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Merge pull request #5135 from samme/feature/collide-use-static-tree
Always use static tree for collision checks
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commit
5b4423d6f3
1 changed files with 4 additions and 4 deletions
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@ -155,8 +155,8 @@ var World = new Class({
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this.fps = GetValue(config, 'fps', 60);
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/**
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* Should Physics use a fixed update time-step (true) or sync to the render fps (false)?.
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* False value of this property disables fps and timeScale properties.
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* Should Physics use a fixed update time-step (true) or sync to the render fps (false)?.
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* False value of this property disables fps and timeScale properties.
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*
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* @name Phaser.Physics.Arcade.World#fixedStep
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* @type {boolean}
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@ -326,7 +326,7 @@ var World = new Class({
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this.maxEntries = GetValue(config, 'maxEntries', 16);
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/**
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* Should this Arcade Physics World use an RTree for Dynamic and Static Physics bodies?
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* Should this Arcade Physics World use an RTree for Dynamic bodies?
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*
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* An RTree is a fast way of spatially sorting of all the bodies in the world.
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* However, at certain limits, the cost of clearing and inserting the bodies into the
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@ -1962,7 +1962,7 @@ var World = new Class({
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var len;
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var bodyB;
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if (this.useTree)
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if (this.useTree || group.physicsType === CONST.STATIC_BODY)
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{
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var minMax = this.treeMinMax;
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