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fix v8 optimisation issues
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422c1e4dff
commit
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4 changed files with 37 additions and 29 deletions
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@ -214,7 +214,7 @@ var Common = require('../core/Common');
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* @return {string} bucket id
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*/
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var _getBucketId = function(column, row) {
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return column + ',' + row;
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return 'C' + column + 'R' + row;
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};
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/**
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@ -117,9 +117,9 @@ var Contact = require('./Contact');
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*/
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Pair.id = function(bodyA, bodyB) {
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if (bodyA.id < bodyB.id) {
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return bodyA.id + '_' + bodyB.id;
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return 'A' + bodyA.id + 'B' + bodyB.id;
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} else {
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return bodyB.id + '_' + bodyA.id;
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return 'A' + bodyB.id + 'B' + bodyA.id;
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}
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};
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@ -28,10 +28,9 @@ var Vector = require('../geometry/Vector');
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overlapBA,
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minOverlap,
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collision,
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prevCol = previousCollision,
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canReusePrevCol = false;
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if (prevCol) {
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if (previousCollision) {
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// estimate total motion
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var parentA = bodyA.parent,
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parentB = bodyB.parent,
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@ -40,20 +39,20 @@ var Vector = require('../geometry/Vector');
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// we may be able to (partially) reuse collision result
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// but only safe if collision was resting
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canReusePrevCol = prevCol && prevCol.collided && motion < 0.2;
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canReusePrevCol = previousCollision && previousCollision.collided && motion < 0.2;
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// reuse collision object
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collision = prevCol;
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collision = previousCollision;
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} else {
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collision = { collided: false, bodyA: bodyA, bodyB: bodyB };
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}
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if (prevCol && canReusePrevCol) {
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if (previousCollision && canReusePrevCol) {
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// if we can reuse the collision result
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// we only need to test the previously found axis
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var axisBodyA = collision.axisBody,
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axisBodyB = axisBodyA === bodyA ? bodyB : bodyA,
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axes = [axisBodyA.axes[prevCol.axisNumber]];
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axes = [axisBodyA.axes[previousCollision.axisNumber]];
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minOverlap = _overlapAxes(axisBodyA.vertices, axisBodyB.vertices, axes);
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collision.reused = true;
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@ -94,7 +93,6 @@ var Vector = require('../geometry/Vector');
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collision.bodyA = bodyA.id < bodyB.id ? bodyA : bodyB;
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collision.bodyB = bodyA.id < bodyB.id ? bodyB : bodyA;
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collision.collided = true;
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collision.normal = minOverlap.axis;
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collision.depth = minOverlap.overlap;
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collision.parentA = collision.bodyA.parent;
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collision.parentB = collision.bodyB.parent;
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@ -103,20 +101,27 @@ var Vector = require('../geometry/Vector');
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bodyB = collision.bodyB;
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// ensure normal is facing away from bodyA
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if (Vector.dot(collision.normal, Vector.sub(bodyB.position, bodyA.position)) > 0)
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collision.normal = Vector.neg(collision.normal);
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if (Vector.dot(minOverlap.axis, Vector.sub(bodyB.position, bodyA.position)) < 0) {
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collision.normal = {
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x: minOverlap.axis.x,
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y: minOverlap.axis.y
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};
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} else {
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collision.normal = {
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x: -minOverlap.axis.x,
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y: -minOverlap.axis.y
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};
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}
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collision.tangent = Vector.perp(collision.normal);
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collision.penetration = {
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x: collision.normal.x * collision.depth,
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y: collision.normal.y * collision.depth
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};
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collision.penetration = collision.penetration || {};
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collision.penetration.x = collision.normal.x * collision.depth;
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collision.penetration.y = collision.normal.y * collision.depth;
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// find support points, there is always either exactly one or two
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var verticesB = _findSupports(bodyA, bodyB, collision.normal),
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supports = collision.supports || [];
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supports.length = 0;
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supports = [];
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// find the supports from bodyB that are inside bodyA
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if (Vertices.contains(bodyA.vertices, verticesB[0]))
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@ -33,10 +33,8 @@ module.exports = Common;
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deepClone = true;
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}
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args = Array.prototype.slice.call(arguments, argsStart);
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for (var i = 0; i < args.length; i++) {
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var source = args[i];
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for (var i = argsStart; i < arguments.length; i++) {
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var source = arguments[i];
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if (source) {
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for (var prop in source) {
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@ -493,11 +491,10 @@ module.exports = Common;
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* @return {function} A new function that calls the passed functions in order.
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*/
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Common.chain = function() {
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var args = Array.prototype.slice.call(arguments),
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funcs = [];
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var funcs = [];
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for (var i = 0; i < args.length; i += 1) {
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var func = args[i];
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for (var i = 0; i < arguments.length; i += 1) {
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var func = arguments[i];
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if (func._chained) {
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// flatten already chained functions
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@ -508,10 +505,16 @@ module.exports = Common;
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}
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var chain = function() {
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var lastResult;
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// https://github.com/GoogleChrome/devtools-docs/issues/53#issuecomment-51941358
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var lastResult,
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args = new Array(arguments.length);
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for (var i = 0; i < funcs.length; i += 1) {
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var result = funcs[i].apply(lastResult, arguments);
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for (var i = 0, l = arguments.length; i < l; i++) {
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args[i] = arguments[i];
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}
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for (i = 0; i < funcs.length; i += 1) {
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var result = funcs[i].apply(lastResult, args);
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if (typeof result !== 'undefined') {
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lastResult = result;
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