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added Body.setMass, Body.setDensity, Body.setInertia
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1 changed files with 41 additions and 12 deletions
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@ -101,10 +101,8 @@ var Body = {};
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// allow options to override the automatically calculated properties
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body.axes = options.axes || body.axes;
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body.area = options.area || body.area;
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body.mass = options.mass || body.mass;
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body.inertia = options.inertia || body.inertia;
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body.inverseMass = 1 / body.mass;
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body.inverseInertia = 1 / body.inertia;
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Body.setMass(body, options.mass || body.mass);
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Body.setInertia(body, options.inertia || body.inertia);
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// render properties
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var defaultFillStyle = (body.isStatic ? '#eeeeee' : Common.choose(['#556270', '#4ECDC4', '#C7F464', '#FF6B6B', '#C44D58'])),
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@ -139,6 +137,41 @@ var Body = {};
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}
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};
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/**
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* Sets the mass of the body. Inverse mass and density are automatically updated to reflect the change.
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* @method setMass
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* @param {body} body
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* @param {number} mass
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*/
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Body.setMass = function(body, mass) {
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body.mass = mass;
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body.inverseMass = 1 / body.mass;
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body.density = body.mass / body.area;
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};
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/**
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* Sets the density of the body. Mass is automatically updated to reflect the change.
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* @method setDensity
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* @param {body} body
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* @param {number} density
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*/
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Body.setDensity = function(body, density) {
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Body.setMass(body, density * body.area);
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body.density = density;
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};
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/**
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* Sets the moment of inertia (i.e. second moment of area) of the body of the body.
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* Inverse inertia is automatically updated to reflect the change. Mass is not changed.
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* @method setInertia
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* @param {body} body
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* @param {number} inertia
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*/
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Body.setInertia = function(body, inertia) {
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body.inertia = inertia;
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body.inverseInertia = 1 / body.inertia;
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};
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/**
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* Sets the body's vertices and updates body properties accordingly, including inertia, area and mass (with respect to `body.density`).
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* Vertices will be automatically transformed to be orientated around their centre of mass as the origin.
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@ -162,16 +195,14 @@ var Body = {};
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// update properties
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body.axes = Axes.fromVertices(body.vertices);
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body.area = Vertices.area(body.vertices);
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body.mass = body.density * body.area;
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body.inverseMass = 1 / body.mass;
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Body.setMass(body, body.density * body.area);
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// orient vertices around the centre of mass at origin (0, 0)
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var centre = Vertices.centre(body.vertices);
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Vertices.translate(body.vertices, centre, -1);
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// update inertia while vertices are at origin (0, 0)
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body.inertia = Body._inertiaScale * Vertices.inertia(body.vertices, body.mass);
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body.inverseInertia = 1 / body.inertia;
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Body.setInertia(body, Body._inertiaScale * Vertices.inertia(body.vertices, body.mass));
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// update geometry
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Vertices.translate(body.vertices, body.position);
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@ -274,13 +305,11 @@ var Body = {};
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// update properties
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body.axes = Axes.fromVertices(body.vertices);
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body.area = Vertices.area(body.vertices);
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body.mass = body.density * body.area;
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body.inverseMass = 1 / body.mass;
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Body.setMass(body, body.density * body.area);
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// update inertia (requires vertices to be at origin)
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Vertices.translate(body.vertices, { x: -body.position.x, y: -body.position.y });
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body.inertia = Vertices.inertia(body.vertices, body.mass);
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body.inverseInertia = 1 / body.inertia;
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Body.setInertia(body, Vertices.inertia(body.vertices, body.mass));
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Vertices.translate(body.vertices, { x: body.position.x, y: body.position.y });
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// update bounds
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