mirror of
https://github.com/liabru/matter-js.git
synced 2024-12-26 13:49:01 -05:00
composites now support removals (implemented isModified flag)
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parent
4514f2d598
commit
b253683cb5
5 changed files with 187 additions and 35 deletions
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@ -11,6 +11,8 @@ var Composite = {};
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(function() {
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var _nextId = 0;
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/**
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* Description
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* @method create
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@ -19,12 +21,49 @@ var Composite = {};
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*/
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Composite.create = function(options) {
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return Common.extend({
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id: Composite.nextId(),
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parent: null,
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isModified: false,
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bodies: [],
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constraints: [],
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composites: []
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}, options);
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};
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/**
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* Returns the next unique compositeID
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* @method nextId
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* @return {Number} Unique compositeID
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*/
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Composite.nextId = function() {
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return _nextId++;
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};
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/**
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* Sets the composite's `isModified` flag.
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* If `updateParents` is true, all parents will be set (default: false).
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* If `updateChildren` is true, all children will be set (default: false).
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* @method setModified
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* @param {composite} composite
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* @param {boolean} isModified
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* @param {boolean} updateParents
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* @param {boolean} updateChildren
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*/
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Composite.setModified = function(composite, isModified, updateParents, updateChildren) {
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composite.isModified = isModified;
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if (updateParents && composite.parent) {
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Composite.setModified(composite.parent, isModified, updateParents, updateChildren);
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}
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if (updateChildren) {
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for(var i = 0; i < composite.composites.length; i++) {
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var childComposite = composite.composites[i];
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Composite.setModified(childComposite, isModified, updateParents, updateChildren);
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}
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}
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};
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/**
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* Description
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* @method addComposite
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@ -34,6 +73,8 @@ var Composite = {};
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*/
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Composite.addComposite = function(compositeA, compositeB) {
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compositeA.composites.push(compositeB);
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compositeB.parent = compositeA;
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Composite.setModified(compositeA, true, true, false);
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return compositeA;
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};
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@ -46,6 +87,44 @@ var Composite = {};
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*/
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Composite.addBody = function(composite, body) {
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composite.bodies.push(body);
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Composite.setModified(composite, true, true, false);
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return composite;
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};
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/**
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* Removes a body from the given composite, and optionally searching its children recursively
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* @method removeBody
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* @param {composite} composite
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* @param {body} body
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* @param {boolean} deep
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* @return {composite} The original composite with the body removed
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*/
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Composite.removeBody = function(composite, body, deep) {
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var position = composite.bodies.indexOf(body);
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if (position !== -1) {
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Composite.removeBodyAt(composite, position);
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Composite.setModified(composite, true, true, false);
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}
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if (deep) {
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for (var i = 0; i < composite.composites.length; i++){
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Composite.removeBody(composite.composites[i], body, true);
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}
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}
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return composite;
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};
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/**
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* Removes a body from the given composite
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* @method removeBodyAt
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* @param {composite} composite
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* @param {number} position
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* @return {composite} The original composite with the body removed
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*/
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Composite.removeBodyAt = function(composite, position) {
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composite.bodies.splice(position, 1);
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Composite.setModified(composite, true, true, false);
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return composite;
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};
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@ -58,6 +137,71 @@ var Composite = {};
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*/
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Composite.addConstraint = function(composite, constraint) {
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composite.constraints.push(constraint);
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Composite.setModified(composite, true, true, false);
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return composite;
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};
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/**
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* Removes a constraint from the given composite, and optionally searching its children recursively
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* @method removeConstraint
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* @param {composite} composite
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* @param {constraint} constraint
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* @param {boolean} deep
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* @return {composite} The original composite with the constraint removed
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*/
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Composite.removeConstraint = function(composite, constraint, deep) {
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var position = composite.constraints.indexOf(constraint);
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if (position !== -1) {
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Composite.removeConstraintAt(composite, position);
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}
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if (deep) {
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for (var i = 0; i < composite.composites.length; i++){
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Composite.removeConstraint(composite.composites[i], constraint, true);
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}
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}
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return composite;
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};
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/**
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* Removes a body from the given composite
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* @method removeConstraintAt
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* @param {composite} composite
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* @param {number} position
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* @return {composite} The original composite with the constraint removed
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*/
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Composite.removeConstraintAt = function(composite, position) {
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composite.constraints.splice(position, 1);
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Composite.setModified(composite, true, true, false);
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return composite;
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};
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/**
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* Removes all bodies, constraints and composites from the given composite
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* Optionally clearing its children recursively
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* @method clear
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* @param {world} world
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* @param {boolean} keepStatic
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* @param {boolean} deep
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*/
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Composite.clear = function(composite, keepStatic, deep) {
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if (deep) {
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for (var i = 0; i < composite.composites.length; i++){
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Composite.clear(composite.composites[i], keepStatic, true);
