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https://github.com/photonstorm/phaser
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Fixed the RevoluteConstraint worldPivot and moved it to the end of the signature to minimise code changes.
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3 changed files with 12 additions and 6 deletions
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@ -94,7 +94,7 @@ Version 2.1.0 - "Cairhien" - -in development-
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### p2.js 0.6.0 Changes and New Features
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* DistanceConstraint signature changed to take the new localAnchors.
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* RevoluteConstraint signature changed to include worldPivot
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* RevoluteConstraint signature changed to include worldPivot.
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* P2.Body now uses the new Body.type value instead of Body.motionState, however as P2.Body already have a property called `type` we have left the `motionState` getter/setter in for now.
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* World.enableBodySleeping has been removed and replaced with World.sleepMode.
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* Phaser P2.Springs are now LinearSprings by default.
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@ -16,13 +16,13 @@
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* @param {Float32Array} pivotA - The point relative to the center of mass of bodyA which bodyA is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
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* @param {p2.Body} bodyB - Second connected body.
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* @param {Float32Array} pivotB - The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
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* @param {Float32Array} [worldPivot] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
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* @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies.
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* @param {Float32Array} [worldPivot=null] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
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*/
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Phaser.Physics.P2.RevoluteConstraint = function (world, bodyA, pivotA, bodyB, pivotB, worldPivot, maxForce) {
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Phaser.Physics.P2.RevoluteConstraint = function (world, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) {
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if (typeof worldPivot === 'undefined') { worldPivot = null; }
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if (typeof maxForce === 'undefined') { maxForce = Number.MAX_VALUE; }
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if (typeof worldPivot === 'undefined') { worldPivot = null; }
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/**
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* @property {Phaser.Game} game - Local reference to game.
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@ -37,6 +37,11 @@ Phaser.Physics.P2.RevoluteConstraint = function (world, bodyA, pivotA, bodyB, pi
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pivotA = [ world.pxmi(pivotA[0]), world.pxmi(pivotA[1]) ];
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pivotB = [ world.pxmi(pivotB[0]), world.pxmi(pivotB[1]) ];
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if (worldPivot)
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{
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worldPivot = [ world.pxmi(worldPivot[0]), world.pxmi(worldPivot[1]) ];
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}
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var options = { worldPivot: worldPivot, localPivotA: pivotA, localPivotB: pivotB, maxForce: maxForce };
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p2.RevoluteConstraint.call(this, bodyA, bodyB, options);
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@ -856,9 +856,10 @@ Phaser.Physics.P2.prototype = {
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* @param {Phaser.Sprite|Phaser.Physics.P2.Body|p2.Body} bodyB - Second connected body.
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* @param {Array} pivotB - The point relative to the center of mass of bodyB which bodyB is constrained to. The value is an array with 2 elements matching x and y, i.e: [32, 32].
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* @param {number} [maxForce=0] - The maximum force that should be applied to constrain the bodies.
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* @param {Float32Array} [worldPivot=null] - A pivot point given in world coordinates. If specified, localPivotA and localPivotB are automatically computed from this value.
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* @return {Phaser.Physics.P2.RevoluteConstraint} The constraint
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*/
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createRevoluteConstraint: function (bodyA, pivotA, bodyB, pivotB, maxForce) {
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createRevoluteConstraint: function (bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot) {
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bodyA = this.getBody(bodyA);
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bodyB = this.getBody(bodyB);
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@ -869,7 +870,7 @@ Phaser.Physics.P2.prototype = {
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}
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else
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{
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return this.addConstraint(new Phaser.Physics.P2.RevoluteConstraint(this, bodyA, pivotA, bodyB, pivotB, maxForce));
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return this.addConstraint(new Phaser.Physics.P2.RevoluteConstraint(this, bodyA, pivotA, bodyB, pivotB, maxForce, worldPivot));
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}
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},
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