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updated edge build

This commit is contained in:
liabru 2015-05-22 00:33:26 +01:00
parent d03145e2d1
commit 9561d5d438
2 changed files with 49 additions and 49 deletions

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@ -1,5 +1,5 @@
/** /**
* matter.js edge-master 2015-05-20 * matter.js edge-master 2015-05-22
* http://brm.io/matter-js/ * http://brm.io/matter-js/
* License: MIT * License: MIT
*/ */
@ -1782,8 +1782,8 @@ var World = {};
label: 'World', label: 'World',
gravity: { x: 0, y: 1 }, gravity: { x: 0, y: 1 },
bounds: { bounds: {
min: { x: 0, y: 0 }, min: { x: -Infinity, y: -Infinity },
max: { x: 800, y: 600 } max: { x: Infinity, y: Infinity }
} }
}; };
@ -4164,15 +4164,19 @@ var Common = {};
Common.now = function() { Common.now = function() {
// http://stackoverflow.com/questions/221294/how-do-you-get-a-timestamp-in-javascript // http://stackoverflow.com/questions/221294/how-do-you-get-a-timestamp-in-javascript
// https://gist.github.com/davidwaterston/2982531 // https://gist.github.com/davidwaterston/2982531
var perf = window.performance;
if (perf) { var performance = window.performance || {};
perf.now = perf.now || perf.webkitNow || perf.msNow || perf.oNow || perf.mozNow;
return +(perf.now()); performance.now = (function() {
} return performance.now ||
performance.webkitNow ||
return +(new Date()); performance.msNow ||
performance.oNow ||
performance.mozNow ||
function() { return +(new Date()); };
})();
return performance.now();
}; };
@ -4569,11 +4573,6 @@ var Engine = {};
if (body.isStatic || body.isSleeping) if (body.isStatic || body.isSleeping)
continue; continue;
// don't update out of world bodies
if (body.bounds.max.x < worldBounds.min.x || body.bounds.min.x > worldBounds.max.x
|| body.bounds.max.y < worldBounds.min.y || body.bounds.min.y > worldBounds.max.y)
continue;
Body.update(body, deltaTime, timeScale, correction); Body.update(body, deltaTime, timeScale, correction);
} }
}; };
@ -5319,7 +5318,7 @@ var Sleeping = {};
motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed; motion = body.speed * body.speed + body.angularSpeed * body.angularSpeed;
// wake up bodies if they have a force applied // wake up bodies if they have a force applied
if (body.force.x > 0 || body.force.y > 0) { if (body.force.x !== 0 || body.force.y !== 0) {
Sleeping.set(body, false); Sleeping.set(body, false);
continue; continue;
} }
@ -5376,7 +5375,7 @@ var Sleeping = {};
} }
} }
}; };
/** /**
* Description * Description
* @method set * @method set
@ -5853,16 +5852,14 @@ var Composites = {};
bodyC; bodyC;
for (row = 0; row < rows; row++) { for (row = 0; row < rows; row++) {
for (col = 0; col < columns; col++) { for (col = 1; col < columns; col++) {
if (col > 0) { bodyA = bodies[(col - 1) + (row * columns)];
bodyA = bodies[(col - 1) + (row * columns)]; bodyB = bodies[col + (row * columns)];
bodyB = bodies[col + (row * columns)]; Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
}
} }
for (col = 0; col < columns; col++) { if (row > 0) {
if (row > 0) { for (col = 0; col < columns; col++) {
bodyA = bodies[col + ((row - 1) * columns)]; bodyA = bodies[col + ((row - 1) * columns)];
bodyB = bodies[col + (row * columns)]; bodyB = bodies[col + (row * columns)];
Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options))); Composite.addConstraint(composite, Constraint.create(Common.extend({ bodyA: bodyA, bodyB: bodyB }, options)));
@ -8394,11 +8391,15 @@ var RenderPixi = {};
transparent = !render.options.wireframes && render.options.background === 'transparent'; transparent = !render.options.wireframes && render.options.background === 'transparent';
// init pixi // init pixi
render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, render.canvas, transparent, true); render.context = new PIXI.WebGLRenderer(render.options.width, render.options.height, {
view: render.canvas,
transparent: transparent,
antialias: true,
backgroundColor: options.background
});
render.canvas = render.context.view; render.canvas = render.context.view;
render.container = new PIXI.DisplayObjectContainer(); render.container = new PIXI.Container();
render.stage = new PIXI.Stage();
render.stage.addChild(render.container);
render.bounds = render.bounds || { render.bounds = render.bounds || {
min: { min: {
x: 0, x: 0,
@ -8416,8 +8417,8 @@ var RenderPixi = {};
render.primitives = {}; render.primitives = {};
