Doing one final commit before the task of merging physics with core.

This commit is contained in:
Richard Davey 2013-06-25 15:35:45 +01:00
parent ec845155eb
commit 0591c7f2bd
12 changed files with 659 additions and 682 deletions

View file

@ -93,12 +93,13 @@ module Phaser {
*/
public checkFrameName(name: string): bool {
if (this._frameNames[name])
if (this._frameNames[name] == null)
{
return true;
return false;
}
return false;
return true;
}

View file

@ -263,6 +263,7 @@ module Phaser.Components.Sprite {
if (this.enabled)
{
this.enabled = false;
this.game.input.removeGameObject(this.indexID);
}
@ -578,7 +579,9 @@ module Phaser.Components.Sprite {
if (this.dragFromCenter)
{
// Move the sprite to the middle of the pointer
this._dragPoint.setTo(-this.sprite.worldView.halfWidth, -this.sprite.worldView.halfHeight);
//this._dragPoint.setTo(-this.sprite.worldView.halfWidth, -this.sprite.worldView.halfHeight);
//this._dragPoint.setTo(this.sprite.transform.center.x, this.sprite.transform.center.y);
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
}
else
{

View file

@ -527,6 +527,8 @@ module Phaser {
*/
public remove(object, splice: bool = false) {
console.log('removing from group');
this._i = this.members.indexOf(object);
if (this._i < 0 || (this._i >= this.members.length))
@ -544,6 +546,8 @@ module Phaser {
this.members[this._i] = null;
}
console.log('nulled');
if (object['events'])
{
object['events'].onRemovedFromGroup.dispatch(object, this);
@ -615,7 +619,7 @@ module Phaser {
public bringToTop(child): bool {
// If child not in this group, or is already at the top of the group, return false
if (child.group.ID != this.ID || child.z == this._zCounter)
if (!child || child.group == null || child.group.ID != this.ID || child.z == this._zCounter)
{
return false;
}

View file

@ -229,6 +229,12 @@ module Phaser {
{
var layer: TilemapLayer = new TilemapLayer(this.game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;

View file

@ -507,6 +507,7 @@ module Phaser {
if (this.inputObjects[index])
{
console.log('object removed from the input manager', index);
this.inputObjects[index] = null;
}

View file

@ -143,6 +143,9 @@ module Phaser.Physics.Advanced {
// Shapes
public shapes: IShape[] = [];
// Length of the shapes array
public shapesLength: number;
// Joints
public joints: IJoint[] = [];
public jointHash = {};
@ -163,7 +166,7 @@ module Phaser.Physics.Advanced {
public duplicate() {
//console.log('body duplicate called');
console.log('body duplicate called');
//var body = new Body(this.type, this.transform.t, this.angle);
@ -274,6 +277,8 @@ module Phaser.Physics.Advanced {
this.shapes.push(shape);
this.shapesLength = this.shapes.length;
return shape;
}
@ -288,8 +293,9 @@ module Phaser.Physics.Advanced {
shape.body = undefined;
}
}
this.shapesLength = this.shapes.length;
}
private setMass(mass) {
@ -307,8 +313,8 @@ module Phaser.Physics.Advanced {
public setTransform(pos, angle) {
this.transform.setTo(pos, angle);
// inject the transform into this.position
this.transform.setTo(pos, angle);
Manager.write('setTransform: ' + this.position.toString());
Manager.write('centroid: ' + this.centroid.toString());
Phaser.TransformUtils.transform(this.transform, this.centroid, this.position);
@ -399,20 +405,14 @@ module Phaser.Physics.Advanced {
if (!this.fixedRotation)
{
//this.setInertia(totalInertia - totalMass * vec2.dot(this.centroid, this.centroid));
this.setInertia(totalInertia - totalMass * Phaser.Vec2Utils.dot(this.centroid, this.centroid));
}
//console.log("mass = " + this.m + " inertia = " + this.i);
// Move center of mass
var oldPosition: Phaser.Vec2 = Phaser.Vec2Utils.clone(this.position);
//this.position.copyFrom(this.transform.transform(this.centroid));
Phaser.TransformUtils.transform(this.transform, this.centroid, this.position);
// Update center of mass velocity
//this.velocity.mad(vec2.perp(vec2.sub(this.position, old_p)), this.angularVelocity);
oldPosition.subtract(this.position);
this.velocity.multiplyAddByScalar(Phaser.Vec2Utils.perp(oldPosition, oldPosition), this.angularVelocity);
@ -462,7 +462,6 @@ module Phaser.Physics.Advanced {
public updateVelocity(gravity, dt, damping) {
// this.velocity = vec2.mad(this.velocity, vec2.mad(gravity, this.force, this.massInverted), dt);
Phaser.Vec2Utils.multiplyAdd(gravity, this.force, this.massInverted, this._tempVec2);
Phaser.Vec2Utils.multiplyAdd(this.velocity, this._tempVec2, dt, this.velocity);
@ -513,17 +512,10 @@ module Phaser.Physics.Advanced {
return v < min ? min : (v > max ? max : v);
}
public updatePosition(dt) {
public updatePosition(dt:number) {
//console.log('body update pos', this.position.y);
//console.log('pre add temp', this._tempVec2.y);
//this.position.addself(vec2.scale(this.velocity, dt));
this.position.add(Phaser.Vec2Utils.scale(this.velocity, dt, this._tempVec2));
//console.log('post add temp', this._tempVec2.y);
//console.log('post add', this.position.y);
this.angle += this.angularVelocity * dt;
}
@ -547,10 +539,8 @@ module Phaser.Physics.Advanced {
this.force.add(force);
// this.f.addself(force);
// this.torque += vec2.cross(vec2.sub(p, this.p), force);
Phaser.Vec2Utils.subtract(p, this.position, this._tempVec2);
this.torque += Phaser.Vec2Utils.cross(this._tempVec2, force);
}
@ -601,8 +591,6 @@ module Phaser.Physics.Advanced {
this.velocity.multiplyAddByScalar(impulse, this.massInverted);
// this.angularVelocity += vec2.cross(vec2.sub(p, this.position), impulse) * this.inertiaInverted;
Phaser.Vec2Utils.subtract(p, this.position, this._tempVec2);
this.angularVelocity += Phaser.Vec2Utils.cross(this._tempVec2, impulse) * this.inertiaInverted;

View file

@ -36,7 +36,7 @@ module Phaser.Physics.Advanced {
}
public static write(s: string) {
//Manager.debug.textContent += s + "\n";
Manager.debug.textContent += s + "\n";
}
public static writeAll() {
@ -119,10 +119,10 @@ module Phaser.Physics.Advanced {
public lastTime: number = Date.now();
public frameRateHz: number = 60;
public timeDelta: number = 0;
public paused: bool = false;
public step: bool = false; // step through the simulation (i.e. per click)
//public paused: bool = true;
//public paused: bool = false;
//public step: bool = false; // step through the simulation (i.e. per click)
public paused: bool = true;
public step: bool = false; // step through the simulation (i.e. per click)
public velocityIterations: number = 8;
public positionIterations: number = 4;
//public velocityIterations: number = 1;
@ -170,12 +170,6 @@ module Phaser.Physics.Advanced {
{
this.timeDelta = 0;
}
//if (sceneIndex < demoArr.length)
//{
// demo = demoArr[sceneIndex];
// demo.runFrame();
//}
}
//frameCount++;

