Merged all of the Matter JS "Improved performance and reduced memory usage" changes from PR 1238

This commit is contained in:
Richard Davey 2023-11-09 22:12:12 +00:00
parent 12e18c53c1
commit bfd08db935
8 changed files with 183 additions and 166 deletions

View file

@ -36,7 +36,7 @@ var Pair = require('./Pair');
* @return {collision} A new collision record
*/
Collision.create = function(bodyA, bodyB) {
return {
return {
pair: null,
collided: false,
bodyA: bodyA,
@ -47,7 +47,8 @@ var Pair = require('./Pair');
normal: { x: 0, y: 0 },
tangent: { x: 0, y: 0 },
penetration: { x: 0, y: 0 },
supports: []
supports: [null, null],
supportCount: 0
};
};
@ -112,7 +113,7 @@ var Pair = require('./Pair');
normal.x = -minAxisX;
normal.y = -minAxisY;
}
collision.tangent.x = -normal.y;
collision.tangent.y = normal.x;
@ -152,8 +153,8 @@ var Pair = require('./Pair');
supports[supportCount++] = supportsB[0];
}
// update supports array size
supports.length = supportCount;
// update support count
collision.supportCount = supportCount;
return collision;
};
@ -192,13 +193,13 @@ var Pair = require('./Pair');
minB = verticesBX * axisX + verticesBY * axisY,
maxA = minA,
maxB = minB;
for (j = 1; j < verticesALength; j += 1) {
dot = verticesA[j].x * axisX + verticesA[j].y * axisY;
if (dot > maxA) {
if (dot > maxA) {
maxA = dot;
} else if (dot < minA) {
} else if (dot < minA) {
minA = dot;
}
}
@ -206,9 +207,9 @@ var Pair = require('./Pair');
for (j = 1; j < verticesBLength; j += 1) {
dot = verticesB[j].x * axisX + verticesB[j].y * axisY;
if (dot > maxB) {
if (dot > maxB) {
maxB = dot;
} else if (dot < minB) {
} else if (dot < minB) {
minB = dot;
}
}
@ -225,39 +226,13 @@ var Pair = require('./Pair');
// can not be intersecting
break;
}
}
}
}
result.axis = axes[overlapAxisNumber];
result.overlap = overlapMin;
};
/**
* Projects vertices on an axis and returns an interval.
* @method _projectToAxis
* @private
* @param {} projection
* @param {} vertices
* @param {} axis
*/
Collision._projectToAxis = function(projection, vertices, axis) {
var min = vertices[0].x * axis.x + vertices[0].y * axis.y,
max = min;
for (var i = 1; i < vertices.length; i += 1) {
var dot = vertices[i].x * axis.x + vertices[i].y * axis.y;
if (dot > max) {
max = dot;
} else if (dot < min) {
min = dot;
}
}
projection.min = min;
projection.max = max;
};
/**
* Finds supporting vertices given two bodies along a given direction using hill-climbing.
* @method _findSupports
@ -275,15 +250,15 @@ var Pair = require('./Pair');
bodyAPositionY = bodyA.position.y,
normalX = normal.x * direction,
normalY = normal.y * direction,
nearestDistance = Number.MAX_VALUE,
vertexA,
vertexB,
vertexA = vertices[0],
vertexB = vertexA,
nearestDistance = normalX * (bodyAPositionX - vertexB.x) + normalY * (bodyAPositionY - vertexB.y),
vertexC,
distance,
j;
// find deepest vertex relative to the axis
for (j = 0; j < verticesLength; j += 1) {
for (j = 1; j < verticesLength; j += 1) {
vertexB = vertices[j];
distance = normalX * (bodyAPositionX - vertexB.x) + normalY * (bodyAPositionY - vertexB.y);
@ -329,7 +304,7 @@ var Pair = require('./Pair');
/**
* A flag that indicates if the bodies were colliding when the collision was last updated.
*
*
* @property collided
* @type boolean
* @default false
@ -337,28 +312,28 @@ var Pair = require('./Pair');
/**
* The first body part represented by the collision (see also `collision.parentA`).
*
*
* @property bodyA
* @type body
*/
/**
* The second body part represented by the collision (see also `collision.parentB`).
*
*
* @property bodyB
* @type body
*/
/**
* The first body represented by the collision (i.e. `collision.bodyA.parent`).
*
*
* @property parentA
* @type body
*/
/**
* The second body represented by the collision (i.e. `collision.bodyB.parent`).
*
*
* @property parentB
* @type body
*/
@ -398,6 +373,10 @@ var Pair = require('./Pair');
/**
* An array of body vertices that represent the support points in the collision.
*
* _Note:_ Only the first `collision.supportCount` items of `collision.supports` are active.
* Therefore use `collision.supportCount` instead of `collision.supports.length` when iterating the active supports.
*
* These are the deepest vertices (along the collision normal) of each body that are contained by the other body's vertices.
*
* @property supports
@ -405,4 +384,15 @@ var Pair = require('./Pair');
* @default []
*/
/**
* The number of active supports for this collision found in `collision.supports`.
*
* _Note:_ Only the first `collision.supportCount` items of `collision.supports` are active.
* Therefore use `collision.supportCount` instead of `collision.supports.length` when iterating the active supports.
*
* @property supportCount
* @type number
* @default 0
*/
})();