// use a sprite batch for performance // use a sprite batch for performance
render.spriteBatch = new PIXI.SpriteBatch(); render.spriteContainer = new PIXI.Container();
render.container.addChild(render.spriteBatch); render.container.addChild(render.spriteContainer);
// insert canvas // insert canvas
if (Common.isElement(render.element)) { if (Common.isElement(render.element)) {
@ -8440,7 +8441,7 @@ var RenderPixi = {};
*/ */
RenderPixi.clear = function(render) { RenderPixi.clear = function(render) {
var container = render.container, var container = render.container,
spriteBatch = render.spriteBatch; spriteContainer = render.spriteContainer;
// clear stage container // clear stage container
while (container.children[0]) { while (container.children[0]) {
@ -8448,8 +8449,8 @@ var RenderPixi = {};
} }
// clear sprite batch // clear sprite batch
while (spriteBatch.children[0]) { while (spriteContainer.children[0]) {
spriteBatch.removeChild(spriteBatch.children[0]); spriteContainer.removeChild(spriteContainer.children[0]);
} }
var bgSprite = render.sprites['bg-0']; var bgSprite = render.sprites['bg-0'];
@ -8462,10 +8463,10 @@ var RenderPixi = {};
// set background sprite // set background sprite
render.sprites['bg-0'] = bgSprite; render.sprites['bg-0'] = bgSprite;
if (bgSprite) if (bgSprite)
spriteBatch.addChildAt(bgSprite, 0); container.addChildAt(bgSprite, 0);
// add sprite batch back into container // add sprite batch back into container
render.container.addChild(render.spriteBatch); render.container.addChild(render.spriteContainer);
// reset background state // reset background state
render.currentBackground = null; render.currentBackground = null;
@ -8489,11 +8490,11 @@ var RenderPixi = {};
if (isColor) { if (isColor) {
// if solid background color // if solid background color
var color = Common.colorToNumber(background); var color = Common.colorToNumber(background);
render.stage.setBackgroundColor(color); render.context.backgroundColor = color;
// remove background sprite if existing // remove background sprite if existing
if (bgSprite) if (bgSprite)
render.spriteBatch.removeChild(bgSprite); render.container.removeChild(bgSprite);
} else { } else {
// initialise background sprite if needed // initialise background sprite if needed
if (!bgSprite) { if (!bgSprite) {
@ -8502,7 +8503,7 @@ var RenderPixi = {};
bgSprite = render.sprites['bg-0'] = new PIXI.Sprite(texture); bgSprite = render.sprites['bg-0'] = new PIXI.Sprite(texture);
bgSprite.position.x = 0; bgSprite.position.x = 0;
bgSprite.position.y = 0; bgSprite.position.y = 0;
render.spriteBatch.addChildAt(bgSprite, 0); render.container.addChildAt(bgSprite, 0);
} }
} }
@ -8519,7 +8520,6 @@ var RenderPixi = {};
var render = engine.render, var render = engine.render,
world = engine.world, world = engine.world,
context = render.context, context = render.context,
stage = render.stage,
container = render.container, container = render.container,
options = render.options, options = render.options,
bodies = Composite.allBodies(world), bodies = Composite.allBodies(world),
@ -8577,7 +8577,7 @@ var RenderPixi = {};
for (i = 0; i < constraints.length; i++) for (i = 0; i < constraints.length; i++)
RenderPixi.constraint(engine, constraints[i]); RenderPixi.constraint(engine, constraints[i]);
context.render(stage); context.render(container);
}; };
@ -8648,15 +8648,15 @@ var RenderPixi = {};
if (bodyRender.sprite && bodyRender.sprite.texture) { if (bodyRender.sprite && bodyRender.sprite.texture) {
var spriteId = 'b-' + body.id, var spriteId = 'b-' + body.id,
sprite = render.sprites[spriteId], sprite = render.sprites[spriteId],
spriteBatch = render.spriteBatch; spriteContainer = render.spriteContainer;
// initialise body sprite if not existing // initialise body sprite if not existing
if (!sprite) if (!sprite)
sprite = render.sprites[spriteId] = _createBodySprite(render, body); sprite = render.sprites[spriteId] = _createBodySprite(render, body);
// add to scene graph if not already there // add to scene graph if not already there
if (Common.indexOf(spriteBatch.children, sprite) === -1) if (Common.indexOf(spriteContainer.children, sprite) === -1)
spriteBatch.addChild(sprite); spriteContainer.addChild(sprite);
// update body sprite // update body sprite
sprite.position.x = body.position.x; sprite.position.x = body.position.x;

8
build/matter.min.js vendored

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