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dont draw offscreen constraints. Set visible flag on offscreen sprites
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commit
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1 changed files with 27 additions and 3 deletions
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@ -170,7 +170,8 @@ var RenderPixi = {};
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container = render.container,
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options = render.options,
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bodies = Composite.allBodies(world),
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constraints = Composite.allConstraints(world),
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allConstraints = Composite.allConstraints(world),
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constraints = [],
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i;
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if (options.wireframes) {
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@ -186,12 +187,35 @@ var RenderPixi = {};
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boundsScaleY = boundsHeight / render.options.height;
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if (options.hasBounds) {
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// TODO: filter out bodies that are not in view
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// TODO: filter out constraints that are not in view
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// Hide bodies that are not in view
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for (i = 0; i < bodies.length; i++) {
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var body = bodies[i];
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body.render.sprite.visible = Bounds.overlaps(body.bounds, render.bounds);
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}
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// filter out constraints that are not in view
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for (i = 0; i < allConstraints.length; i++) {
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var constraint = allConstraints[i],
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bodyA = constraint.bodyA,
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bodyB = constraint.bodyB,
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pointAWorld = constraint.pointA,
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pointBWorld = constraint.pointB;
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if (bodyA) pointAWorld = Vector.add(bodyA.position, constraint.pointA);
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if (bodyB) pointBWorld = Vector.add(bodyB.position, constraint.pointB);
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if (!pointAWorld || !pointBWorld)
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continue;
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if (Bounds.contains(render.bounds, pointAWorld) || Bounds.contains(render.bounds, pointBWorld))
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constraints.push(constraint);
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}
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// transform the view
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container.scale.set(1 / boundsScaleX, 1 / boundsScaleY);
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container.position.set(-render.bounds.min.x, -render.bounds.min.y);
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} else {
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constraints = allConstraints;
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}
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for (i = 0; i < bodies.length; i++)
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