {};
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body.position.x += body.velocity.x;
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body.position.x += body.velocity.x;
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body.position.y += body.velocity.y;
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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.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.anglePrev = body.angle;
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body.angle += body.angularVelocity;
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body.angle += body.angularVelocity;
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@ -566,7 +566,7 @@ var Body = {};
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*
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*
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* [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]
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* [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }]
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*
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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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* The `Vector` objects are also augmented with additional properties required for efficient collision detection.
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*
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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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* Other properties such as `inertia` and `bounds` are automatically calculated from the passed vertices (unless provided via `options`).
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