View file

@ -20,33 +20,61 @@ module Phaser.Physics.Advanced {
constructor() {
this.bodyArr = [];
this.bodies = [];
this.bodyHash = {};
this.jointArr = [];
this.joints = [];
this.jointHash = {};
this.numContacts = 0;
this.contactSolvers = [];
//this.postSolve(arb) { };
this.gravity = new Phaser.Vec2(0, 10);
this.damping = 0;
this._linTolSqr = Space.SLEEP_LINEAR_TOLERANCE * Space.SLEEP_LINEAR_TOLERANCE;
this._angTolSqr = Space.SLEEP_ANGULAR_TOLERANCE * Space.SLEEP_ANGULAR_TOLERANCE;
}
// Delta Timer
private _delta: number;
private _deltaInv: number;
// Body array length
private _bl: number;
// Joints array length
private _jl: number;
// Contact Solvers array length
private _cl: number;
private _linTolSqr: number;
private _angTolSqr: number;
// Minimum sleep time (used in the sleep process solver)
private _minSleepTime: number;
private _positionSolved: bool;
private _shape1: IShape;
private _shape2: IShape;
private _contactsOk: bool;
private _jointsOk: bool;
private bodyHash;
private jointHash;
public static TIME_TO_SLEEP = 0.5;
public static SLEEP_LINEAR_TOLERANCE = 0.5;
public static SLEEP_ANGULAR_TOLERANCE = 2 * Phaser.GameMath.DEG_TO_RAD;
public bodyArr: Body[];
public bodyHash;
public jointArr: IJoint[];
public jointHash;
public bodies: Body[];
public joints: IJoint[];
public numContacts: number;
public contactSolvers: ContactSolver[];
public postSolve;
public postSolve = null;
public gravity: Phaser.Vec2;
public damping: number;
public stepCount: number = 0;
@ -57,18 +85,18 @@ module Phaser.Physics.Advanced {
Manager.bodyCounter = 0;
Manager.jointCounter = 0;
for (var i = 0; i < this.bodyArr.length; i++)
for (var i = 0; i < this.bodies.length; i++)
{
if (this.bodyArr[i])
if (this.bodies[i])
{
this.removeBody(this.bodyArr[i]);
this.removeBody(this.bodies[i]);
}
}
this.bodyArr = [];
this.bodies = [];
this.bodyHash = {};
this.jointArr = [];
this.joints = [];
this.jointHash = {};
this.contactSolvers = [];
@ -84,7 +112,7 @@ module Phaser.Physics.Advanced {
return;
}
var index = this.bodyArr.push(body) - 1;
var index = this.bodies.push(body) - 1;
this.bodyHash[body.id] = index;
body.awake(true);
@ -100,7 +128,7 @@ module Phaser.Physics.Advanced {
return;
}
// Remove linked joint
// Remove linked joints
for (var i = 0; i < body.joints.length; i++)
{
if (body.joints[i])
@ -113,7 +141,7 @@ module Phaser.Physics.Advanced {
var index = this.bodyHash[body.id];
delete this.bodyHash[body.id];
delete this.bodyArr[index];
delete this.bodies[index];
}
@ -127,7 +155,7 @@ module Phaser.Physics.Advanced {
joint.body1.awake(true);
joint.body2.awake(true);
var index = this.jointArr.push(joint) - 1;
var index = this.joints.push(joint) - 1;
this.jointHash[joint.id] = index;
var index = joint.body1.joints.push(joint) - 1;
@ -158,7 +186,7 @@ module Phaser.Physics.Advanced {
var index = this.jointHash[joint.id];
delete this.jointHash[joint.id];
delete this.jointArr[index];
delete this.joints[index];
}
@ -166,9 +194,9 @@ module Phaser.Physics.Advanced {
var firstShape;
for (var i = 0; i < this.bodyArr.length; i++)
for (var i = 0; i < this.bodies.length; i++)
{
var body = this.bodyArr[i];
var body = this.bodies[i];
if (!body)
{
@ -206,9 +234,9 @@ module Phaser.Physics.Advanced {
var firstBody;
for (var i = 0; i < this.bodyArr.length; i++)
for (var i = 0; i < this.bodies.length; i++)
{
var body = this.bodyArr[i];
var body = this.bodies[i];
if (!body)
{
@ -245,14 +273,14 @@ module Phaser.Physics.Advanced {
}
// TODO: Replace this function to shape hashing
public shapeById(id) {
var shape;
for (var i = 0; i < this.bodyArr.length; i++)
for (var i = 0; i < this.bodies.length; i++)
{
var body = this.bodyArr[i];
var body: Body = this.bodies[i];
if (!body)
{
continue;
@ -276,7 +304,7 @@ module Phaser.Physics.Advanced {
if (index != undefined)
{
return this.jointArr[index];
return this.joints[index];
}
return null;
@ -288,9 +316,9 @@ module Phaser.Physics.Advanced {
refVertexId = refVertexId || -1;
for (var i = 0; i < this.bodyArr.length; i++)
for (var i = 0; i < this.bodies.length; i++)
{
var body = this.bodyArr[i];
var body = this.bodies[i];
if (!body)
{
@ -334,9 +362,9 @@ module Phaser.Physics.Advanced {
refEdgeId = refEdgeId || -1;
for (var i = 0; i < this.bodyArr.length; i++)
for (var i = 0; i < this.bodies.length; i++)
{
var body = this.bodyArr[i];
var body = this.bodies[i];
if (!body)
{
@ -387,9 +415,9 @@ module Phaser.Physics.Advanced {
refJointId = refJointId || -1;
for (var i = 0; i < this.jointArr.length; i++)
for (var i = 0; i < this.joints.length; i++)
{
var joint = this.jointArr[i];
var joint = this.joints[i];
if (!joint)
{
@ -429,13 +457,13 @@ module Phaser.Physics.Advanced {
return firstJointId;
}
public findContactSolver(shape1, shape2) {
private findContactSolver(shape1:IShape, shape2:IShape):ContactSolver {
Manager.write('findContactSolver. Length: ' + this.contactSolvers.length);
Manager.write('findContactSolver. Length: ' + this._cl);
for (var i = 0; i < this.contactSolvers.length; i++)
for (var i = 0; i < this._cl; i++)
{
var contactSolver = this.contactSolvers[i];
var contactSolver: ContactSolver = this.contactSolvers[i];
if (shape1 == contactSolver.shape1 && shape2 == contactSolver.shape2)
{
@ -444,363 +472,346 @@ module Phaser.Physics.Advanced {
}
return null;
}
public genTemporalContactSolvers() {
private genTemporalContactSolvers() {
Manager.write('genTemporalContactSolvers');
var newContactSolverArr = [];
var bl: number = this.bodyArr.length;
this._cl = 0;
this.contactSolvers.length = 0;
this.numContacts = 0;
for (var body1_index = 0; body1_index < bl; body1_index++)
for (var body1Index = 0; body1Index < this._bl; body1Index++)
{
var body1: Body = this.bodyArr[body1_index];
if (!body1)
if (!this.bodies[body1Index])
{
continue;
}
body1.stepCount = this.stepCount;
this.bodies[body1Index].stepCount = this.stepCount;
for (var body2_index = 0; body2_index < bl; body2_index++)
for (var body2Index = 0; body2Index < this._bl; body2Index++)
{
var body2: Body = this.bodyArr[body2_index];
if (body1.inContact(body2) == false)
if (this.bodies[body1Index].inContact(this.bodies[body2Index]) == false)
{
continue;
}
Manager.write('body1 and body2 intersect');
for (var i = 0; i < body1.shapes.length; i++)
for (var i = 0; i < this.bodies[body1Index].shapesLength; i++)
{
for (var j = 0; j < body2.shapes.length; j++)
for (var j = 0; j < this.bodies[body2Index].shapesLength; j++)
{
var shape1 = body1.shapes[i];
var shape2 = body2.shapes[j];
this._shape1 = this.bodies[body1Index].shapes[i];
this._shape2 = this.bodies[body2Index].shapes[j];
var contactArr = [];
if (!Manager.collision.collide(shape1, shape2, contactArr))
if (!Manager.collision.collide(this._shape1, this._shape2, contactArr))
{
continue;
}
if (shape1.type > shape2.type)
if (this._shape1.type > this._shape2.type)
{
var temp = shape1;
shape1 = shape2;
shape2 = temp;
var temp = this._shape1;
this._shape1 = this._shape2;
this._shape2 = temp;
}
this.numContacts += contactArr.length;
var contactSolver = this.findContactSolver(shape1, shape2);
// Result stored in this._contactSolver (see what we can do about generating some re-usable solvers)
var contactSolver: ContactSolver = this.findContactSolver(this._shape1, this._shape2);
Manager.write('findContactSolver result: ' + contactSolver);
if (contactSolver)
{
contactSolver.update(contactArr);
newContactSolverArr.push(contactSolver);
this.contactSolvers.push(contactSolver);
}
else
{
Manager.write('awake both bodies');
body1.awake(true);
body2.awake(true);
this.bodies[body1Index].awake(true);
this.bodies[body2Index].awake(true);
var newContactSolver = new ContactSolver(shape1, shape2);
var newContactSolver = new ContactSolver(this._shape1, this._shape2);
newContactSolver.contacts = contactArr;
newContactSolver.elasticity = Math.max(shape1.elasticity, shape2.elasticity);
newContactSolver.friction = Math.sqrt(shape1.friction * shape2.friction);
newContactSolverArr.push(newContactSolver);
newContactSolver.elasticity = Math.max(this._shape1.elasticity, this._shape2.elasticity);
newContactSolver.friction = Math.sqrt(this._shape1.friction * this._shape2.friction);
this.contactSolvers.push(newContactSolver);
Manager.write('new contact solver');
//console.log(newContactSolver);
}
}
}
}
}
return newContactSolverArr;
this._cl = this.contactSolvers.length;
}
public initSolver(dt, dt_inv, warmStarting) {
private initSolver(warmStarting) {
Manager.write('initSolver');
Manager.write('contactSolvers.length: ' + this.contactSolvers.length);
//var t0 = Date.now();
Manager.write('contactSolvers.length: ' + this._cl);
// Initialize contact solvers
for (var i = 0; i < this.contactSolvers.length; i++)
for (var c = 0; c < this._cl; c++)
{
