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https://github.com/photonstorm/phaser
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exporter update
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66fa003901
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4 changed files with 95 additions and 149 deletions
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@ -15,40 +15,10 @@
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<relX>0.0</relX>
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<relY>1.0</relY>
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</origin>
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<!-- Circle support does not work as with standard box2d - you can't change the center
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or add more than one circle to a shape. This is why it is disabled for now -->
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<supportsCircles>no</supportsCircles>
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<body>
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</body>
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<global>
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</global>
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<supportsCircles>yes</supportsCircles>
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<body>
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</body>
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<fixture>
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<parameter>
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<name>density</name>
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<displayName>Density</displayName>
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<type>float</type>
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<min>-1000</min>
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<max>1000</max>
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<default>2.0</default>
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</parameter>
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<parameter>
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<name>bounce</name>
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<displayName>Bounce</displayName>
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<type>float</type>
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<min>0</min>
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<max>1000</max>
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<default>0.0</default>
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</parameter>
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<parameter>
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<name>friction</name>
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<displayName>Friction</displayName>
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<type>float</type>
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<min>0</min>
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<max>1000</max>
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<default>0.0</default>
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</parameter>
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<parameter>
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<name>isSensor</name>
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<displayName>Is Sensor</displayName>
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@ -3,13 +3,27 @@
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"{{body.name}}": [
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{% for fixture in body.fixtures %}{% if not forloop.first %} ,{% endif %}
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{
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"density": {{fixture.density}}, "friction": {{fixture.friction}}, "bounce": {{fixture.bounce}}, {% if fixture.isSensor %}"isSensor"=true, {% endif %}
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"filter": { "categoryBits": {{fixture.filter_categoryBits}}, "maskBits": {{fixture.filter_maskBits}} },
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"isSensor": {{fixture.isSensor}},
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"filter": {
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"categoryBits": {{fixture.filter_categoryBits}},
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"maskBits": {{fixture.filter_maskBits}}
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},
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{% if fixture.isCircle %}
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"circle": {
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"radius": {{fixture.radius|floatformat:3}},
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"position": [
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{{fixture.center.x|floatformat:3}},
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{{fixture.center.y|floatformat:3}}
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]
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}
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{% else %}
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"polygons":[
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{% for polygon in fixture.polygons %}{% if not forloop.first %} ,{% endif %}
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[ {% for point in polygon %} {% if not forloop.first %}, {% endif %} {{point.x}}, {{point.y}} {% endfor %} ]
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{% endfor %}
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]
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{% endif %}
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}
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{% endfor %}
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]
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@ -1097,41 +1097,79 @@ Phaser.Physics.P2.Body.prototype = {
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loadPhaserPolygon: function (key, object, options) {
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var data = this.game.cache.getPhysicsData(key, object);
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if (data.length === 1)
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{
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var temp = [];
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data = data.pop()
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// We've a list of numbers
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for (var i = 0, len = data.shape.length; i < len; i += 2)
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{
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temp.push([data.shape[i], data.shape[i + 1]]);
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}
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return this.addPolygon(options, temp);
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}
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else
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{
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// We've multiple Convex shapes, they should be CCW automatically
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var cm = p2.vec2.create();
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//cycle through the fixtures
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for (var i = 0; i < data.length; i++)
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{
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var fixtureData = data[i]
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this.addPolygonShape(fixtureData)
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this.addFixture(fixtureData)
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}
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this.data.aabbNeedsUpdate = true;
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this.shapeChanged();
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return true;
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return false;
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},
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/**
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* Add a polygon fixture. This is used during #loadPhaserPolygon.
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*
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* @method Phaser.Physics.P2.Body#addPolygonFixture
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* @param {string} fixtureData - The data for the fixture.