View file

@ -13,7 +13,7 @@ module.exports = Contact;
/**
* Creates a new contact.
* @method create
* @param {vertex} vertex
* @param {vertex} [vertex]
* @return {contact} A new contact
*/
Contact.create = function(vertex) {

View file

@ -22,6 +22,7 @@ var Collision = require('./Collision');
Detector.create = function(options) {
var defaults = {
bodies: [],
collisions: [],
pairs: null
};
@ -45,11 +46,12 @@ var Collision = require('./Collision');
*/
Detector.clear = function(detector) {
detector.bodies = [];
detector.collisions = [];
};
/**
* Efficiently finds all collisions among all the bodies in `detector.bodies` using a broadphase algorithm.
*
*
* _Note:_ The specific ordering of collisions returned is not guaranteed between releases and may change for performance reasons.
* If a specific ordering is required then apply a sort to the resulting array.
* @method collisions
@ -57,12 +59,13 @@ var Collision = require('./Collision');
* @return {collision[]} collisions
*/
Detector.collisions = function(detector) {
var collisions = [],
pairs = detector.pairs,
var pairs = detector.pairs,
bodies = detector.bodies,
bodiesLength = bodies.length,
canCollide = Detector.canCollide,
collides = Collision.collides,
collisions = detector.collisions,
collisionIndex = 0,
i,
j;
@ -104,12 +107,12 @@ var Collision = require('./Collision');
var collision = collides(bodyA, bodyB, pairs);
if (collision) {
collisions.push(collision);
collisions[collisionIndex++] = collision;
}
} else {
var partsAStart = partsALength > 1 ? 1 : 0,
partsBStart = partsBLength > 1 ? 1 : 0;
for (var k = partsAStart; k < partsALength; k++) {
var partA = bodyA.parts[k],
boundsA = partA.bounds;
@ -126,7 +129,7 @@ var Collision = require('./Collision');
var collision = collides(partA, partB, pairs);
if (collision) {
collisions.push(collision);
collisions[collisionIndex++] = collision;
}
}
}
@ -134,6 +137,10 @@ var Collision = require('./Collision');
}
}
if (collisions.length !== collisionIndex) {
collisions.length = collisionIndex;
}
return collisions;
};
@ -173,13 +180,20 @@ var Collision = require('./Collision');
/**
* The array of `Matter.Body` between which the detector finds collisions.
*
*
* _Note:_ The order of bodies in this array _is not fixed_ and will be continually managed by the detector.
* @property bodies
* @type body[]
* @default []
*/
/**
* The array of `Matter.Collision` found in the last call to `Detector.collisions` on this detector.
* @property collisions
* @type collision[]
* @default []
*/
/**
* Optional. A `Matter.Pairs` object from which previous collision objects may be reused. Intended for internal `Matter.Engine` usage.
* @property pairs