this.contactSolvers[i].initSolver(dt_inv);
this.contactSolvers[c].initSolver(this._deltaInv);
// Warm starting (apply cached impulse)
if (warmStarting)
{
this.contactSolvers[c].warmStart();
}
}
// Initialize joint solver
for (var i = 0; i < this.jointArr.length; i++)
for (var j = 0; j < this.joints.length; j++)
{
if (this.jointArr[i])
if (this.joints[j])
{
this.jointArr[i].initSolver(dt, warmStarting);
this.joints[j].initSolver(this._delta, warmStarting);
}
}
// Warm starting (apply cached impulse)
/*
if (warmStarting)
{
for (var i = 0; i < this.contactSolvers.length; i++)
for (var c = 0; c < this._cl; c++)
{
this.contactSolvers[i].warmStart();
this.contactSolvers[c].warmStart();
}
}
*/
//stats.timeInitSolver = Date.now() - t0;
}
public velocitySolver(iteration) {
private velocitySolver(iterations:number) {
Manager.write('velocitySolver, iterations: ' + iteration + ' csa len: ' + this.contactSolvers.length);
Manager.write('velocitySolver, iterations: ' + iterations + ' csa len: ' + this._cl);
//var t0 = Date.now();
for (var i = 0; i < iteration; i++)
for (var i = 0; i < iterations; i++)
{
for (var j = 0; j < this.jointArr.length; j++)
for (var j = 0; j < this._jl; j++)
{
if (this.jointArr[j])
if (this.joints[j])
{
this.jointArr[j].solveVelocityConstraints();
this.joints[j].solveVelocityConstraints();
}
}
for (var j = 0; j < this.contactSolvers.length; j++)
for (var c = 0; c < this._cl; c++)
{
this.contactSolvers[j].solveVelocityConstraints();
this.contactSolvers[c].solveVelocityConstraints();
}
}
}
public positionSolver(iteration) {
private positionSolver(iterations:number):bool {
var positionSolved = false;
this._positionSolved = false;
for (var i = 0; i < iteration; i++)
for (var i = 0; i < iterations; i++)
{
var contactsOk = true;
var jointsOk = true;
this._contactsOk = true;
this._jointsOk = true;
for (var j = 0; j < this.contactSolvers.length; j++)
for (var c = 0; c < this._cl; c++)
{
var contactOk = this.contactSolvers[j].solvePositionConstraints();
contactsOk = contactOk && contactsOk;
this._contactsOk = this.contactSolvers[c].solvePositionConstraints() && this._contactsOk;
}
for (var j = 0; j < this.jointArr.length; j++)
for (var j = 0; j < this._jl; j++)
{
if (this.jointArr[j])
if (this.joints[j])
{
var jointOk = this.jointArr[j].solvePositionConstraints();
jointsOk = jointOk && jointsOk;
this._jointsOk = this.joints[j].solvePositionConstraints() && this._jointsOk;
}
}
if (contactsOk && jointsOk)
if (this._contactsOk && this._jointsOk)
{
// exit early if the position errors are small
positionSolved = true;
this._positionSolved = true;
break;
}
}
return positionSolved;
return this._positionSolved;
}
public step(dt, vel_iteration, pos_iteration, warmStarting, allowSleep) {
// Step through the physics simulation
public step(dt: number, velocityIterations: number, positionIterations: number, warmStarting: bool, allowSleep: bool) {
Manager.clear();
Manager.write('Space step ' + this.stepCount);
var dt_inv: number = 1 / dt;
var bl: number = this.bodyArr.length;
var jl: number = this.jointArr.length;
this._delta = dt;
this._deltaInv = 1 / dt;
this._bl = this.bodies.length;
this._jl = this.joints.length;
this.stepCount++;
// 1) Generate Contact Solvers
this.contactSolvers = this.genTemporalContactSolvers();
// 1) Generate Contact Solvers (into the this.contactSolvers array)
this.genTemporalContactSolvers();
Manager.dump("Contact Solvers", this.bodyArr[1]);
Manager.dump("Contact Solvers", this.bodies[1]);
// 2) Initialize the Contact Solvers
this.initSolver(dt, dt_inv, warmStarting);
this.initSolver(warmStarting);
Manager.dump("Init Solver", this.bodyArr[1]);
Manager.dump("Init Solver", this.bodies[1]);
// 3) Intergrate velocity
for (var i = 0; i < bl; i++)
for (var i = 0; i < this._bl; i++)
{
if (this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake)
if (this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake)
{
this.bodyArr[i].updateVelocity(this.gravity, dt, this.damping);
this.bodies[i].updateVelocity(this.gravity, this._delta, this.damping);
}
}
Manager.dump("Update Velocity", this.bodyArr[1]);
Manager.dump("Update Velocity", this.bodies[1]);
/*
// 4) Awaken bodies
for (var j = 0; i < jl; j++)
// 4) Awaken bodies via joints
for (var j = 0; i < this._jl; j++)
{
var joint = this.jointArr[j];
if (!joint)
if (!this.joints[j])
{
continue;
}
var body1 = joint.body1;
var body2 = joint.body2;
var awake1 = body1.isAwake && !body1.isStatic;
var awake2 = body2.isAwake && !body2.isStatic;
// combine
var awake1 = this.joints[j].body1.isAwake && !this.joints[j].body1.isStatic;
var awake2 = this.joints[j].body2.isAwake && !this.joints[j].body2.isStatic;
if (awake1 ^ awake2)
{
if (!awake1)
{
body1.awake(true);
this.joints[j].body1.awake(true);
}
if (!awake2)
{
body2.awake(true);
this.joints[j].body2.awake(true);
}
}
}
*/
// 5) Iterative velocity constraints solver
this.velocitySolver(vel_iteration);
this.velocitySolver(velocityIterations);
Manager.dump("Velocity Solvers", this.bodyArr[1]);
Manager.dump("Velocity Solvers", this.bodies[1]);
// 6) Intergrate position
for (var i = 0; i < bl; i++)
for (var i = 0; i < this._bl; i++)
{
if (this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake)
if (this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake)
{
this.bodyArr[i].updatePosition(dt);
this.bodies[i].updatePosition(this._delta);
}
}
Manager.dump("Update Position", this.bodyArr[1]);
Manager.dump("Update Position", this.bodies[1]);
// 7) Process breakable joint
for (var i = 0; i < jl; i++)
for (var i = 0; i < this._jl; i++)
{
if (this.jointArr[i] && this.jointArr[i].breakable && (this.jointArr[i].getReactionForce(dt_inv).lengthSq() >= this.jointArr[i].maxForce * this.jointArr[i].maxForce))
if (this.joints[i] && this.joints[i].breakable && (this.joints[i].getReactionForce(this._deltaInv).lengthSq() >= this.joints[i].maxForce * this.joints[i].maxForce))
{
this.removeJoint(this.jointArr[i]);
this.removeJoint(this.joints[i]);
}
}
// 8) Iterative position constraints solver
var positionSolved = this.positionSolver(pos_iteration);
// 8) Iterative position constraints solver (result stored in this._positionSolved)
this.positionSolver(positionIterations);
Manager.dump("Position Solver", this.bodyArr[1]);
Manager.dump("Position Solver", this.bodies[1]);
// 9) Sync the Transforms
for (var i = 0; i < bl; i++)
for (var i = 0; i < this._bl; i++)
{
if (this.bodyArr[i])
if (this.bodies[i])
{
this.bodyArr[i].syncTransform();
this.bodies[i].syncTransform();
}
}
Manager.dump("Sync Transform", this.bodyArr[1]);
Manager.dump("Sync Transform", this.bodies[1]);
// 10) Post solve collision callback
for (var i = 0; i < this.contactSolvers.length; i++)
if (this.postSolve)
{
var arb = this.contactSolvers[i];
// Re-enable this
//this.postSolve(arb);
for (var i = 0; i < this._cl; i++)
{
this.postSolve(this.contactSolvers[i]);
}
}
// 11) Cache Body Data
for (var i = 0; i < bl; i++)
for (var i = 0; i < this._bl; i++)
{
if (this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake)
if (this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake)
{
this.bodyArr[i].cacheData('post solve collision callback');
this.bodies[i].cacheData('post solve collision callback');
}
}
Manager.dump("Cache Data", this.bodyArr[1]);
Manager.dump("Cache Data", this.bodies[1]);
Manager.writeAll();
// 12) Process sleeping
/*
if (allowSleep)
{
var minSleepTime = 999999;
this._minSleepTime = 999999;
var linTolSqr = Space.SLEEP_LINEAR_TOLERANCE * Space.SLEEP_LINEAR_TOLERANCE;
var angTolSqr = Space.SLEEP_ANGULAR_TOLERANCE * Space.SLEEP_ANGULAR_TOLERANCE;
for (var i = 0; i < bl; i++)
for (var i = 0; i < this._bl; i++)
{
var body = this.bodyArr[i];
if (!this.bodyArr[i] || this.bodyArr[i].isDynamic == false)
if (!this.bodies[i] || this.bodies[i].isDynamic == false)
{
continue;
}
if (body.angularVelocity * body.angularVelocity > angTolSqr || body.velocity.dot(body.velocity) > linTolSqr)
if (this.bodies[i].angularVelocity * this.bodies[i].angularVelocity > this._angTolSqr || this.bodies[i].velocity.dot(this.bodies[i].velocity) > this._linTolSqr)
{
body.sleepTime = 0;
minSleepTime = 0;
this.bodies[i].sleepTime = 0;
this._minSleepTime = 0;
}
else
{
body.sleepTime += dt;
minSleepTime = Math.min(minSleepTime, body.sleepTime);
this.bodies[i].sleepTime += this._delta;
this._minSleepTime = Math.min(this._minSleepTime, this.bodies[i].sleepTime);
}
}
if (positionSolved && minSleepTime >= Space.TIME_TO_SLEEP)
if (this._positionSolved && this._minSleepTime >= Space.TIME_TO_SLEEP)
{
for (var i = 0; i < this.bodyArr.length; i++)
for (var i = 0; i < this._bl; i++)
{
var body = this.bodyArr[i];
if (!body)
if (this.bodies[i])
{
continue;
this.bodies[i].awake(false);
}
body.awake(false);
}
}
}
*/
}
}