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* It contains: isSensor, filter (collision) and the actual polygon shapes
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*/
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addFixture: function(fixtureData){
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console.log('addPolygonFixture', fixtureData)
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if (fixtureData.circle){
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//a circle has unfortunately no position in p2
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var shape = new p2.Circle(this.world.pxm(fixtureData.circle.radius))
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shape.collisionGroup = fixtureData.filter.categoryBits
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shape.collisionMask = fixtureData.filter.maskBits
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shape.sensor = fixtureData.isSensor
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this.data.addShape(shape);
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}else{
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polygons = fixtureData.polygons
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var cm = p2.vec2.create();
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for (var i = 0; i < polygons.length; i++){
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shapes = polygons[i]
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var vertices = [];
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for (var s = 0; s < shapes.length; s += 2)
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{
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vertices.push([ this.world.pxmi(shapes[s]), this.world.pxmi(shapes[s + 1]) ]);
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}
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var shape = new p2.Convex(vertices);
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// Move all vertices so its center of mass is in the local center of the convex
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for (var j = 0; j !== shape.vertices.length; j++)
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{
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var v = shape.vertices[j];
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p2.vec2.sub(v, v, shape.centerOfMass);
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}
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p2.vec2.scale(cm, shape.centerOfMass, 1);
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cm[0] -= this.world.pxmi(this.sprite.width / 2);
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cm[1] -= this.world.pxmi(this.sprite.height / 2);
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shape.updateTriangles();
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shape.updateCenterOfMass();
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shape.updateBoundingRadius();
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shape.collisionGroup = fixtureData.filter.categoryBits
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shape.collisionMask = fixtureData.filter.maskBits
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shape.sensor = fixtureData.isSensor
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this.data.addShape(shape, cm);
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}
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}
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return false;
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},
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@ -1149,82 +1187,6 @@ Phaser.Physics.P2.Body.prototype = {
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* @return {boolean} True on success, else false.
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*/
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addPolygonShape: function(fixtureData){
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fixtureData.density
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fixtureData.filter
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fixtureData.friction
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polygons = fixtureData.polygons
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var cm = p2.vec2.create();
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for (var i = 0; i < polygons.length; i++){
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shapes = polygons[i]
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var vertices = [];
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for (var s = 0; s < shapes.length; s += 2)
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{
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vertices.push([ this.world.pxmi(shapes[s]), this.world.pxmi(shapes[s + 1]) ]);
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}
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var c = new p2.Convex(vertices);
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// Move all vertices so its center of mass is in the local center of the convex
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for (var j = 0; j !== c.vertices.length; j++)
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{
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var v = c.vertices[j];
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p2.vec2.sub(v, v, c.centerOfMass);
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}
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p2.vec2.scale(cm, c.centerOfMass, 1);
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cm[0] -= this.world.pxmi(this.sprite.width / 2);
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cm[1] -= this.world.pxmi(this.sprite.height / 2);
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c.updateTriangles();
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c.updateCenterOfMass();
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c.updateBoundingRadius();
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this.data.addShape(c, cm);
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}
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/*for (var i = 0; i < data.length; i++)
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{
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polygons = fixtureData.polygons
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for (var k = 0; k < polygons.length; k++)
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{
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polygon = polygons[k] //array of numbers
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var vertices = [];
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for (var s = 0; s < polygon.length; s += 2)
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{
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vertices.push([ this.world.pxmi(polygon[s]), this.world.pxmi(polygon[s + 1]) ]);
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}
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var c = new p2.Convex(vertices);
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// Move all vertices so its center of mass is in the local center of the convex
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for (var j = 0; j !== c.vertices.length; j++)
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{
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var v = c.vertices[j];
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p2.vec2.sub(v, v, c.centerOfMass);
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}
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p2.vec2.scale(cm, c.centerOfMass, 1);
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cm[0] -= this.world.pxmi(this.sprite.width / 2);
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cm[1] -= this.world.pxmi(this.sprite.height / 2);
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c.updateTriangles();
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c.updateCenterOfMass();
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c.updateBoundingRadius();
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this.data.addShape(c, cm);
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}
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}*/
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},
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loadPolygon: function (key, object, options) {
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var data = this.game.cache.getPhysicsData(key, object);
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@ -109,7 +109,7 @@ Phaser.Utils.extend(Phaser.Physics.P2.BodyDebug.prototype, {
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var l = obj.shapes.length
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i = 0;
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console.log('shapes',l);
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while (i !== l)
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{
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child = obj.shapes[i];
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