mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-27 09:50:52 -05:00
improved constraint performance
This commit is contained in:
parent
419a4300cc
commit
b24408635a
3 changed files with 43 additions and 18 deletions
|
@ -27,6 +27,7 @@ var Body = {};
|
||||||
force: { x: 0, y: 0 },
|
force: { x: 0, y: 0 },
|
||||||
torque: 0,
|
torque: 0,
|
||||||
positionImpulse: { x: 0, y: 0 },
|
positionImpulse: { x: 0, y: 0 },
|
||||||
|
constraintImpulse: { x: 0, y: 0, angle: 0 },
|
||||||
speed: 0,
|
speed: 0,
|
||||||
angularSpeed: 0,
|
angularSpeed: 0,
|
||||||
velocity: { x: 0, y: 0 },
|
velocity: { x: 0, y: 0 },
|
||||||
|
|
|
@ -64,21 +64,21 @@ var Constraint = {};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Description
|
* Description
|
||||||
* @method updateAll
|
* @method solveAll
|
||||||
* @param {constraint[]} constraints
|
* @param {constraint[]} constraints
|
||||||
*/
|
*/
|
||||||
Constraint.updateAll = function(constraints) {
|
Constraint.solveAll = function(constraints) {
|
||||||
for (var i = 0; i < constraints.length; i++) {
|
for (var i = 0; i < constraints.length; i++) {
|
||||||
Constraint.update(constraints[i]);
|
Constraint.solve(constraints[i]);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Description
|
* Description
|
||||||
* @method update
|
* @method solve
|
||||||
* @param {constraint} constraint
|
* @param {constraint} constraint
|
||||||
*/
|
*/
|
||||||
Constraint.update = function(constraint) {
|
Constraint.solve = function(constraint) {
|
||||||
var bodyA = constraint.bodyA,
|
var bodyA = constraint.bodyA,
|
||||||
bodyB = constraint.bodyB,
|
bodyB = constraint.bodyB,
|
||||||
pointA = constraint.pointA,
|
pointA = constraint.pointA,
|
||||||
|
@ -189,16 +189,15 @@ var Constraint = {};
|
||||||
// TODO: solve this properlly
|
// TODO: solve this properlly
|
||||||
torque = Common.clamp(torque, -0.01, 0.01);
|
torque = Common.clamp(torque, -0.01, 0.01);
|
||||||
|
|
||||||
|
// keep track of applied impulses for post solving
|
||||||
|
bodyA.constraintImpulse.x -= force.x;
|
||||||
|
bodyA.constraintImpulse.y -= force.y;
|
||||||
|
bodyA.constraintImpulse.angle += torque;
|
||||||
|
|
||||||
// apply forces
|
// apply forces
|
||||||
bodyA.position.x -= force.x;
|
bodyA.position.x -= force.x;
|
||||||
bodyA.position.y -= force.y;
|
bodyA.position.y -= force.y;
|
||||||
bodyA.angle += torque;
|
bodyA.angle += torque;
|
||||||
|
|
||||||
// update geometry
|
|
||||||
Vertices.translate(bodyA.vertices, force, -1);
|
|
||||||
Vertices.rotate(bodyA.vertices, torque, bodyA.position);
|
|
||||||
Axes.rotate(bodyA.axes, torque);
|
|
||||||
Bounds.update(bodyA.bounds, bodyA.vertices, bodyA.velocity);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (bodyB && !bodyB.isStatic) {
|
if (bodyB && !bodyB.isStatic) {
|
||||||
|
@ -210,20 +209,44 @@ var Constraint = {};
|
||||||
// TODO: solve this properlly
|
// TODO: solve this properlly
|
||||||
torque = Common.clamp(torque, -0.01, 0.01);
|
torque = Common.clamp(torque, -0.01, 0.01);
|
||||||
|
|
||||||
|
// keep track of applied impulses for post solving
|
||||||
|
bodyB.constraintImpulse.x += force.x;
|
||||||
|
bodyB.constraintImpulse.y += force.y;
|
||||||
|
bodyB.constraintImpulse.angle -= torque;
|
||||||
|
|
||||||
// apply forces
|
// apply forces
|
||||||
bodyB.position.x += force.x;
|
bodyB.position.x += force.x;
|
||||||
bodyB.position.y += force.y;
|
bodyB.position.y += force.y;
|
||||||
bodyB.angle -= torque;
|
bodyB.angle -= torque;
|
||||||
|
|
||||||
// update geometry
|
|
||||||
Vertices.translate(bodyB.vertices, force);
|
|
||||||
Vertices.rotate(bodyB.vertices, -torque, bodyB.position);
|
|
||||||
Axes.rotate(bodyB.axes, -torque);
|
|
||||||
Bounds.update(bodyB.bounds, bodyB.vertices, bodyB.velocity);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Performs body updates required after solving constraints
|
||||||
|
* @method postSolveAll
|
||||||
|
* @param {body[]} bodies
|
||||||
|
*/
|
||||||
|
Constraint.postSolveAll = function(bodies) {
|
||||||
|
for (var i = 0; i < bodies.length; i++) {
|
||||||
|
var body = bodies[i],
|
||||||
|
impulse = body.constraintImpulse;
|
||||||
|
|
||||||
|
if (impulse.x !== 0 || impulse.y !== 0 || impulse.angle !== 0) {
|
||||||
|
// update geometry
|
||||||
|
Vertices.translate(body.vertices, impulse);
|
||||||
|
Vertices.rotate(body.vertices, impulse.angle, body.position);
|
||||||
|
Axes.rotate(body.axes, impulse.angle);
|
||||||
|
Bounds.update(body.bounds, body.vertices);
|
||||||
|
|
||||||
|
// reset body.constraintImpulse
|
||||||
|
impulse.x = 0;
|
||||||
|
impulse.y = 0;
|
||||||
|
impulse.angle = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Returns the next unique constraintId
|
* Returns the next unique constraintId
|
||||||
* @method nextId
|
* @method nextId
|
||||||
|
|
|
@ -255,8 +255,9 @@ var Engine = {};
|
||||||
|
|
||||||
// update all constraints
|
// update all constraints
|
||||||
for (i = 0; i < engine.constraintIterations; i++) {
|
for (i = 0; i < engine.constraintIterations; i++) {
|
||||||
Constraint.updateAll(allConstraints);
|
Constraint.solveAll(allConstraints);
|
||||||
}
|
}
|
||||||
|
Constraint.postSolveAll(allBodies);
|
||||||
|
|
||||||
// broadphase pass: find potential collision pairs
|
// broadphase pass: find potential collision pairs
|
||||||
if (broadphase.controller) {
|
if (broadphase.controller) {
|
||||||
|
|
Loading…
Reference in a new issue