View file

@ -41,6 +41,10 @@ TODO:
* Add clip support + shape options to Texture Component.
* Make sure I'm using Point and not Vec2 when it's not a directional vector I need
* Bug with setting scale or anything on a Sprite inside a Group, or maybe group.addNewSprite issue
* Drag Sprite with "snap to center" uses local coords not world, so fails on scrolling world (no center lock works fine)
* Need to be able to set the current tilemap layer, then the getTileXY default layer uses that one if no other given
* Pointer worldX/Y don't appear to be correct for some reason
* Sprite collision events
* See which functions in the input component can move elsewhere (utils)
@ -117,6 +121,9 @@ V1.0.0
* Added Cache.getImageKeys (and similar) to return an array of all the keys for all currently cached objects.
* Added Group.bringToTop feature. Will sort the Group, move the given sprites z-index to the top and shift the rest down by one.
* Brand new Advanced Physics system added and working! Woohoo :)
* Fixed issue in Tilemap.parseTiledJSON where it would accidentally think image and object layers were map data.
* Fixed bug in Group.bringToTop if the child didn't have a group property yet.
* Fixed bug in FrameData.checkFrameName where the first index of the _frameNames array would be skipped.

View file

@ -2539,10 +2539,10 @@ var Phaser;
* @return {boolean} True if frame with given name found, otherwise return false.
*/
function (name) {
if(this._frameNames[name]) {
return true;
if(this._frameNames[name] == null) {
return false;
}
return false;
return true;
};
FrameData.prototype.getFrameRange = /**
* Get ranges of frames in an array.
@ -3534,6 +3534,7 @@ var Phaser;
*/
function () {
if(this.enabled) {
this.enabled = false;
this.game.input.removeGameObject(this.indexID);
}
};
@ -3766,7 +3767,9 @@ var Phaser;
this._pointerData[pointer.id].isDragged = true;
if(this.dragFromCenter) {
// Move the sprite to the middle of the pointer
this._dragPoint.setTo(-this.sprite.worldView.halfWidth, -this.sprite.worldView.halfHeight);
//this._dragPoint.setTo(-this.sprite.worldView.halfWidth, -this.sprite.worldView.halfHeight);
//this._dragPoint.setTo(this.sprite.transform.center.x, this.sprite.transform.center.y);
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
} else {
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
}
@ -5516,6 +5519,7 @@ var Phaser;
*/
function (object, splice) {
if (typeof splice === "undefined") { splice = false; }
console.log('removing from group');
this._i = this.members.indexOf(object);
if(this._i < 0 || (this._i >= this.members.length)) {
return null;
@ -5526,6 +5530,7 @@ var Phaser;
} else {
this.members[this._i] = null;
}
console.log('nulled');
if(object['events']) {
object['events'].onRemovedFromGroup.dispatch(object, this);
}
@ -5575,7 +5580,7 @@ var Phaser;
};
Group.prototype.bringToTop = function (child) {
// If child not in this group, or is already at the top of the group, return false
if(child.group.ID != this.ID || child.z == this._zCounter) {
if(!child || child.group == null || child.group.ID != this.ID || child.z == this._zCounter) {
return false;
}
this.sort();
@ -10716,6 +10721,10 @@ var Phaser;
var json = JSON.parse(data);
for(var i = 0; i < json.layers.length; i++) {
var layer = new Phaser.TilemapLayer(this.game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
// Check it's a data layer
if(!json.layers[i].data) {
continue;
}
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;
@ -16166,6 +16175,7 @@ var Phaser;
**/
function (index) {
if(this.inputObjects[index]) {
console.log('object removed from the input manager', index);
this.inputObjects[index] = null;
}
};
@ -19155,11 +19165,11 @@ var Phaser;
this.lastTime = Date.now();
this.frameRateHz = 60;
this.timeDelta = 0;
this.paused = false;
//public paused: bool = false;
//public step: bool = false; // step through the simulation (i.e. per click)
this.paused = true;
this.step = false;
// step through the simulation (i.e. per click)
//public paused: bool = true;
//public step: bool = false; // step through the simulation (i.e. per click)
this.velocityIterations = 8;
this.positionIterations = 4;
//public velocityIterations: number = 1;
@ -19175,8 +19185,8 @@ var Phaser;
Manager.log = [];
};
Manager.write = function write(s) {
//Manager.debug.textContent += s + "\n";
};
Manager.debug.textContent += s + "\n";
};
Manager.writeAll = function writeAll() {
for(var i = 0; i < Manager.log.length; i++) {
//Manager.debug.textContent += Manager.log[i];
@ -19263,12 +19273,7 @@ var Phaser;
if(this.timeDelta > h) {
this.timeDelta = 0;
}
//if (sceneIndex < demoArr.length)
//{
// demo = demoArr[sceneIndex];
// demo.runFrame();
//}
}
}
//frameCount++;
};
Manager.prototype.pixelsToMeters = function (value) {
@ -20803,10 +20808,10 @@ var Phaser;
var Space = (function () {
function Space() {
this.stepCount = 0;
this.bodyArr = [];
this.bodies = [];
this.bodyHash = {
};
this.jointArr = [];
this.joints = [];
this.jointHash = {
};
this.numContacts = 0;
@ -20814,6 +20819,8 @@ var Phaser;
//this.postSolve(arb) { };
this.gravity = new Phaser.Vec2(0, 10);
this.damping = 0;
this._linTolSqr = Space.SLEEP_LINEAR_TOLERANCE * Space.SLEEP_LINEAR_TOLERANCE;
this._angTolSqr = Space.SLEEP_ANGULAR_TOLERANCE * Space.SLEEP_ANGULAR_TOLERANCE;
}
Space.TIME_TO_SLEEP = 0.5;
Space.SLEEP_LINEAR_TOLERANCE = 0.5;
@ -20822,15 +20829,15 @@ var Phaser;
Advanced.Manager.shapeCounter = 0;
Advanced.Manager.bodyCounter = 0;
Advanced.Manager.jointCounter = 0;
for(var i = 0; i < this.bodyArr.length; i++) {
if(this.bodyArr[i]) {
this.removeBody(this.bodyArr[i]);
for(var i = 0; i < this.bodies.length; i++) {
if(this.bodies[i]) {
this.removeBody(this.bodies[i]);
}
}
this.bodyArr = [];
this.bodies = [];
this.bodyHash = {
};
this.jointArr = [];
this.joints = [];
this.jointHash = {
};
this.contactSolvers = [];
@ -20840,7 +20847,7 @@ var Phaser;
if(this.bodyHash[body.id] != undefined) {
return;
}
var index = this.bodyArr.push(body) - 1;
var index = this.bodies.push(body) - 1;
this.bodyHash[body.id] = index;
body.awake(true);
body.space = this;
@ -20850,7 +20857,7 @@ var Phaser;
if(this.bodyHash[body.id] == undefined) {
return;
}
// Remove linked joint
// Remove linked joints
for(var i = 0; i < body.joints.length; i++) {
if(body.joints[i]) {
this.removeJoint(body.joints[i]);
@ -20859,7 +20866,7 @@ var Phaser;
body.space = null;
var index = this.bodyHash[body.id];
delete this.bodyHash[body.id];
delete this.bodyArr[index];
delete this.bodies[index];
};
Space.prototype.addJoint = function (joint) {
if(this.jointHash[joint.id] != undefined) {
@ -20867,7 +20874,7 @@ var Phaser;
}
joint.body1.awake(true);
joint.body2.awake(true);
var index = this.jointArr.push(joint) - 1;
var index = this.joints.push(joint) - 1;
this.jointHash[joint.id] = index;
var index = joint.body1.joints.push(joint) - 1;
joint.body1.jointHash[joint.id] = index;
@ -20888,12 +20895,12 @@ var Phaser;
delete joint.body2.joints[index];
var index = this.jointHash[joint.id];
delete this.jointHash[joint.id];
delete this.jointArr[index];
delete this.joints[index];
};
Space.prototype.findShapeByPoint = function (p, refShape) {
var firstShape;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -20916,8 +20923,8 @@ var Phaser;
};
Space.prototype.findBodyByPoint = function (p, refBody) {
var firstBody;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -20939,11 +20946,10 @@ var Phaser;
}
return firstBody;
};
Space.prototype.shapeById = // TODO: Replace this function to shape hashing
function (id) {
Space.prototype.shapeById = function (id) {
var shape;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -20958,15 +20964,15 @@ var Phaser;
Space.prototype.jointById = function (id) {
var index = this.jointHash[id];
if(index != undefined) {
return this.jointArr[index];
return this.joints[index];
}
return null;
};
Space.prototype.findVertexByPoint = function (p, minDist, refVertexId) {
var firstVertexId = -1;
refVertexId = refVertexId || -1;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -20992,8 +20998,8 @@ var Phaser;
Space.prototype.findEdgeByPoint = function (p, minDist, refEdgeId) {
var firstEdgeId = -1;
refEdgeId = refEdgeId || -1;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -21023,8 +21029,8 @@ var Phaser;
var firstJointId = -1;
var dsq = minDist * minDist;
refJointId = refJointId || -1;
for(var i = 0; i < this.jointArr.length; i++) {
var joint = this.jointArr[i];
for(var i = 0; i < this.joints.length; i++) {
var joint = this.joints[i];
if(!joint) {
continue;
}
@ -21049,8 +21055,8 @@ var Phaser;
return firstJointId;
};
Space.prototype.findContactSolver = function (shape1, shape2) {
Advanced.Manager.write('findContactSolver. Length: ' + this.contactSolvers.length);
for(var i = 0; i < this.contactSolvers.length; i++) {
Advanced.Manager.write('findContactSolver. Length: ' + this._cl);
for(var i = 0; i < this._cl; i++) {
var contactSolver = this.contactSolvers[i];
if(shape1 == contactSolver.shape1 && shape2 == contactSolver.shape2) {
return contactSolver;
@ -21060,255 +21066,221 @@ var Phaser;
};
Space.prototype.genTemporalContactSolvers = function () {
Advanced.Manager.write('genTemporalContactSolvers');
var newContactSolverArr = [];
var bl = this.bodyArr.length;
this._cl = 0;
this.contactSolvers.length = 0;
this.numContacts = 0;
for(var body1_index = 0; body1_index < bl; body1_index++) {
var body1 = this.bodyArr[body1_index];
if(!body1) {
for(var body1Index = 0; body1Index < this._bl; body1Index++) {
if(!this.bodies[body1Index]) {
continue;
}
body1.stepCount = this.stepCount;
for(var body2_index = 0; body2_index < bl; body2_index++) {
var body2 = this.bodyArr[body2_index];
if(body1.inContact(body2) == false) {
this.bodies[body1Index].stepCount = this.stepCount;
for(var body2Index = 0; body2Index < this._bl; body2Index++) {
if(this.bodies[body1Index].inContact(this.bodies[body2Index]) == false) {
continue;
}
Advanced.Manager.write('body1 and body2 intersect');
for(var i = 0; i < body1.shapes.length; i++) {
for(var j = 0; j < body2.shapes.length; j++) {
var shape1 = body1.shapes[i];
var shape2 = body2.shapes[j];
for(var i = 0; i < this.bodies[body1Index].shapesLength; i++) {
for(var j = 0; j < this.bodies[body2Index].shapesLength; j++) {
this._shape1 = this.bodies[body1Index].shapes[i];
this._shape2 = this.bodies[body2Index].shapes[j];
var contactArr = [];
if(!Advanced.Manager.collision.collide(shape1, shape2, contactArr)) {
if(!Advanced.Manager.collision.collide(this._shape1, this._shape2, contactArr)) {
continue;
}
if(shape1.type > shape2.type) {
var temp = shape1;
shape1 = shape2;
shape2 = temp;
if(this._shape1.type > this._shape2.type) {
var temp = this._shape1;
this._shape1 = this._shape2;
this._shape2 = temp;
}
this.numContacts += contactArr.length;
var contactSolver = this.findContactSolver(shape1, shape2);
// Result stored in this._contactSolver (see what we can do about generating some re-usable solvers)
var contactSolver = this.findContactSolver(this._shape1, this._shape2);