View file

@ -11,7 +11,7 @@ module.exports = Pair;
var Contact = require('./Contact');
(function() {
/**
* Creates a pair.
* @method create
@ -28,11 +28,10 @@ var Contact = require('./Contact');
bodyA: bodyA,
bodyB: bodyB,
collision: collision,
contacts: [],
activeContacts: [],
contacts: [Contact.create(), Contact.create()],
contactCount: 0,
separation: 0,
isActive: true,
confirmedActive: true,
isSensor: bodyA.isSensor || bodyB.isSensor,
timeCreated: timestamp,
timeUpdated: timestamp,
@ -56,13 +55,12 @@ var Contact = require('./Contact');
* @param {number} timestamp
*/
Pair.update = function(pair, collision, timestamp) {
var contacts = pair.contacts,
supports = collision.supports,
activeContacts = pair.activeContacts,
var supports = collision.supports,
supportCount = collision.supportCount,
contacts = pair.contacts,
parentA = collision.parentA,
parentB = collision.parentB,
parentAVerticesLength = parentA.vertices.length;
parentB = collision.parentB;
pair.isActive = true;
pair.timeUpdated = timestamp;
pair.collision = collision;
@ -73,22 +71,34 @@ var Contact = require('./Contact');
pair.restitution = parentA.restitution > parentB.restitution ? parentA.restitution : parentB.restitution;
pair.slop = parentA.slop > parentB.slop ? parentA.slop : parentB.slop;
pair.contactCount = supportCount;
collision.pair = pair;
activeContacts.length = 0;
for (var i = 0; i < supports.length; i++) {
var support = supports[i],
contactId = support.body === parentA ? support.index : parentAVerticesLength + support.index,
contact = contacts[contactId];
if (contact) {
activeContacts.push(contact);
} else {
activeContacts.push(contacts[contactId] = Contact.create(support));
}
var support = supports[0],
contact = contacts[0];
// reset first contact if support changed
if (contact.vertex !== support) {
contact.vertex = support;
contact.normalImpulse = 0;
contact.tangentImpulse = 0;
}
if (supportCount < 2) {
return;
}
support = supports[1];
contact = contacts[1];
// reset second contact if support changed
if (contact.vertex !== support) {
contact.vertex = support;
contact.normalImpulse = 0;
contact.tangentImpulse = 0;
}
};
/**
* Set a pair as active or inactive.
* @method setActive
@ -102,7 +112,7 @@ var Contact = require('./Contact');
pair.timeUpdated = timestamp;
} else {
pair.isActive = false;
pair.activeContacts.length = 0;
pair.contactCount = 0;
}
};
@ -114,11 +124,8 @@ var Contact = require('./Contact');
* @return {string} Unique pairId
*/
Pair.id = function(bodyA, bodyB) {
if (bodyA.id < bodyB.id) {
return 'A' + bodyA.id + 'B' + bodyB.id;
} else {
return 'A' + bodyB.id + 'B' + bodyA.id;
}
return bodyA.id < bodyB.id ? bodyA.id.toString(36) + ':' + bodyB.id.toString(36)
: bodyB.id.toString(36) + ':' + bodyA.id.toString(36);
};
})();

