mirror of
https://github.com/liabru/matter-js.git
synced 2024-11-30 10:20:52 -05:00
moved engine.timing properties, tick events and Engine.render into Matter.Runner module
This commit is contained in:
parent
86fcfcd223
commit
dcdc43d475
2 changed files with 171 additions and 158 deletions
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@ -1,6 +1,6 @@
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/**
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* The `Matter.Engine` module contains methods for creating and manipulating engines.
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* An engine is a controller that manages updating and rendering the simulation of the world.
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* An engine is a controller that manages updating the simulation of the world.
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* See `Matter.Runner` for an optional game loop utility.
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*
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* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
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@ -13,9 +13,6 @@ var Engine = {};
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(function() {
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var _fps = 60,
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_delta = 1000 / _fps;
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/**
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* Creates a new engine. The options parameter is an object that specifies any properties you wish to override the defaults.
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* All properties have default values, and many are pre-calculated automatically based on other properties.
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@ -32,22 +29,14 @@ var Engine = {};
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element = Common.isElement(element) ? element : null;
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var defaults = {
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enabled: true,
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positionIterations: 6,
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velocityIterations: 4,
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constraintIterations: 2,
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enableSleeping: false,
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events: [],
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timing: {
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fps: _fps,
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timestamp: 0,
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delta: _delta,
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correction: 1,
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deltaMin: 1000 / _fps,
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deltaMax: 1000 / (_fps * 0.5),
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timeScale: 1,
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isFixed: false,
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frameRequestId: 0
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timeScale: 1
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},
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broadphase: {
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controller: Grid
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@ -83,6 +72,12 @@ var Engine = {};
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/**
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* Moves the simulation forward in time by `delta` ms.
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* The `correction` argument is an optional `Number` that specifies the time correction factor to apply to the update.
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* This can help improve the accuracy of the simulation in cases where `delta` is changing between updates.
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* The value of `correction` is defined as `delta / lastDelta`, i.e. the percentage change of `delta` over the last step.
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* Therefore the value is always `1` (no correction) when `delta` constant (or when no correction is desired, which is the default).
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* See the paper on <a href="http://lonesock.net/article/verlet.html">Time Corrected Verlet</a> for more information.
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*
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* Triggers `beforeUpdate` and `afterUpdate` events.
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* Triggers `collisionStart`, `collisionActive` and `collisionEnd` events.
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* @method update
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@ -101,11 +96,10 @@ var Engine = {};
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// increment timestamp
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timing.timestamp += delta * timing.timeScale;
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timing.correction = correction;
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// create an event object
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var event = {
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timestamp: engine.timing.timestamp
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timestamp: timing.timestamp
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};
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Events.trigger(engine, 'beforeUpdate', event);
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@ -205,22 +199,6 @@ var Engine = {};
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return engine;
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};
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/**
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* Renders the world by calling its defined renderer `engine.render.controller`. Triggers `beforeRender` and `afterRender` events.
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* @method render
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* @param {engine} engine
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*/
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Engine.render = function(engine) {
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// create an event object
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var event = {
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timestamp: engine.timing.timestamp
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};
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Events.trigger(engine, 'beforeRender', event);
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engine.render.controller.world(engine);
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Events.trigger(engine, 'afterRender', event);
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};
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/**
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* Merges two engines by keeping the configuration of `engineA` but replacing the world with the one from `engineB`.
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* @method merge
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@ -329,38 +307,12 @@ var Engine = {};
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* @param {engine} engine
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*/
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/*
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*
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* Events Documentation
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*
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*/
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/**
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* Fired at the start of a tick, before any updates to the engine or timing
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*
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* @event beforeTick
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* @param {} event An event object
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired after engine timing updated, but just before engine state updated
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*
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* @event tick
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* @param {} event An event object
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired just before an update
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*
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* @event beforeUpdate
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* @param {} event An event object
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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@ -370,37 +322,7 @@ var Engine = {};
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*
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* @event afterUpdate
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* @param {} event An event object
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired just before rendering
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*
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* @event beforeRender
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* @param {} event An event object
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired after rendering
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*
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* @event afterRender
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* @param {} event An event object
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired after engine update and after rendering
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*
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* @event afterTick
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* @param {} event An event object
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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@ -411,7 +333,7 @@ var Engine = {};
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* @event collisionStart
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* @param {} event An event object
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* @param {} event.pairs List of affected pairs
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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@ -422,7 +344,7 @@ var Engine = {};
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* @event collisionActive
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* @param {} event An event object
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* @param {} event.pairs List of affected pairs
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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@ -433,7 +355,7 @@ var Engine = {};
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* @event collisionEnd
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* @param {} event An event object
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* @param {} event.pairs List of affected pairs
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* @param {DOMHighResTimeStamp} event.timestamp The timestamp of the current tick
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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@ -444,14 +366,6 @@ var Engine = {};
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*
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*/
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/**
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* A flag that specifies whether the engine is running or not.