Advanced.Manager.write('findContactSolver result: ' + contactSolver);
if(contactSolver) {
contactSolver.update(contactArr);
newContactSolverArr.push(contactSolver);
this.contactSolvers.push(contactSolver);
} else {
Advanced.Manager.write('awake both bodies');
body1.awake(true);
body2.awake(true);
var newContactSolver = new Advanced.ContactSolver(shape1, shape2);
this.bodies[body1Index].awake(true);
this.bodies[body2Index].awake(true);
var newContactSolver = new Advanced.ContactSolver(this._shape1, this._shape2);
newContactSolver.contacts = contactArr;
newContactSolver.elasticity = Math.max(shape1.elasticity, shape2.elasticity);
newContactSolver.friction = Math.sqrt(shape1.friction * shape2.friction);
newContactSolverArr.push(newContactSolver);
newContactSolver.elasticity = Math.max(this._shape1.elasticity, this._shape2.elasticity);
newContactSolver.friction = Math.sqrt(this._shape1.friction * this._shape2.friction);
this.contactSolvers.push(newContactSolver);
Advanced.Manager.write('new contact solver');
//console.log(newContactSolver);
}
}
}
}
}
}
return newContactSolverArr;
this._cl = this.contactSolvers.length;
};
Space.prototype.initSolver = function (dt, dt_inv, warmStarting) {
Space.prototype.initSolver = function (warmStarting) {
Advanced.Manager.write('initSolver');
Advanced.Manager.write('contactSolvers.length: ' + this.contactSolvers.length);
//var t0 = Date.now();
Advanced.Manager.write('contactSolvers.length: ' + this._cl);
// Initialize contact solvers
for(var i = 0; i < this.contactSolvers.length; i++) {
this.contactSolvers[i].initSolver(dt_inv);
for(var c = 0; c < this._cl; c++) {
this.contactSolvers[c].initSolver(this._deltaInv);
// Warm starting (apply cached impulse)
if(warmStarting) {
this.contactSolvers[c].warmStart();
}
}
// Initialize joint solver
for(var i = 0; i < this.jointArr.length; i++) {
if(this.jointArr[i]) {
this.jointArr[i].initSolver(dt, warmStarting);
for(var j = 0; j < this.joints.length; j++) {
if(this.joints[j]) {
this.joints[j].initSolver(this._delta, warmStarting);
}
}
// Warm starting (apply cached impulse)
if(warmStarting) {
for(var i = 0; i < this.contactSolvers.length; i++) {
this.contactSolvers[i].warmStart();
}
/*
if (warmStarting)
{
for (var c = 0; c < this._cl; c++)
{
this.contactSolvers[c].warmStart();
}
//stats.timeInitSolver = Date.now() - t0;
}
*/
};
Space.prototype.velocitySolver = function (iteration) {
Advanced.Manager.write('velocitySolver, iterations: ' + iteration + ' csa len: ' + this.contactSolvers.length);
//var t0 = Date.now();
for(var i = 0; i < iteration; i++) {
for(var j = 0; j < this.jointArr.length; j++) {
if(this.jointArr[j]) {
this.jointArr[j].solveVelocityConstraints();
Space.prototype.velocitySolver = function (iterations) {
Advanced.Manager.write('velocitySolver, iterations: ' + iterations + ' csa len: ' + this._cl);
for(var i = 0; i < iterations; i++) {
for(var j = 0; j < this._jl; j++) {
if(this.joints[j]) {
this.joints[j].solveVelocityConstraints();
}
}
for(var j = 0; j < this.contactSolvers.length; j++) {
this.contactSolvers[j].solveVelocityConstraints();
for(var c = 0; c < this._cl; c++) {
this.contactSolvers[c].solveVelocityConstraints();
}
}
};
Space.prototype.positionSolver = function (iteration) {
var positionSolved = false;
for(var i = 0; i < iteration; i++) {
var contactsOk = true;
var jointsOk = true;
for(var j = 0; j < this.contactSolvers.length; j++) {
var contactOk = this.contactSolvers[j].solvePositionConstraints();
contactsOk = contactOk && contactsOk;
Space.prototype.positionSolver = function (iterations) {
this._positionSolved = false;
for(var i = 0; i < iterations; i++) {
this._contactsOk = true;
this._jointsOk = true;
for(var c = 0; c < this._cl; c++) {
this._contactsOk = this.contactSolvers[c].solvePositionConstraints() && this._contactsOk;
}
for(var j = 0; j < this.jointArr.length; j++) {
if(this.jointArr[j]) {
var jointOk = this.jointArr[j].solvePositionConstraints();
jointsOk = jointOk && jointsOk;
for(var j = 0; j < this._jl; j++) {
if(this.joints[j]) {
this._jointsOk = this.joints[j].solvePositionConstraints() && this._jointsOk;
}
}
if(contactsOk && jointsOk) {
if(this._contactsOk && this._jointsOk) {
// exit early if the position errors are small
positionSolved = true;
this._positionSolved = true;
break;
}
}
return positionSolved;
return this._positionSolved;
};
Space.prototype.step = function (dt, vel_iteration, pos_iteration, warmStarting, allowSleep) {
Space.prototype.step = // Step through the physics simulation
function (dt, velocityIterations, positionIterations, warmStarting, allowSleep) {
Advanced.Manager.clear();
Advanced.Manager.write('Space step ' + this.stepCount);
var dt_inv = 1 / dt;
var bl = this.bodyArr.length;
var jl = this.jointArr.length;
this._delta = dt;
this._deltaInv = 1 / dt;
this._bl = this.bodies.length;
this._jl = this.joints.length;
this.stepCount++;
// 1) Generate Contact Solvers
this.contactSolvers = this.genTemporalContactSolvers();
Advanced.Manager.dump("Contact Solvers", this.bodyArr[1]);
// 1) Generate Contact Solvers (into the this.contactSolvers array)
this.genTemporalContactSolvers();
Advanced.Manager.dump("Contact Solvers", this.bodies[1]);
// 2) Initialize the Contact Solvers
this.initSolver(dt, dt_inv, warmStarting);
Advanced.Manager.dump("Init Solver", this.bodyArr[1]);
this.initSolver(warmStarting);
Advanced.Manager.dump("Init Solver", this.bodies[1]);
// 3) Intergrate velocity
for(var i = 0; i < bl; i++) {
if(this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake) {
this.bodyArr[i].updateVelocity(this.gravity, dt, this.damping);
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake) {
this.bodies[i].updateVelocity(this.gravity, this._delta, this.damping);
}
}
Advanced.Manager.dump("Update Velocity", this.bodyArr[1]);
/*
// 4) Awaken bodies
for (var j = 0; i < jl; j++)
{
var joint = this.jointArr[j];
if (!joint)
{
continue;
Advanced.Manager.dump("Update Velocity", this.bodies[1]);
// 4) Awaken bodies via joints
for(var j = 0; i < this._jl; j++) {
if(!this.joints[j]) {
continue;
}
// combine
var awake1 = this.joints[j].body1.isAwake && !this.joints[j].body1.isStatic;
var awake2 = this.joints[j].body2.isAwake && !this.joints[j].body2.isStatic;
if(awake1 ^ awake2) {
if(!awake1) {
this.joints[j].body1.awake(true);
}
if(!awake2) {
this.joints[j].body2.awake(true);
}
}
}
var body1 = joint.body1;
var body2 = joint.body2;
var awake1 = body1.isAwake && !body1.isStatic;
var awake2 = body2.isAwake && !body2.isStatic;
if (awake1 ^ awake2)
{
if (!awake1)
{
body1.awake(true);
}
if (!awake2)
{
body2.awake(true);
}
}
}
*/
// 5) Iterative velocity constraints solver
this.velocitySolver(vel_iteration);
Advanced.Manager.dump("Velocity Solvers", this.bodyArr[1]);
this.velocitySolver(velocityIterations);
Advanced.Manager.dump("Velocity Solvers", this.bodies[1]);
// 6) Intergrate position
for(var i = 0; i < bl; i++) {
if(this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake) {
this.bodyArr[i].updatePosition(dt);
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake) {
this.bodies[i].updatePosition(this._delta);
}
}
Advanced.Manager.dump("Update Position", this.bodyArr[1]);
Advanced.Manager.dump("Update Position", this.bodies[1]);
// 7) Process breakable joint
for(var i = 0; i < jl; i++) {
if(this.jointArr[i] && this.jointArr[i].breakable && (this.jointArr[i].getReactionForce(dt_inv).lengthSq() >= this.jointArr[i].maxForce * this.jointArr[i].maxForce)) {
this.removeJoint(this.jointArr[i]);
for(var i = 0; i < this._jl; i++) {
if(this.joints[i] && this.joints[i].breakable && (this.joints[i].getReactionForce(this._deltaInv).lengthSq() >= this.joints[i].maxForce * this.joints[i].maxForce)) {
this.removeJoint(this.joints[i]);
}
}
// 8) Iterative position constraints solver
var positionSolved = this.positionSolver(pos_iteration);
Advanced.Manager.dump("Position Solver", this.bodyArr[1]);
// 8) Iterative position constraints solver (result stored in this._positionSolved)
this.positionSolver(positionIterations);
Advanced.Manager.dump("Position Solver", this.bodies[1]);
// 9) Sync the Transforms
for(var i = 0; i < bl; i++) {
if(this.bodyArr[i]) {
this.bodyArr[i].syncTransform();
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i]) {
this.bodies[i].syncTransform();
}
}
Advanced.Manager.dump("Sync Transform", this.bodyArr[1]);
Advanced.Manager.dump("Sync Transform", this.bodies[1]);
// 10) Post solve collision callback
for(var i = 0; i < this.contactSolvers.length; i++) {
var arb = this.contactSolvers[i];
// Re-enable this
//this.postSolve(arb);
}
// 11) Cache Body Data
for(var i = 0; i < bl; i++) {
if(this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake) {
this.bodyArr[i].cacheData('post solve collision callback');
if(this.postSolve) {
for(var i = 0; i < this._cl; i++) {
this.postSolve(this.contactSolvers[i]);
}
}
Advanced.Manager.dump("Cache Data", this.bodyArr[1]);
// 11) Cache Body Data
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake) {
this.bodies[i].cacheData('post solve collision callback');
}
}
Advanced.Manager.dump("Cache Data", this.bodies[1]);
Advanced.Manager.writeAll();
// 12) Process sleeping
/*
if (allowSleep)
{
var minSleepTime = 999999;
var linTolSqr = Space.SLEEP_LINEAR_TOLERANCE * Space.SLEEP_LINEAR_TOLERANCE;
var angTolSqr = Space.SLEEP_ANGULAR_TOLERANCE * Space.SLEEP_ANGULAR_TOLERANCE;
for (var i = 0; i < bl; i++)
{
var body = this.bodyArr[i];
if (!this.bodyArr[i] || this.bodyArr[i].isDynamic == false)
{
continue;
if(allowSleep) {
this._minSleepTime = 999999;
for(var i = 0; i < this._bl; i++) {
if(!this.bodies[i] || this.bodies[i].isDynamic == false) {
continue;
}
if(this.bodies[i].angularVelocity * this.bodies[i].angularVelocity > this._angTolSqr || this.bodies[i].velocity.dot(this.bodies[i].velocity) > this._linTolSqr) {
this.bodies[i].sleepTime = 0;
this._minSleepTime = 0;
} else {
this.bodies[i].sleepTime += this._delta;
this._minSleepTime = Math.min(this._minSleepTime, this.bodies[i].sleepTime);
}
}
if(this._positionSolved && this._minSleepTime >= Space.TIME_TO_SLEEP) {
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i]) {
this.bodies[i].awake(false);
}
}
}
}
if (body.angularVelocity * body.angularVelocity > angTolSqr || body.velocity.dot(body.velocity) > linTolSqr)
{
body.sleepTime = 0;
minSleepTime = 0;
}
else
{
body.sleepTime += dt;
minSleepTime = Math.min(minSleepTime, body.sleepTime);
}
}
if (positionSolved && minSleepTime >= Space.TIME_TO_SLEEP)
{
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
body.awake(false);
}
}
}
*/
};
};
return Space;
})();
Advanced.Space = Space;
@ -21597,6 +21569,7 @@ var Phaser;
// Check not already part of this body
shape.body = this;
this.shapes.push(shape);
this.shapesLength = this.shapes.length;
return shape;
};
Body.prototype.removeShape = function (shape) {
@ -21605,6 +21578,7 @@ var Phaser;
this.shapes.splice(index, 1);
shape.body = undefined;
}
this.shapesLength = this.shapes.length;
};
Body.prototype.setMass = function (mass) {
this.mass = mass;