View file

@ -20,7 +20,7 @@ var Common = require('../core/Common');
* @return {pairs} A new pairs structure
*/
Pairs.create = function(options) {
return Common.extend({
return Common.extend({
table: {},
list: [],
collisionStart: [],
@ -37,27 +37,24 @@ var Common = require('../core/Common');
* @param {number} timestamp
*/
Pairs.update = function(pairs, collisions, timestamp) {
var pairsList = pairs.list,
pairsListLength = pairsList.length,
var pairUpdate = Pair.update,
pairCreate = Pair.create,
pairSetActive = Pair.setActive,
pairsTable = pairs.table,
collisionsLength = collisions.length,
pairsList = pairs.list,
pairsListLength = pairsList.length,
pairsListIndex = pairsListLength,
collisionStart = pairs.collisionStart,
collisionEnd = pairs.collisionEnd,
collisionActive = pairs.collisionActive,
collisionsLength = collisions.length,
collisionStartIndex = 0,
collisionEndIndex = 0,
collisionActiveIndex = 0,
collision,
pairIndex,
pair,
i;
// clear collision state arrays, but maintain old reference
collisionStart.length = 0;
collisionEnd.length = 0;
collisionActive.length = 0;
for (i = 0; i < pairsListLength; i++) {
pairsList[i].confirmedActive = false;
}
for (i = 0; i < collisionsLength; i++) {
collision = collisions[i];
pair = collision.pair;
@ -66,49 +63,60 @@ var Common = require('../core/Common');
// pair already exists (but may or may not be active)
if (pair.isActive) {
// pair exists and is active
collisionActive.push(pair);
collisionActive[collisionActiveIndex++] = pair;
} else {
// pair exists but was inactive, so a collision has just started again
collisionStart.push(pair);
collisionStart[collisionStartIndex++] = pair;
}
// update the pair
Pair.update(pair, collision, timestamp);
pair.confirmedActive = true;
pairUpdate(pair, collision, timestamp);
} else {
// pair did not exist, create a new pair
pair = Pair.create(collision, timestamp);
pair = pairCreate(collision, timestamp);
pairsTable[pair.id] = pair;
// push the new pair
collisionStart.push(pair);
pairsList.push(pair);
// add the new pair
collisionStart[collisionStartIndex++] = pair;
pairsList[pairsListIndex++] = pair;
}
}
// find pairs that are no longer active
var removePairIndex = [];
pairsListIndex = 0;
pairsListLength = pairsList.length;
for (i = 0; i < pairsListLength; i++) {
pair = pairsList[i];
if (!pair.confirmedActive) {
Pair.setActive(pair, false, timestamp);
collisionEnd.push(pair);
if (pair.timeUpdated < timestamp) {
pairSetActive(pair, false, timestamp);
collisionEnd[collisionEndIndex++] = pair;
// remove inactive pairs
if (!pair.collision.bodyA.isSleeping && !pair.collision.bodyB.isSleeping) {
removePairIndex.push(i);
delete pairsTable[pair.id];
}
} else {
pairsList[pairsListIndex++] = pair;
}
}
// remove inactive pairs
for (i = 0; i < removePairIndex.length; i++) {
pairIndex = removePairIndex[i] - i;
pair = pairsList[pairIndex];
pairsList.splice(pairIndex, 1);
delete pairsTable[pair.id];
// update array lengths if changed
if (pairsList.length !== pairsListIndex) {
pairsList.length = pairsListIndex;
}
if (collisionStart.length !== collisionStartIndex) {
collisionStart.length = collisionStartIndex;
}
if (collisionEnd.length !== collisionEndIndex) {
collisionEnd.length = collisionEndIndex;
}
if (collisionActive.length !== collisionActiveIndex) {
collisionActive.length = collisionActiveIndex;
}
};

