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changed engine.broadphase to engine.grid

This commit is contained in:
liabru 2021-03-21 20:31:53 +00:00
parent 1aa8ed0972
commit b74e40024b
3 changed files with 27 additions and 41 deletions

View file

@ -9,7 +9,6 @@ var Grid = {};
module.exports = Grid;
var Pair = require('./Pair');
var Detector = require('./Detector');
var Common = require('../core/Common');
(function() {
@ -22,8 +21,6 @@ var Common = require('../core/Common');
*/
Grid.create = function(options) {
var defaults = {
controller: Grid,
detector: Detector.collisions,
buckets: {},
pairs: {},
pairsList: [],

View file

@ -15,6 +15,7 @@ module.exports = Engine;
var World = require('../body/World');
var Sleeping = require('./Sleeping');
var Resolver = require('../collision/Resolver');
var Detector = require('../collision/Detector');
var Pairs = require('../collision/Pairs');
var Grid = require('../collision/Grid');
var Events = require('./Events');
@ -35,7 +36,7 @@ var Body = require('../body/Body');
*/
Engine.create = function(options) {
options = options || {};
var defaults = {
positionIterations: 6,
velocityIterations: 4,
@ -43,21 +44,22 @@ var Body = require('../body/Body');
enableSleeping: false,
events: [],
plugin: {},
grid: null,
timing: {
timestamp: 0,
timeScale: 1
},
broadphase: {
controller: Grid
}
metrics: {}
};
var engine = Common.extend(defaults, options);
engine.world = options.world || World.create(engine.world);
engine.pairs = Pairs.create();
engine.broadphase = engine.broadphase.controller.create(engine.broadphase);
engine.grid = Grid.create(engine.grid || engine.broadphase);
// temporary back compatibility
engine.broadphase = engine.grid;
engine.metrics = {};
return engine;
};
@ -83,8 +85,8 @@ var Body = require('../body/Body');
var world = engine.world,
timing = engine.timing,
broadphase = engine.broadphase,
broadphasePairs = [],
grid = engine.grid,
gridPairs = [],
i;
// increment timestamp
@ -119,18 +121,14 @@ var Body = require('../body/Body');
Constraint.postSolveAll(allBodies);
// broadphase pass: find potential collision pairs
if (broadphase.controller) {
// if world is dirty, we must flush the whole grid
if (world.isModified)
broadphase.controller.clear(broadphase);
Grid.clear(grid);
// update the grid buckets based on current bodies
broadphase.controller.update(broadphase, allBodies, engine, world.isModified);
broadphasePairs = broadphase.pairsList;
} else {
// if no broadphase set, we just pass all bodies
broadphasePairs = allBodies;
}
Grid.update(grid, allBodies, engine, world.isModified);
gridPairs = grid.pairsList;
// clear all composite modified flags
if (world.isModified) {
@ -138,7 +136,7 @@ var Body = require('../body/Body');
}
// narrowphase pass: find actual collisions, then create or update collision pairs
var collisions = broadphase.detector(broadphasePairs, engine);
var collisions = Detector.collisions(gridPairs, engine);
// update collision pairs
var pairs = engine.pairs,
@ -219,16 +217,12 @@ var Body = require('../body/Body');
* @param {engine} engine
*/
Engine.clear = function(engine) {
var world = engine.world;
var world = engine.world,
bodies = Composite.allBodies(world);
Pairs.clear(engine.pairs);
var broadphase = engine.broadphase;
if (broadphase.controller) {
var bodies = Composite.allBodies(world);
broadphase.controller.clear(broadphase);
broadphase.controller.update(broadphase, bodies, engine, true);
}
Grid.clear(engine.grid);
Grid.update(engine.grid, bodies, engine, true);
};
/**
@ -427,21 +421,17 @@ var Body = require('../body/Body');
*/
/**
* An instance of a `Render` controller. The default value is a `Matter.Render` instance created by `Engine.create`.
* One may also develop a custom renderer module based on `Matter.Render` and pass an instance of it to `Engine.create` via `options.render`.
* A `Matter.Grid` instance.
*
* A minimal custom renderer object must define at least three functions: `create`, `clear` and `world` (see `Matter.Render`).
* It is also possible to instead pass the _module_ reference via `options.render.controller` and `Engine.create` will instantiate one for you.
*
* @property render
* @type render
* @deprecated see Demo.js for an example of creating a renderer
* @default a Matter.Render instance
* @property grid
* @type grid
* @default a Matter.Grid instance
*/
/**
* An instance of a broadphase controller. The default value is a `Matter.Grid` instance created by `Engine.create`.
* Replaced by and now alias for `engine.grid`.
*
* @deprecated use `engine.grid`
* @property broadphase
* @type grid
* @default a Matter.Grid instance

View file

@ -14,7 +14,6 @@ var Common = require('../core/Common');
var Composite = require('../body/Composite');
var Bounds = require('../geometry/Bounds');
var Events = require('../core/Events');
var Grid = require('../collision/Grid');
var Vector = require('../geometry/Vector');
var Mouse = require('../core/Mouse');
@ -406,8 +405,8 @@ var Mouse = require('../core/Mouse');
Render.constraints(constraints, context);
if (options.showBroadphase && engine.broadphase.controller === Grid)
Render.grid(render, engine.broadphase, context);
if (options.showBroadphase)
Render.grid(render, engine.grid, context);
if (options.showDebug)
Render.debug(render, context);