36
build/phaser.d.ts vendored
View file

@ -9944,13 +9944,26 @@ module Phaser.Physics.Advanced {
module Phaser.Physics.Advanced {
class Space {
constructor();
private _delta;
private _deltaInv;
private _bl;
private _jl;
private _cl;
private _linTolSqr;
private _angTolSqr;
private _minSleepTime;
private _positionSolved;
private _shape1;
private _shape2;
private _contactsOk;
private _jointsOk;
static TIME_TO_SLEEP: number;
static SLEEP_LINEAR_TOLERANCE: number;
static SLEEP_ANGULAR_TOLERANCE: number;
public bodyArr: Body[];
public bodyHash;
public jointArr: IJoint[];
public jointHash;
public bodies: Body[];
private bodyHash;
public joints: IJoint[];
private jointHash;
public numContacts: number;
public contactSolvers: ContactSolver[];
public postSolve;
@ -9969,12 +9982,12 @@ module Phaser.Physics.Advanced {
public findVertexByPoint(p, minDist, refVertexId): number;
public findEdgeByPoint(p, minDist, refEdgeId): number;
public findJointByPoint(p, minDist, refJointId): number;
public findContactSolver(shape1, shape2): ContactSolver;
public genTemporalContactSolvers(): any[];
public initSolver(dt, dt_inv, warmStarting): void;
public velocitySolver(iteration): void;
public positionSolver(iteration): bool;
public step(dt, vel_iteration, pos_iteration, warmStarting, allowSleep): void;
private findContactSolver(shape1, shape2);
private genTemporalContactSolvers();
private initSolver(warmStarting);
private velocitySolver(iterations);
private positionSolver(iterations);
public step(dt: number, velocityIterations: number, positionIterations: number, warmStarting: bool, allowSleep: bool): void;
}
}
/**
@ -10045,6 +10058,7 @@ module Phaser.Physics.Advanced {
public sleepTime: number;
public awaked: bool;
public shapes: IShape[];
public shapesLength: number;
public joints: IJoint[];
public jointHash: {};
public bounds: Bounds;
@ -10084,7 +10098,7 @@ module Phaser.Physics.Advanced {
public updateVelocity(gravity, dt, damping): void;
public inContact(body2: Body): bool;
public clamp(v, min, max);
public updatePosition(dt): void;
public updatePosition(dt: number): void;
public resetForce(): void;
public applyForce(force: Vec2, p: Vec2): void;
public applyForceToCenter(force: Vec2): void;