View file

@ -29,7 +29,7 @@ var Bounds = require('../geometry/Bounds');
Resolver.preSolvePosition = function(pairs) {
var i,
pair,
activeCount,
contactCount,
pairsLength = pairs.length;
// find total contacts on each body
@ -39,9 +39,9 @@ var Bounds = require('../geometry/Bounds');
if (!pair.isActive)
continue;
activeCount = pair.activeContacts.length;
pair.collision.parentA.totalContacts += activeCount;
pair.collision.parentB.totalContacts += activeCount;
contactCount = pair.contactCount;
pair.collision.parentA.totalContacts += contactCount;
pair.collision.parentB.totalContacts += contactCount;
}
};
@ -176,8 +176,8 @@ var Bounds = require('../geometry/Bounds');
if (!pair.isActive || pair.isSensor)
continue;
var contacts = pair.activeContacts,
contactsLength = contacts.length,
var contacts = pair.contacts,
contactCount = pair.contactCount,
collision = pair.collision,
bodyA = collision.parentA,
bodyB = collision.parentB,
@ -185,7 +185,7 @@ var Bounds = require('../geometry/Bounds');
tangent = collision.tangent;
// resolve each contact
for (j = 0; j < contactsLength; j++) {
for (j = 0; j < contactCount; j++) {
var contact = contacts[j],
contactVertex = contact.vertex,
normalImpulse = contact.normalImpulse,
@ -248,28 +248,26 @@ var Bounds = require('../geometry/Bounds');
var collision = pair.collision,
bodyA = collision.parentA,
bodyB = collision.parentB,
bodyAVelocity = bodyA.velocity,
bodyBVelocity = bodyB.velocity,
normalX = collision.normal.x,
normalY = collision.normal.y,
tangentX = collision.tangent.x,
tangentY = collision.tangent.y,
contacts = pair.activeContacts,
contactsLength = contacts.length,
contactShare = 1 / contactsLength,
inverseMassTotal = bodyA.inverseMass + bodyB.inverseMass,
friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier;
inverseMassTotal = pair.inverseMass,
friction = pair.friction * pair.frictionStatic * frictionNormalMultiplier,
contacts = pair.contacts,
contactCount = pair.contactCount,
contactShare = 1 / contactCount;
// update body velocities
bodyAVelocity.x = bodyA.position.x - bodyA.positionPrev.x;
bodyAVelocity.y = bodyA.position.y - bodyA.positionPrev.y;
bodyBVelocity.x = bodyB.position.x - bodyB.positionPrev.x;
bodyBVelocity.y = bodyB.position.y - bodyB.positionPrev.y;
bodyA.angularVelocity = bodyA.angle - bodyA.anglePrev;
bodyB.angularVelocity = bodyB.angle - bodyB.anglePrev;
// get body velocities
var bodyAVelocityX = bodyA.position.x - bodyA.positionPrev.x,
bodyAVelocityY = bodyA.position.y - bodyA.positionPrev.y,
bodyAAngularVelocity = bodyA.angle - bodyA.anglePrev,
bodyBVelocityX = bodyB.position.x - bodyB.positionPrev.x,
bodyBVelocityY = bodyB.position.y - bodyB.positionPrev.y,
bodyBAngularVelocity = bodyB.angle - bodyB.anglePrev;
// resolve each contact
for (j = 0; j < contactsLength; j++) {
for (j = 0; j < contactCount; j++) {
var contact = contacts[j],
contactVertex = contact.vertex;
@ -278,10 +276,10 @@ var Bounds = require('../geometry/Bounds');
offsetBX = contactVertex.x - bodyB.position.x,
offsetBY = contactVertex.y - bodyB.position.y;
var velocityPointAX = bodyAVelocity.x - offsetAY * bodyA.angularVelocity,
velocityPointAY = bodyAVelocity.y + offsetAX * bodyA.angularVelocity,
velocityPointBX = bodyBVelocity.x - offsetBY * bodyB.angularVelocity,
velocityPointBY = bodyBVelocity.y + offsetBX * bodyB.angularVelocity;
var velocityPointAX = bodyAVelocityX - offsetAY * bodyAAngularVelocity,
velocityPointAY = bodyAVelocityY + offsetAX * bodyAAngularVelocity,
velocityPointBX = bodyBVelocityX - offsetBY * bodyBAngularVelocity,
velocityPointBY = bodyBVelocityY + offsetBX * bodyBAngularVelocity;
var relativeVelocityX = velocityPointAX - velocityPointBX,
relativeVelocityY = velocityPointAY - velocityPointBY;

View file

@ -60,6 +60,7 @@ var Body = require('../body/Body');
engine.world = options.world || Composite.create({ label: 'World' });
engine.pairs = options.pairs || Pairs.create();
engine.detector = options.detector || Detector.create();
engine.detector.pairs = engine.pairs;
// for temporary back compatibility only
engine.grid = { buckets: [] };
@ -138,7 +139,6 @@ var Body = require('../body/Body');
Constraint.postSolveAll(allBodies);
// find all collisions
detector.pairs = engine.pairs;
var collisions = Detector.collisions(detector);
// update collision pairs