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}
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}
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if (keepStatic) {
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composite.bodies = composite.bodies.filter(function(body) { return body.isStatic; });
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} else {
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composite.bodies.length = 0;
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}
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composite.constraints.length = 0;
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composite.composites.length = 0;
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Composite.setModified(composite, true, true, false);
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return composite;
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};
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@ -91,23 +235,4 @@ var Composite = {};
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return constraints;
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};
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/**
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* Removes all bodies, constraints and composites from the given composite (non-recursive)
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* @method clear
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* @param {world} world
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* @param {boolean} keepStatic
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*/
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Composite.clear = function(composite, keepStatic) {
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if (keepStatic) {
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composite.bodies = composite.bodies.filter(function(body) { return body.isStatic; });
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} else {
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composite.bodies.length = 0;
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}
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composite.constraints.length = 0;
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composite.composites.length = 0;
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return composite;
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};
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})();
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@ -48,7 +48,7 @@ var Grid = {};
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for (i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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if (body.isSleeping)
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if (body.isSleeping && !forceUpdate)
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continue;
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// don't update out of world bodies
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@ -167,6 +167,10 @@ var Engine = {};
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*/
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Events.trigger(engine, 'tick beforeUpdate', event);
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// if world has been modified, clear the render scene graph
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if (engine.world.isModified)
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engine.render.controller.clear(engine.render);
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// update
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Engine.update(engine, delta, correction);
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@ -234,18 +238,24 @@ var Engine = {};
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broadphasePairs = [],
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i;
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// get lists of all bodies and constraints, no matter what composites they are in
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var allBodies = Composite.allBodies(world),
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allConstraints = Composite.allConstraints(world);
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// reset metrics logging
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Metrics.reset(engine.metrics);
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// if sleeping enabled, call the sleeping controller
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if (engine.enableSleeping)
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Sleeping.update(allBodies);
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// applies gravity to all bodies
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Body.applyGravityAll(allBodies, world.gravity);
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// update the mouse constraint
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MouseConstraint.update(engine.mouseConstraint, allBodies, engine.input);
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// update all body position and rotation by integration
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Body.updateAll(allBodies, delta * engine.timeScale, correction, world.bounds);
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// update all constraints
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@ -255,16 +265,24 @@ var Engine = {};
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// broadphase pass: find potential collision pairs
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if (broadphase.controller) {
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broadphase.controller.update(broadphase.instance, allBodies, engine);
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// if world is dirty, we must flush the whole grid
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if (world.isModified)
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broadphase.controller.clear(broadphase.instance);
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// update the grid buckets based on current bodies
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broadphase.controller.update(broadphase.instance, allBodies, engine, world.isModified);
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broadphasePairs = broadphase.instance.pairsList;
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} else {
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// if no broadphase set, we just pass all bodies
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broadphasePairs = allBodies;
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}
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// narrowphase pass: find actual collisions, then create or update collision pairs
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var collisions = broadphase.detector(broadphasePairs, engine);
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// update pairs
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// update collision pairs
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var pairs = engine.pairs,
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timestamp = engine.timing.timestamp;
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Pairs.update(pairs, collisions, timestamp);
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@ -286,11 +304,16 @@ var Engine = {};
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}
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Resolver.postSolvePosition(allBodies);
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// update metrics log
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Metrics.update(engine.metrics, engine);
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// clear force buffers
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Body.resetForcesAll(allBodies);
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// clear all composite modified flags
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if (world.isModified)
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Composite.setModified(world, false, false, true);
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return engine;
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};
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@ -315,14 +338,6 @@ var Engine = {};
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Sleeping.set(body, false);
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body.id = Body.nextId();
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}
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var broadphase = engineA.broadphase[engineA.broadphase.current];
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if (broadphase.controller === Grid) {
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var grid = broadphase.instance;
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Grid.clear(grid);
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Grid.update(grid, bodies, engineA, true);
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}
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}
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};
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@ -339,12 +354,9 @@ var Engine = {};
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World.addConstraint(engine.world, engine.mouseConstraint.constraint);
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var broadphase = engine.broadphase[engine.broadphase.current];
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if (broadphase.controller === Grid)
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Grid.clear(broadphase.instance);
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if (broadphase.controller) {
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var bodies = Composite.allBodies(world);
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broadphase.controller.clear(broadphase.instance);
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broadphase.controller.update(broadphase.instance, bodies, engine, true);
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}
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};
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@ -132,7 +132,12 @@ var Gui = {};
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var physics = datGui.addFolder('Engine');
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physics.add(engine, 'enableSleeping');
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physics.add(engine.broadphase, 'current', ['grid', 'bruteForce']);
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physics.add(engine.broadphase, 'current', ['grid', 'bruteForce'])
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.onFinishChange(function(value) {
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Composite.setModified(engine.world, true, false, false);
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});
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physics.add(engine, 'timeScale', 0.1, 2).step(0.1);
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physics.add(engine, 'velocityIterations', 1, 10).step(1);
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physics.add(engine, 'positionIterations', 1, 10).step(1);
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@ -61,6 +61,16 @@ var Render = {};
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return render;
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};
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/**
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* Clears the renderer. In this implementation, this is a noop.
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* @method clear
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* @param {RenderPixi} render
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*/
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Render.clear = function(render) {
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// nothing required to clear this renderer implentation
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// if a scene graph is required, clear it here (see RenderPixi.js)
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};
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/**
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* Sets the background CSS property of the canvas
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* @method setBackground
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