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*
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* @property enabled
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* @type boolean
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* @default true
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*/
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/**
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* An integer `Number` that specifies the number of position iterations to perform each update.
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* The higher the value, the higher quality the simulation will be at the expense of performance.
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@ -509,46 +423,13 @@ var Engine = {};
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/**
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* A `Number` that specifies the current simulation-time in milliseconds starting from `0`.
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* It is incremented on every `Engine.update` by the `timing.delta`.
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* It is incremented on every `Engine.update` by the given `delta` argument.
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*
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* @property timing.timestamp
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* @type number
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* @default 0
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*/
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/**
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* A `Boolean` that specifies if the `Engine.run` game loop should use a fixed timestep (otherwise it is variable).
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* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
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* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
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*
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* @property timing.isFixed
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* @type boolean
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* @default false
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*/
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/**
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* A `Number` that specifies the time step between updates in milliseconds.
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* If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
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* If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
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*
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* @property timing.delta
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* @type number
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* @default 1000 / 60
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*/
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/**
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* A `Number` that specifies the time correction factor to apply to the current timestep.
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* It is automatically handled when using `Engine.run`, but is also only optional even if you use your own game loop.
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* The value is defined as `delta / lastDelta`, i.e. the percentage change of `delta` between steps.
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* This value is always `1` (no correction) when frame rate is constant or `engine.timing.isFixed` is `true`.
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* If the framerate and hence `delta` are changing, then correction should be applied to the current update to account for the change.
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* See the paper on <a href="http://lonesock.net/article/verlet.html">Time Corrected Verlet</a> for more information.
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*
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* @property timing.correction
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* @type number
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* @default 1
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*/
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/**
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* An instance of a `Render` controller. The default value is a `Matter.Render` instance created by `Engine.create`.
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* One may also develop a custom renderer module based on `Matter.Render` and pass an instance of it to `Engine.create` via `options.render`.
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@ -35,15 +35,26 @@ var Runner = {};
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*/
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Runner.create = function(options) {
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var defaults = {
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fps: 60,
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correction: 1,
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deltaSampleSize: 60,
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counterTimestamp: 0,
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frameCounter: 0,
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deltaHistory: [],
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timePrev: null,
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timeScalePrev: 1
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timeScalePrev: 1,
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frameRequestId: null,
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isFixed: false,
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enabled: true
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};
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return Common.extend(defaults, options);
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var runner = Common.extend(defaults, options);
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runner.delta = 1000 / runner.fps;
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runner.deltaMin = 1000 / runner.fps;
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runner.deltaMax = 1000 / (runner.fps * 0.5);
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return runner;
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};
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/**
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// create runner if engine is first argument
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if (typeof runner.positionIterations !== 'undefined') {
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engine = runner;
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runner = Runner.create(engine);
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runner = Runner.create();
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}
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(function render(time){
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engine.timing.frameRequestId = _requestAnimationFrame(render);
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runner.frameRequestId = _requestAnimationFrame(render);
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if (time && engine.enabled) {
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if (time && runner.enabled) {
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Runner.tick(runner, engine, time);
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}
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})();
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// create an event object
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var event = {
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timestamp: time
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timestamp: timing.timestamp
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};
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Events.trigger(engine, 'beforeTick', event);
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Events.trigger(runner, 'beforeTick', event);
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Events.trigger(engine, 'beforeTick', event); // @deprecated
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if (timing.isFixed) {
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if (runner.isFixed) {
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// fixed timestep
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delta = timing.delta;
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delta = runner.delta;
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} else {
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// dynamic timestep based on wall clock between calls
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delta = (time - runner.timePrev) || timing.delta;
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delta = (time - runner.timePrev) || runner.delta;
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runner.timePrev = time;
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// optimistically filter delta over a few frames, to improve stability
