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update body velocity properties after resolving
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7130c4ae80
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3 changed files with 36 additions and 9 deletions
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@ -747,10 +747,6 @@ var Axes = require('../geometry/Axes');
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body.anglePrev = body.angle;
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body.angle += body.angularVelocity;
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// track speed and acceleration
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body.speed = Vector.magnitude(body.velocity);
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body.angularSpeed = Math.abs(body.angularVelocity);
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// transform the body geometry
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for (var i = 0; i < body.parts.length; i++) {
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var part = body.parts[i];
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@ -774,6 +770,23 @@ var Axes = require('../geometry/Axes');
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}
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};
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/**
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* Updates properties `body.velocity`, `body.speed`, `body.angularVelocity` and `body.angularSpeed`.
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* @method updateVelocities
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* @param {body} body
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*/
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Body.updateVelocities = function(body) {
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var timeScale = Common._timeUnit / body.deltaTime,
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bodyVelocity = body.velocity;
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bodyVelocity.x = (body.position.x - body.positionPrev.x) * timeScale;
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bodyVelocity.y = (body.position.y - body.positionPrev.y) * timeScale;
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body.speed = Math.sqrt((bodyVelocity.x * bodyVelocity.x) + (bodyVelocity.y * bodyVelocity.y));
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body.angularVelocity = (body.angle - body.anglePrev) * timeScale;
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body.angularSpeed = Math.abs(body.angularVelocity);
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};
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/**
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* Applies a force to a body from a given world-space position, including resulting torque.
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* @method applyForce
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@ -171,6 +171,9 @@ var Body = require('../body/Body');
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Resolver.solveVelocity(pairs.list, delta);
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}
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// update body speed and velocity properties
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Engine._bodiesUpdateVelocities(allBodies);
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// trigger collision events
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if (pairs.collisionActive.length > 0)
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Events.trigger(engine, 'collisionActive', { pairs: pairs.collisionActive });
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@ -284,6 +287,20 @@ var Body = require('../body/Body');
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}
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};
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/**
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* Applies `Body.updateVelocities` to all given `bodies`.
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* @method _bodiesUpdate
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* @private
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* @param {body[]} bodies
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*/
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Engine._bodiesUpdateVelocities = function(bodies) {
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var bodiesLength = bodies.length;
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for (var i = 0; i < bodiesLength; i++) {
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Body.updateVelocities(bodies[i]);
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}
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};
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/**
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* A deprecated alias for `Runner.run`, use `Matter.Runner.run(engine)` instead and see `Matter.Runner` for more information.
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* @deprecated use Matter.Runner.run(engine) instead
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@ -10,7 +10,6 @@ var Render = {};
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module.exports = Render;
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var Body = require('../body/Body');
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var Common = require('../core/Common');
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var Composite = require('../body/Composite');
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var Bounds = require('../geometry/Bounds');
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@ -1107,10 +1106,8 @@ var Mouse = require('../core/Mouse');
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if (!body.render.visible)
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continue;
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var velocity = Body.getVelocity(body);
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c.moveTo(body.position.x, body.position.y);
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c.lineTo(body.position.x + velocity.x * 2, body.position.y + velocity.y * 2);
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c.lineTo(body.position.x + body.velocity.x * 2, body.position.y + body.velocity.y * 2);
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}
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c.lineWidth = 3;
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