View file

@ -2539,10 +2539,10 @@ var Phaser;
* @return {boolean} True if frame with given name found, otherwise return false.
*/
function (name) {
if(this._frameNames[name]) {
return true;
if(this._frameNames[name] == null) {
return false;
}
return false;
return true;
};
FrameData.prototype.getFrameRange = /**
* Get ranges of frames in an array.
@ -3534,6 +3534,7 @@ var Phaser;
*/
function () {
if(this.enabled) {
this.enabled = false;
this.game.input.removeGameObject(this.indexID);
}
};
@ -3766,7 +3767,9 @@ var Phaser;
this._pointerData[pointer.id].isDragged = true;
if(this.dragFromCenter) {
// Move the sprite to the middle of the pointer
this._dragPoint.setTo(-this.sprite.worldView.halfWidth, -this.sprite.worldView.halfHeight);
//this._dragPoint.setTo(-this.sprite.worldView.halfWidth, -this.sprite.worldView.halfHeight);
//this._dragPoint.setTo(this.sprite.transform.center.x, this.sprite.transform.center.y);
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
} else {
this._dragPoint.setTo(this.sprite.x - pointer.x, this.sprite.y - pointer.y);
}
@ -5516,6 +5519,7 @@ var Phaser;
*/
function (object, splice) {
if (typeof splice === "undefined") { splice = false; }
console.log('removing from group');
this._i = this.members.indexOf(object);
if(this._i < 0 || (this._i >= this.members.length)) {
return null;
@ -5526,6 +5530,7 @@ var Phaser;
} else {
this.members[this._i] = null;
}
console.log('nulled');
if(object['events']) {
object['events'].onRemovedFromGroup.dispatch(object, this);
}
@ -5575,7 +5580,7 @@ var Phaser;
};
Group.prototype.bringToTop = function (child) {
// If child not in this group, or is already at the top of the group, return false
if(child.group.ID != this.ID || child.z == this._zCounter) {
if(!child || child.group == null || child.group.ID != this.ID || child.z == this._zCounter) {
return false;
}
this.sort();
@ -10716,6 +10721,10 @@ var Phaser;
var json = JSON.parse(data);
for(var i = 0; i < json.layers.length; i++) {
var layer = new Phaser.TilemapLayer(this.game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
// Check it's a data layer
if(!json.layers[i].data) {
continue;
}
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;
@ -16166,6 +16175,7 @@ var Phaser;
**/
function (index) {
if(this.inputObjects[index]) {
console.log('object removed from the input manager', index);
this.inputObjects[index] = null;
}
};
@ -19155,11 +19165,11 @@ var Phaser;
this.lastTime = Date.now();
this.frameRateHz = 60;
this.timeDelta = 0;
this.paused = false;
//public paused: bool = false;
//public step: bool = false; // step through the simulation (i.e. per click)
this.paused = true;
this.step = false;
// step through the simulation (i.e. per click)
//public paused: bool = true;
//public step: bool = false; // step through the simulation (i.e. per click)
this.velocityIterations = 8;
this.positionIterations = 4;
//public velocityIterations: number = 1;
@ -19175,8 +19185,8 @@ var Phaser;
Manager.log = [];
};
Manager.write = function write(s) {
//Manager.debug.textContent += s + "\n";
};
Manager.debug.textContent += s + "\n";
};
Manager.writeAll = function writeAll() {
for(var i = 0; i < Manager.log.length; i++) {
//Manager.debug.textContent += Manager.log[i];
@ -19263,12 +19273,7 @@ var Phaser;
if(this.timeDelta > h) {
this.timeDelta = 0;
}
//if (sceneIndex < demoArr.length)
//{
// demo = demoArr[sceneIndex];
// demo.runFrame();
//}
}
}
//frameCount++;
};
Manager.prototype.pixelsToMeters = function (value) {
@ -20803,10 +20808,10 @@ var Phaser;
var Space = (function () {
function Space() {
this.stepCount = 0;
this.bodyArr = [];
this.bodies = [];
this.bodyHash = {
};
this.jointArr = [];
this.joints = [];
this.jointHash = {
};
this.numContacts = 0;
@ -20814,6 +20819,8 @@ var Phaser;
//this.postSolve(arb) { };
this.gravity = new Phaser.Vec2(0, 10);
this.damping = 0;
this._linTolSqr = Space.SLEEP_LINEAR_TOLERANCE * Space.SLEEP_LINEAR_TOLERANCE;
this._angTolSqr = Space.SLEEP_ANGULAR_TOLERANCE * Space.SLEEP_ANGULAR_TOLERANCE;
}
Space.TIME_TO_SLEEP = 0.5;
Space.SLEEP_LINEAR_TOLERANCE = 0.5;
@ -20822,15 +20829,15 @@ var Phaser;
Advanced.Manager.shapeCounter = 0;
Advanced.Manager.bodyCounter = 0;
Advanced.Manager.jointCounter = 0;
for(var i = 0; i < this.bodyArr.length; i++) {
if(this.bodyArr[i]) {
this.removeBody(this.bodyArr[i]);
for(var i = 0; i < this.bodies.length; i++) {
if(this.bodies[i]) {
this.removeBody(this.bodies[i]);
}
}
this.bodyArr = [];
this.bodies = [];
this.bodyHash = {
};
this.jointArr = [];
this.joints = [];
this.jointHash = {
};
this.contactSolvers = [];
@ -20840,7 +20847,7 @@ var Phaser;
if(this.bodyHash[body.id] != undefined) {
return;
}
var index = this.bodyArr.push(body) - 1;
var index = this.bodies.push(body) - 1;
this.bodyHash[body.id] = index;
body.awake(true);
body.space = this;
@ -20850,7 +20857,7 @@ var Phaser;
if(this.bodyHash[body.id] == undefined) {
return;
}
// Remove linked joint
// Remove linked joints
for(var i = 0; i < body.joints.length; i++) {
if(body.joints[i]) {
this.removeJoint(body.joints[i]);
@ -20859,7 +20866,7 @@ var Phaser;
body.space = null;
var index = this.bodyHash[body.id];
delete this.bodyHash[body.id];
delete this.bodyArr[index];
delete this.bodies[index];
};
Space.prototype.addJoint = function (joint) {
if(this.jointHash[joint.id] != undefined) {
@ -20867,7 +20874,7 @@ var Phaser;
}
joint.body1.awake(true);
joint.body2.awake(true);
var index = this.jointArr.push(joint) - 1;
var index = this.joints.push(joint) - 1;
this.jointHash[joint.id] = index;
var index = joint.body1.joints.push(joint) - 1;
joint.body1.jointHash[joint.id] = index;
@ -20888,12 +20895,12 @@ var Phaser;
delete joint.body2.joints[index];
var index = this.jointHash[joint.id];
delete this.jointHash[joint.id];
delete this.jointArr[index];
delete this.joints[index];
};
Space.prototype.findShapeByPoint = function (p, refShape) {
var firstShape;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -20916,8 +20923,8 @@ var Phaser;
};
Space.prototype.findBodyByPoint = function (p, refBody) {
var firstBody;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -20939,11 +20946,10 @@ var Phaser;
}
return firstBody;
};
Space.prototype.shapeById = // TODO: Replace this function to shape hashing
function (id) {
Space.prototype.shapeById = function (id) {
var shape;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -20958,15 +20964,15 @@ var Phaser;
Space.prototype.jointById = function (id) {
var index = this.jointHash[id];
if(index != undefined) {
return this.jointArr[index];
return this.joints[index];
}
return null;
};
Space.prototype.findVertexByPoint = function (p, minDist, refVertexId) {
var firstVertexId = -1;
refVertexId = refVertexId || -1;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -20992,8 +20998,8 @@ var Phaser;
Space.prototype.findEdgeByPoint = function (p, minDist, refEdgeId) {
var firstEdgeId = -1;
refEdgeId = refEdgeId || -1;
for(var i = 0; i < this.bodyArr.length; i++) {
var body = this.bodyArr[i];
for(var i = 0; i < this.bodies.length; i++) {
var body = this.bodies[i];
if(!body) {
continue;
}
@ -21023,8 +21029,8 @@ var Phaser;
var firstJointId = -1;
var dsq = minDist * minDist;
refJointId = refJointId || -1;
for(var i = 0; i < this.jointArr.length; i++) {
var joint = this.jointArr[i];
for(var i = 0; i < this.joints.length; i++) {
var joint = this.joints[i];
if(!joint) {
continue;
}
@ -21049,8 +21055,8 @@ var Phaser;
return firstJointId;
};
Space.prototype.findContactSolver = function (shape1, shape2) {
Advanced.Manager.write('findContactSolver. Length: ' + this.contactSolvers.length);
for(var i = 0; i < this.contactSolvers.length; i++) {
Advanced.Manager.write('findContactSolver. Length: ' + this._cl);
for(var i = 0; i < this._cl; i++) {
var contactSolver = this.contactSolvers[i];
if(shape1 == contactSolver.shape1 && shape2 == contactSolver.shape2) {
return contactSolver;
@ -21060,255 +21066,221 @@ var Phaser;
};
Space.prototype.genTemporalContactSolvers = function () {
Advanced.Manager.write('genTemporalContactSolvers');
var newContactSolverArr = [];
var bl = this.bodyArr.length;
this._cl = 0;
this.contactSolvers.length = 0;
this.numContacts = 0;
for(var body1_index = 0; body1_index < bl; body1_index++) {
var body1 = this.bodyArr[body1_index];
if(!body1) {
for(var body1Index = 0; body1Index < this._bl; body1Index++) {
if(!this.bodies[body1Index]) {
continue;
}
body1.stepCount = this.stepCount;
for(var body2_index = 0; body2_index < bl; body2_index++) {
var body2 = this.bodyArr[body2_index];
if(body1.inContact(body2) == false) {
this.bodies[body1Index].stepCount = this.stepCount;
for(var body2Index = 0; body2Index < this._bl; body2Index++) {
if(this.bodies[body1Index].inContact(this.bodies[body2Index]) == false) {
continue;
}
Advanced.Manager.write('body1 and body2 intersect');
for(var i = 0; i < body1.shapes.length; i++) {
for(var j = 0; j < body2.shapes.length; j++) {
var shape1 = body1.shapes[i];
var shape2 = body2.shapes[j];
for(var i = 0; i < this.bodies[body1Index].shapesLength; i++) {
for(var j = 0; j < this.bodies[body2Index].shapesLength; j++) {
this._shape1 = this.bodies[body1Index].shapes[i];
this._shape2 = this.bodies[body2Index].shapes[j];
var contactArr = [];
if(!Advanced.Manager.collision.collide(shape1, shape2, contactArr)) {
if(!Advanced.Manager.collision.collide(this._shape1, this._shape2, contactArr)) {
continue;
}
if(shape1.type > shape2.type) {
var temp = shape1;
shape1 = shape2;
shape2 = temp;
if(this._shape1.type > this._shape2.type) {
var temp = this._shape1;
this._shape1 = this._shape2;
this._shape2 = temp;
}
this.numContacts += contactArr.length;
var contactSolver = this.findContactSolver(shape1, shape2);
// Result stored in this._contactSolver (see what we can do about generating some re-usable solvers)
var contactSolver = this.findContactSolver(this._shape1, this._shape2);
Advanced.Manager.write('findContactSolver result: ' + contactSolver);
if(contactSolver) {
contactSolver.update(contactArr);
newContactSolverArr.push(contactSolver);
this.contactSolvers.push(contactSolver);
} else {
Advanced.Manager.write('awake both bodies');
body1.awake(true);
body2.awake(true);
var newContactSolver = new Advanced.ContactSolver(shape1, shape2);
this.bodies[body1Index].awake(true);
this.bodies[body2Index].awake(true);
var newContactSolver = new Advanced.ContactSolver(this._shape1, this._shape2);
newContactSolver.contacts = contactArr;
newContactSolver.elasticity = Math.max(shape1.elasticity, shape2.elasticity);
