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removed Detector.bruteForce
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commit
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2 changed files with 1 additions and 73 deletions
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@ -1,5 +1,5 @@
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/**
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* matter-tools-dev.min.js 0.5.0-dev 2015-07-27
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* matter-tools-dev.min.js 0.5.0-dev 2015-12-05
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* https://github.com/liabru/matter-tools
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* License: MIT
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*/
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@ -195,10 +195,6 @@
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gravity.open();
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var physics = datGui.addFolder("Engine");
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physics.add(engine, "enableSleeping");
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physics.add(gui, "broadphase", [ "grid", "bruteForce" ]).onFinishChange(function(value) {
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engine.broadphase = gui.broadphaseCache[value];
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Composite.setModified(engine.world, true, false, false);
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});
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physics.add(engine.timing, "timeScale", 0, 1.2).step(.05).listen();
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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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@ -89,74 +89,6 @@ var Bounds = require('../geometry/Bounds');
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return collisions;
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};
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/**
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* Description
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* @method bruteForce
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* @param {body[]} bodies
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* @param {engine} engine
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* @return {array} collisions
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*/
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Detector.bruteForce = function(bodies, engine) {
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var collisions = [],
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pairsTable = engine.pairs.table;
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// @if DEBUG
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var metrics = engine.metrics;
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// @endif
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for (var i = 0; i < bodies.length; i++) {
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for (var j = i + 1; j < bodies.length; j++) {
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var bodyA = bodies[i],
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bodyB = bodies[j];
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// NOTE: could share a function for the below, but may drop performance?
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if ((bodyA.isStatic || bodyA.isSleeping) && (bodyB.isStatic || bodyB.isSleeping))
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continue;
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if (!Detector.canCollide(bodyA.collisionFilter, bodyB.collisionFilter))
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continue;
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// @if DEBUG
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metrics.midphaseTests += 1;
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// @endif
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// mid phase
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if (Bounds.overlaps(bodyA.bounds, bodyB.bounds)) {
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// find a previous collision we could reuse
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var pairId = Pair.id(bodyA, bodyB),
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pair = pairsTable[pairId],
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previousCollision;
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if (pair && pair.isActive) {
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previousCollision = pair.collision;
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} else {
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previousCollision = null;
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}
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// narrow phase
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var collision = SAT.collides(bodyA, bodyB, previousCollision);
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// @if DEBUG
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metrics.narrowphaseTests += 1;
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if (collision.reused)
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metrics.narrowReuseCount += 1;
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// @endif
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if (collision.collided) {
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collisions.push(collision);
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// @if DEBUG
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metrics.narrowDetections += 1;
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// @endif
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}
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}
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}
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}
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return collisions;
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};
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/**
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* Returns `true` if both supplied collision filters will allow a collision to occur.
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* See `body.collisionFilter` for more information.
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