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dont draw offscreen constraints. Set visible flag on offscreen sprites

This commit is contained in:
Mr Speaker 2014-06-12 17:13:56 -04:00
parent 97f0f8d7d4
commit e263ecb60b

View file

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