View file

@ -139,7 +139,7 @@ var Vector = require('../geometry/Vector');
Render.run = function(render) {
(function loop(time){
render.frameRequestId = _requestAnimationFrame(loop);
_updateTiming(render, time);
Render.world(render, time);
@ -188,14 +188,14 @@ var Vector = require('../geometry/Vector');
/**
* Sets the render `width` and `height`.
*
* Updates the canvas accounting for `render.options.pixelRatio`.
*
*
* Updates the canvas accounting for `render.options.pixelRatio`.
*
* Updates the bottom right render bound `render.bounds.max` relative to the provided `width` and `height`.
* The top left render bound `render.bounds.min` isn't changed.
*
*
* Follow this call with `Render.lookAt` if you need to change the render bounds.
*
*
* See also `Render.setPixelRatio`.
* @method setSize
* @param {render} render
@ -326,10 +326,10 @@ var Vector = require('../geometry/Vector');
boundsScaleY = boundsHeight / render.options.height;
render.context.setTransform(
render.options.pixelRatio / boundsScaleX, 0, 0,
render.options.pixelRatio / boundsScaleX, 0, 0,
render.options.pixelRatio / boundsScaleY, 0, 0
);
render.context.translate(-render.bounds.min.x, -render.bounds.min.y);
};
@ -496,7 +496,7 @@ var Vector = require('../geometry/Vector');
height = 44,
x = 0,
y = 0;
// count parts
for (var i = 0; i < bodies.length; i += 1) {
parts += bodies[i].parts.length;
@ -550,7 +550,7 @@ var Vector = require('../geometry/Vector');
engineDeltaHistory = timing.engineDeltaHistory,
engineElapsedHistory = timing.engineElapsedHistory,
lastEngineDelta = engine.timing.lastDelta;
var deltaMean = _mean(deltaHistory),
elapsedMean = _mean(elapsedHistory),
engineDeltaMean = _mean(engineDeltaHistory),
@ -572,8 +572,8 @@ var Vector = require('../geometry/Vector');
// show FPS
Render.status(
context, x, y, width, graphHeight, deltaHistory.length,
Math.round(fps) + ' fps',
context, x, y, width, graphHeight, deltaHistory.length,
Math.round(fps) + ' fps',
fps / Render._goodFps,
function(i) { return (deltaHistory[i] / deltaMean) - 1; }
);
@ -581,7 +581,7 @@ var Vector = require('../geometry/Vector');
// show engine delta
Render.status(
context, x + gap + width, y, width, graphHeight, engineDeltaHistory.length,
lastEngineDelta.toFixed(2) + ' dt',
lastEngineDelta.toFixed(2) + ' dt',
Render._goodDelta / lastEngineDelta,
function(i) { return (engineDeltaHistory[i] / engineDeltaMean) - 1; }
);
@ -589,7 +589,7 @@ var Vector = require('../geometry/Vector');
// show engine update time
Render.status(
context, x + (gap + width) * 2, y, width, graphHeight, engineElapsedHistory.length,
engineElapsedMean.toFixed(2) + ' ut',
engineElapsedMean.toFixed(2) + ' ut',
1 - (engineElapsedMean / Render._goodFps),
function(i) { return (engineElapsedHistory[i] / engineElapsedMean) - 1; }
);
@ -597,15 +597,15 @@ var Vector = require('../geometry/Vector');
// show render time
Render.status(
context, x + (gap + width) * 3, y, width, graphHeight, elapsedHistory.length,
elapsedMean.toFixed(2) + ' rt',
elapsedMean.toFixed(2) + ' rt',
1 - (elapsedMean / Render._goodFps),
function(i) { return (elapsedHistory[i] / elapsedMean) - 1; }
);
// show effective speed
Render.status(
context, x + (gap + width) * 4, y, width, graphHeight, timestampElapsedHistory.length,
rateMean.toFixed(2) + ' x',
context, x + (gap + width) * 4, y, width, graphHeight, timestampElapsedHistory.length,
rateMean.toFixed(2) + ' x',
rateMean * rateMean * rateMean,
function(i) { return (((timestampElapsedHistory[i] / deltaHistory[i]) / rateMean) || 0) - 1; }
);
@ -1205,8 +1205,8 @@ var Vector = require('../geometry/Vector');
continue;
collision = pair.collision;
for (j = 0; j < pair.activeContacts.length; j++) {
var contact = pair.activeContacts[j],
for (j = 0; j < pair.contactCount; j++) {
var contact = pair.contacts[j],
vertex = contact.vertex;
c.rect(vertex.x - 1.5, vertex.y - 1.5, 3.5, 3.5);
}
@ -1686,7 +1686,7 @@ var Vector = require('../geometry/Vector');
*/
/**
* A flag to enable or disable all debug information overlays together.
* A flag to enable or disable all debug information overlays together.
* This includes and has priority over the values of:
*
* - `render.options.showStats`
@ -1698,7 +1698,7 @@ var Vector = require('../geometry/Vector');
*/
/**
* A flag to enable or disable the engine stats info overlay.
* A flag to enable or disable the engine stats info overlay.
* From left to right, the values shown are:
*
* - body parts total
@ -1713,7 +1713,7 @@ var Vector = require('../geometry/Vector');
*/
/**
* A flag to enable or disable performance charts.
* A flag to enable or disable performance charts.
* From left to right, the values shown are:
*
* - average render frequency (e.g. 60 fps)
@ -1731,7 +1731,7 @@ var Vector = require('../geometry/Vector');
* @type boolean
* @default false
*/
/**
* A flag to enable or disable rendering entirely.
*