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delta = Math.min.apply(null, runner.deltaHistory);
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// limit delta
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delta = delta < timing.deltaMin ? timing.deltaMin : delta;
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delta = delta > timing.deltaMax ? timing.deltaMax : delta;
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delta = delta < runner.deltaMin ? runner.deltaMin : delta;
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delta = delta > runner.deltaMax ? runner.deltaMax : delta;
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// time runner.correction for delta
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correction = delta / timing.delta;
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// correction for delta
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correction = delta / runner.delta;
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// update engine timing object
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timing.delta = delta;
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runner.delta = delta;
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}
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// time correction for time scaling
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// fps counter
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runner.frameCounter += 1;
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if (time - runner.counterTimestamp >= 1000) {
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timing.fps = runner.frameCounter * ((time - runner.counterTimestamp) / 1000);
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runner.fps = runner.frameCounter * ((time - runner.counterTimestamp) / 1000);
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runner.counterTimestamp = time;
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runner.frameCounter = 0;
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}
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Events.trigger(engine, 'tick', event);
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Events.trigger(runner, 'tick', event);
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Events.trigger(engine, 'tick', event); // @deprecated
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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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}
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// update
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Events.trigger(runner, 'beforeUpdate', event);
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Engine.update(engine, delta, correction);
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Events.trigger(runner, 'afterUpdate', event);
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// render
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if (engine.render) {
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Engine.render(engine);
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Events.trigger(runner, 'beforeRender', event);
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Events.trigger(engine, 'beforeRender', event); // @deprecated
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engine.render.controller.world(engine);
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Events.trigger(runner, 'afterRender', event);
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Events.trigger(engine, 'afterRender', event); // @deprecated
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}
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Events.trigger(engine, 'afterTick', event);
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Events.trigger(runner, 'afterTick', event);
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Events.trigger(engine, 'afterTick', event); // @deprecated
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};
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/**
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* Ends execution of `Runner.run` on the given `engine`, by canceling the animation frame request event loop.
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* Ends execution of `Runner.run` on the given `runner`, by canceling the animation frame request event loop.
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* If you wish to only temporarily pause the engine, see `engine.enabled` instead.
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* @method stop
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* @param {engine} engine
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* @param {runner} runner
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*/
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Runner.stop = function(engine) {
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_cancelAnimationFrame(engine.timing.frameRequestId);
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Runner.stop = function(runner) {
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_cancelAnimationFrame(runner.frameRequestId);
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};
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/*
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*
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* Events Documentation
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*
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*/
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/**
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* Fired at the start of a tick, before any updates to the engine or timing
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*
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* @event beforeTick
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* @param {} event An event object
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired after engine timing updated, but just before update
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*
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* @event tick
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* @param {} event An event object
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired at the end of a tick, after engine update and after rendering
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*
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* @event afterTick
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* @param {} event An event object
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired before update
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*
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* @event beforeUpdate
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* @param {} event An event object
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired after update
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*
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* @event afterUpdate
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* @param {} event An event object
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired before rendering
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*
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* @event beforeRender
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* @param {} event An event object
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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/**
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* Fired after rendering
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*
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* @event afterRender
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* @param {} event An event object
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* @param {number} event.timestamp The engine.timing.timestamp of the event
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* @param {} event.source The source object of the event
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* @param {} event.name The name of the event
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*/
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|
||||
/*
|
||||
*
|
||||
* Properties Documentation
|
||||
*
|
||||
*/
|
||||
|
||||
/**
|
||||
* A flag that specifies whether the runner is running or not.
|
||||
*
|
||||
* @property enabled
|
||||
* @type boolean
|
||||
* @default true
|
||||
*/
|
||||
|
||||
/**
|
||||
* A `Boolean` that specifies if the `Engine.run` game loop should use a fixed timestep (otherwise it is variable).
|
||||
* If timing is fixed, then the apparent simulation speed will change depending on the frame rate (but behaviour will be deterministic).
|
||||
* If the timing is variable, then the apparent simulation speed will be constant (approximately, but at the cost of determininism).
|
||||
*
|
||||
* @property isFixed
|
||||
* @type boolean
|
||||
* @default false
|
||||
*/
|
||||
|
||||
/**
|
||||
* A `Number` that specifies the time step between updates in milliseconds.
|
||||
* If `engine.timing.isFixed` is set to `true`, then `delta` is fixed.
|
||||
* If it is `false`, then `delta` can dynamically change to maintain the correct apparent simulation speed.
|
||||
*
|
||||
* @property delta
|
||||
* @type number
|
||||
* @default 1000 / 60
|
||||
*/
|
||||
|
||||
})();
|
||||
|
|
Loading…
Reference in a new issue