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The Matter.Mass.centerOfMass
component property now returns the pre-calculated Body centerOfMass
property, which is much more accurate than the previous bounds offset value.
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1 changed files with 5 additions and 1 deletions
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@ -52,6 +52,10 @@ var Mass = {
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/**
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* The body's center of mass.
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*
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* Calling this creates a new `Vector2 each time to avoid mutation.
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*
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* If you only need to read the value and won't change it, you can get it from `GameObject.body.centerOfMass`.
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*
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* @name Phaser.Physics.Matter.Components.Mass#centerOfMass
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* @type {Phaser.Math.Vector2}
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* @readonly
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@ -63,7 +67,7 @@ var Mass = {
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get: function ()
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{
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return new Vector2(this.body.render.sprite.xOffset * this.width, this.body.render.sprite.yOffset * this.height);
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return new Vector2(this.body.centerOfMass.x, this.body.centerOfMass.y);
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}
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}
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