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moved private Matter.Engine functions on to namespace, closes #523
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1 changed files with 9 additions and 9 deletions
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@ -144,10 +144,10 @@ var Body = require('../body/Body');
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Sleeping.update(allBodies, timing.timeScale);
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// applies gravity to all bodies
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_bodiesApplyGravity(allBodies, world.gravity);
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Engine._bodiesApplyGravity(allBodies, world.gravity);
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// update all body position and rotation by integration
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_bodiesUpdate(allBodies, delta, timing.timeScale, correction, world.bounds);
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Engine._bodiesUpdate(allBodies, delta, timing.timeScale, correction, world.bounds);
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// update all constraints (first pass)
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Constraint.preSolveAll(allBodies);
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@ -225,7 +225,7 @@ var Body = require('../body/Body');
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// @endif
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// clear force buffers
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_bodiesClearForces(allBodies);
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Engine._bodiesClearForces(allBodies);
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Events.trigger(engine, 'afterUpdate', event);
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@ -276,11 +276,11 @@ var Body = require('../body/Body');
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/**
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* Zeroes the `body.force` and `body.torque` force buffers.
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* @method bodiesClearForces
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* @method _bodiesClearForces
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* @private
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* @param {body[]} bodies
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*/
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var _bodiesClearForces = function(bodies) {
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Engine._bodiesClearForces = function(bodies) {
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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@ -293,12 +293,12 @@ var Body = require('../body/Body');
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/**
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* Applys a mass dependant force to all given bodies.
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* @method bodiesApplyGravity
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* @method _bodiesApplyGravity
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* @private
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* @param {body[]} bodies
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* @param {vector} gravity
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*/
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var _bodiesApplyGravity = function(bodies, gravity) {
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Engine._bodiesApplyGravity = function(bodies, gravity) {
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var gravityScale = typeof gravity.scale !== 'undefined' ? gravity.scale : 0.001;
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if ((gravity.x === 0 && gravity.y === 0) || gravityScale === 0) {
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@ -319,7 +319,7 @@ var Body = require('../body/Body');
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/**
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* Applys `Body.update` to all given `bodies`.
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* @method updateAll
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* @method _bodiesUpdate
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* @private
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* @param {body[]} bodies
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* @param {number} deltaTime
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@ -329,7 +329,7 @@ var Body = require('../body/Body');
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* The Verlet correction factor (deltaTime / lastDeltaTime)
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* @param {bounds} worldBounds
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*/
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var _bodiesUpdate = function(bodies, deltaTime, timeScale, correction, worldBounds) {
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Engine._bodiesUpdate = function(bodies, deltaTime, timeScale, correction, worldBounds) {
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for (var i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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