newContactSolver.friction = Math.sqrt(shape1.friction * shape2.friction);
newContactSolverArr.push(newContactSolver);
newContactSolver.elasticity = Math.max(this._shape1.elasticity, this._shape2.elasticity);
newContactSolver.friction = Math.sqrt(this._shape1.friction * this._shape2.friction);
this.contactSolvers.push(newContactSolver);
Advanced.Manager.write('new contact solver');
//console.log(newContactSolver);
}
}
}
}
}
}
return newContactSolverArr;
this._cl = this.contactSolvers.length;
};
Space.prototype.initSolver = function (dt, dt_inv, warmStarting) {
Space.prototype.initSolver = function (warmStarting) {
Advanced.Manager.write('initSolver');
Advanced.Manager.write('contactSolvers.length: ' + this.contactSolvers.length);
//var t0 = Date.now();
Advanced.Manager.write('contactSolvers.length: ' + this._cl);
// Initialize contact solvers
for(var i = 0; i < this.contactSolvers.length; i++) {
this.contactSolvers[i].initSolver(dt_inv);
for(var c = 0; c < this._cl; c++) {
this.contactSolvers[c].initSolver(this._deltaInv);
// Warm starting (apply cached impulse)
if(warmStarting) {
this.contactSolvers[c].warmStart();
}
}
// Initialize joint solver
for(var i = 0; i < this.jointArr.length; i++) {
if(this.jointArr[i]) {
this.jointArr[i].initSolver(dt, warmStarting);
for(var j = 0; j < this.joints.length; j++) {
if(this.joints[j]) {
this.joints[j].initSolver(this._delta, warmStarting);
}
}
// Warm starting (apply cached impulse)
if(warmStarting) {
for(var i = 0; i < this.contactSolvers.length; i++) {
this.contactSolvers[i].warmStart();
}
/*
if (warmStarting)
{
for (var c = 0; c < this._cl; c++)
{
this.contactSolvers[c].warmStart();
}
//stats.timeInitSolver = Date.now() - t0;
}
*/
};
Space.prototype.velocitySolver = function (iteration) {
Advanced.Manager.write('velocitySolver, iterations: ' + iteration + ' csa len: ' + this.contactSolvers.length);
//var t0 = Date.now();
for(var i = 0; i < iteration; i++) {
for(var j = 0; j < this.jointArr.length; j++) {
if(this.jointArr[j]) {
this.jointArr[j].solveVelocityConstraints();
Space.prototype.velocitySolver = function (iterations) {
Advanced.Manager.write('velocitySolver, iterations: ' + iterations + ' csa len: ' + this._cl);
for(var i = 0; i < iterations; i++) {
for(var j = 0; j < this._jl; j++) {
if(this.joints[j]) {
this.joints[j].solveVelocityConstraints();
}
}
for(var j = 0; j < this.contactSolvers.length; j++) {
this.contactSolvers[j].solveVelocityConstraints();
for(var c = 0; c < this._cl; c++) {
this.contactSolvers[c].solveVelocityConstraints();
}
}
};
Space.prototype.positionSolver = function (iteration) {
var positionSolved = false;
for(var i = 0; i < iteration; i++) {
var contactsOk = true;
var jointsOk = true;
for(var j = 0; j < this.contactSolvers.length; j++) {
var contactOk = this.contactSolvers[j].solvePositionConstraints();
contactsOk = contactOk && contactsOk;
Space.prototype.positionSolver = function (iterations) {
this._positionSolved = false;
for(var i = 0; i < iterations; i++) {
this._contactsOk = true;
this._jointsOk = true;
for(var c = 0; c < this._cl; c++) {
this._contactsOk = this.contactSolvers[c].solvePositionConstraints() && this._contactsOk;
}
for(var j = 0; j < this.jointArr.length; j++) {
if(this.jointArr[j]) {
var jointOk = this.jointArr[j].solvePositionConstraints();
jointsOk = jointOk && jointsOk;
for(var j = 0; j < this._jl; j++) {
if(this.joints[j]) {
this._jointsOk = this.joints[j].solvePositionConstraints() && this._jointsOk;
}
}
if(contactsOk && jointsOk) {
if(this._contactsOk && this._jointsOk) {
// exit early if the position errors are small
positionSolved = true;
this._positionSolved = true;
break;
}
}
return positionSolved;
return this._positionSolved;
};
Space.prototype.step = function (dt, vel_iteration, pos_iteration, warmStarting, allowSleep) {
Space.prototype.step = // Step through the physics simulation
function (dt, velocityIterations, positionIterations, warmStarting, allowSleep) {
Advanced.Manager.clear();
Advanced.Manager.write('Space step ' + this.stepCount);
var dt_inv = 1 / dt;
var bl = this.bodyArr.length;
var jl = this.jointArr.length;
this._delta = dt;
this._deltaInv = 1 / dt;
this._bl = this.bodies.length;
this._jl = this.joints.length;
this.stepCount++;
// 1) Generate Contact Solvers
this.contactSolvers = this.genTemporalContactSolvers();
Advanced.Manager.dump("Contact Solvers", this.bodyArr[1]);
// 1) Generate Contact Solvers (into the this.contactSolvers array)
this.genTemporalContactSolvers();
Advanced.Manager.dump("Contact Solvers", this.bodies[1]);
// 2) Initialize the Contact Solvers
this.initSolver(dt, dt_inv, warmStarting);
Advanced.Manager.dump("Init Solver", this.bodyArr[1]);
this.initSolver(warmStarting);
Advanced.Manager.dump("Init Solver", this.bodies[1]);
// 3) Intergrate velocity
for(var i = 0; i < bl; i++) {
if(this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake) {
this.bodyArr[i].updateVelocity(this.gravity, dt, this.damping);
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake) {
this.bodies[i].updateVelocity(this.gravity, this._delta, this.damping);
}
}
Advanced.Manager.dump("Update Velocity", this.bodyArr[1]);
/*
// 4) Awaken bodies
for (var j = 0; i < jl; j++)
{
var joint = this.jointArr[j];
if (!joint)
{
continue;
Advanced.Manager.dump("Update Velocity", this.bodies[1]);
// 4) Awaken bodies via joints
for(var j = 0; i < this._jl; j++) {
if(!this.joints[j]) {
continue;
}
// combine
var awake1 = this.joints[j].body1.isAwake && !this.joints[j].body1.isStatic;
var awake2 = this.joints[j].body2.isAwake && !this.joints[j].body2.isStatic;
if(awake1 ^ awake2) {
if(!awake1) {
this.joints[j].body1.awake(true);
}
if(!awake2) {
this.joints[j].body2.awake(true);
}
}
}
var body1 = joint.body1;
var body2 = joint.body2;
var awake1 = body1.isAwake && !body1.isStatic;
var awake2 = body2.isAwake && !body2.isStatic;
if (awake1 ^ awake2)
{
if (!awake1)
{
body1.awake(true);
}
if (!awake2)
{
body2.awake(true);
}
}
}
*/
// 5) Iterative velocity constraints solver
this.velocitySolver(vel_iteration);
Advanced.Manager.dump("Velocity Solvers", this.bodyArr[1]);
this.velocitySolver(velocityIterations);
Advanced.Manager.dump("Velocity Solvers", this.bodies[1]);
// 6) Intergrate position
for(var i = 0; i < bl; i++) {
if(this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake) {
this.bodyArr[i].updatePosition(dt);
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake) {
this.bodies[i].updatePosition(this._delta);
}
}
Advanced.Manager.dump("Update Position", this.bodyArr[1]);
Advanced.Manager.dump("Update Position", this.bodies[1]);
// 7) Process breakable joint
for(var i = 0; i < jl; i++) {
if(this.jointArr[i] && this.jointArr[i].breakable && (this.jointArr[i].getReactionForce(dt_inv).lengthSq() >= this.jointArr[i].maxForce * this.jointArr[i].maxForce)) {
this.removeJoint(this.jointArr[i]);
for(var i = 0; i < this._jl; i++) {
if(this.joints[i] && this.joints[i].breakable && (this.joints[i].getReactionForce(this._deltaInv).lengthSq() >= this.joints[i].maxForce * this.joints[i].maxForce)) {
this.removeJoint(this.joints[i]);
}
}
// 8) Iterative position constraints solver
var positionSolved = this.positionSolver(pos_iteration);
Advanced.Manager.dump("Position Solver", this.bodyArr[1]);
// 8) Iterative position constraints solver (result stored in this._positionSolved)
this.positionSolver(positionIterations);
Advanced.Manager.dump("Position Solver", this.bodies[1]);
// 9) Sync the Transforms
for(var i = 0; i < bl; i++) {
if(this.bodyArr[i]) {
this.bodyArr[i].syncTransform();
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i]) {
this.bodies[i].syncTransform();
}
}
Advanced.Manager.dump("Sync Transform", this.bodyArr[1]);
Advanced.Manager.dump("Sync Transform", this.bodies[1]);
// 10) Post solve collision callback
for(var i = 0; i < this.contactSolvers.length; i++) {
var arb = this.contactSolvers[i];
// Re-enable this
//this.postSolve(arb);
}
// 11) Cache Body Data
for(var i = 0; i < bl; i++) {
if(this.bodyArr[i] && this.bodyArr[i].isDynamic && this.bodyArr[i].isAwake) {
this.bodyArr[i].cacheData('post solve collision callback');
if(this.postSolve) {
for(var i = 0; i < this._cl; i++) {
this.postSolve(this.contactSolvers[i]);
}
}
Advanced.Manager.dump("Cache Data", this.bodyArr[1]);
// 11) Cache Body Data
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i] && this.bodies[i].isDynamic && this.bodies[i].isAwake) {
this.bodies[i].cacheData('post solve collision callback');
}
}
Advanced.Manager.dump("Cache Data", this.bodies[1]);
Advanced.Manager.writeAll();
// 12) Process sleeping
/*
if (allowSleep)
{
var minSleepTime = 999999;
var linTolSqr = Space.SLEEP_LINEAR_TOLERANCE * Space.SLEEP_LINEAR_TOLERANCE;
var angTolSqr = Space.SLEEP_ANGULAR_TOLERANCE * Space.SLEEP_ANGULAR_TOLERANCE;
for (var i = 0; i < bl; i++)
{
var body = this.bodyArr[i];
if (!this.bodyArr[i] || this.bodyArr[i].isDynamic == false)
{
continue;
if(allowSleep) {
this._minSleepTime = 999999;
for(var i = 0; i < this._bl; i++) {
if(!this.bodies[i] || this.bodies[i].isDynamic == false) {
continue;
}
if(this.bodies[i].angularVelocity * this.bodies[i].angularVelocity > this._angTolSqr || this.bodies[i].velocity.dot(this.bodies[i].velocity) > this._linTolSqr) {
this.bodies[i].sleepTime = 0;
this._minSleepTime = 0;
} else {
this.bodies[i].sleepTime += this._delta;
this._minSleepTime = Math.min(this._minSleepTime, this.bodies[i].sleepTime);
}
}
if(this._positionSolved && this._minSleepTime >= Space.TIME_TO_SLEEP) {
for(var i = 0; i < this._bl; i++) {
if(this.bodies[i]) {
this.bodies[i].awake(false);
}
}
}
}
if (body.angularVelocity * body.angularVelocity > angTolSqr || body.velocity.dot(body.velocity) > linTolSqr)
{
body.sleepTime = 0;
minSleepTime = 0;
}
else
{
body.sleepTime += dt;
minSleepTime = Math.min(minSleepTime, body.sleepTime);
}
}
if (positionSolved && minSleepTime >= Space.TIME_TO_SLEEP)
{
for (var i = 0; i < this.bodyArr.length; i++)
{
var body = this.bodyArr[i];
if (!body)
{
continue;
}
body.awake(false);
}
}
}
*/
};
};
return Space;
})();
Advanced.Space = Space;
@ -21597,6 +21569,7 @@ var Phaser;
// Check not already part of this body
shape.body = this;
this.shapes.push(shape);
this.shapesLength = this.shapes.length;
return shape;
};
Body.prototype.removeShape = function (shape) {
@ -21605,6 +21578,7 @@ var Phaser;
this.shapes.splice(index, 1);
shape.body = undefined;
}
this.shapesLength = this.shapes.length;
};
Body.prototype.setMass = function (mass) {
this.mass = mass;