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allows gravity to be a point rather than a direction

This commit is contained in:
Mathias Paumgarten 2015-08-04 22:26:15 -07:00
parent 2ab20b0656
commit 02489ea7de

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@ -3,7 +3,7 @@
* An engine is a controller that manages updating and rendering the simulation of the world.
* See `Matter.Runner` for an optional game loop utility.
*
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
* See [Demo.js](https://github.com/liabru/matter-js/blob/master/demo/js/Demo.js)
* and [DemoMobile.js](https://github.com/liabru/matter-js/blob/master/demo/js/DemoMobile.js) for usage examples.
*
* @class Engine
@ -61,7 +61,7 @@ var Engine = {};
element: element,
controller: Render
};
engine.render = Common.extend(renderDefaults, engine.render);
}
@ -82,7 +82,7 @@ var Engine = {};
};
/**
* Moves the simulation forward in time by `delta` ms.
* Moves the simulation forward in time by `delta` ms.
* Triggers `beforeUpdate` and `afterUpdate` events.
* Triggers `collisionStart`, `collisionActive` and `collisionEnd` events.
* @method update
@ -220,7 +220,7 @@ var Engine = {};
engine.render.controller.world(engine);
Events.trigger(engine, 'afterRender', event);
};
/**
* Merges two engines by keeping the configuration of `engineA` but replacing the world with the one from `engineB`.
* @method merge
@ -229,7 +229,7 @@ var Engine = {};
*/
Engine.merge = function(engineA, engineB) {
Common.extend(engineA, engineB);
if (engineB.world) {
engineA.world = engineB.world;
@ -252,7 +252,7 @@ var Engine = {};
*/
Engine.clear = function(engine) {
var world = engine.world;
Pairs.clear(engine.pairs);
var broadphase = engine.broadphase;
@ -294,21 +294,45 @@ var Engine = {};
if (body.isStatic || body.isSleeping)
continue;
if (gravity.isPoint === true) {
gravity = _calculateGravity(gravity, body.position);
}
// apply gravity
body.force.y += body.mass * gravity.y * 0.001;
body.force.x += body.mass * gravity.x * 0.001;
}
};
/**
* Caluclates gravity based on point and body position
* @method calculateGravity
* @private
* @param {vector} point
* @param {vector} body position
* @return {vector} normalized gravity vector
*/
var _calculateGravity = function(point, position) {
var x = point.x - position.x;
var y = point.y - position.y;
var length = Math.sqrt( x * x + y * y );
return {
x: x / length,
y: y / length
};
};
/**
* Applys `Body.update` to all given `bodies`.
* @method updateAll
* @private
* @param {body[]} bodies
* @param {number} deltaTime
* @param {number} deltaTime
* The amount of time elapsed between updates
* @param {number} timeScale
* @param {number} correction
* @param {number} correction
* The Verlet correction factor (deltaTime / lastDeltaTime)
* @param {bounds} worldBounds
*/
@ -490,7 +514,7 @@ var Engine = {};
*/
/**
* An `Object` containing properties regarding the timing systems of the engine.
* An `Object` containing properties regarding the timing systems of the engine.
*
* @property timing
* @type object
@ -508,8 +532,8 @@ var Engine = {};
*/
/**
* A `Number` that specifies the current simulation-time in milliseconds starting from `0`.
* It is incremented on every `Engine.update` by the `timing.delta`.
* A `Number` that specifies the current simulation-time in milliseconds starting from `0`.
* It is incremented on every `Engine.update` by the `timing.delta`.
*
* @property timing.timestamp
* @type number