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added Example.substep
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demo/src/Compare.js

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@@ -116,7 +116,6 @@ var compare = function(examples, isDev) {
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ticks += 1;
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var demoBuildInstance = demoBuild.example.instance;
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runner.isFixed = demoBuildInstance.runner.isFixed = true;
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runner.delta = demoBuildInstance.runner.delta = 1000 / 60;
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window.Matter = MatterBuild;

examples/index.js

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@@ -41,6 +41,7 @@ module.exports = {
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stress2: require('./stress2.js'),
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stress3: require('./stress3.js'),
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stress4: require('./stress4.js'),
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substep: require('./substep.js'),
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svg: require('./svg.js'),
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terrain: require('./terrain.js'),
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timescale: require('./timescale.js'),

examples/substep.js

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var Example = Example || {};
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Example.substep = function() {
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var Engine = Matter.Engine,
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Render = Matter.Render,
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Runner = Matter.Runner,
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Events = Matter.Events,
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Composite = Matter.Composite,
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MouseConstraint = Matter.MouseConstraint,
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Mouse = Matter.Mouse,
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Bodies = Matter.Bodies;
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// create engine
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var engine = Engine.create(),
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world = engine.world;
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// create renderer
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var render = Render.create({
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element: document.body,
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engine: engine,
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options: {
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width: 800,
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height: 600,
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wireframes: false,
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showDebug: true,
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background: '#000',
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pixelRatio: 2
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}
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});
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Render.run(render);
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// create runner with higher precision timestep (requires >= v0.20.0 beta)
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var runner = Runner.create({
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delta: 1000 / (60 * 10), // 600Hz delta = 1.666ms = 10upf @ 60fps (10x default precision)
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maxFrameTime: 1000 / 50 // performance budget
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});
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Runner.run(runner, engine);
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// demo substepping using very thin bodies (than is typically recommended)
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Composite.add(world, [
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Bodies.rectangle(250, 250, 300, 1.25, {
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frictionAir: 0,
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friction: 0,
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restitution: 0.9,
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angle: 0.5,
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render: {
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lineWidth: 0.5,
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fillStyle: '#f55a3c'
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}
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}),
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Bodies.circle(200, 200, 2.25, {
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frictionAir: 0,
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friction: 0,
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restitution: 0.9,
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angle: 0.5,
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render: {
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fillStyle: '#fff'
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}
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})
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]);
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// add bodies
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Composite.add(world, [
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Bodies.rectangle(400, 0, 800, 50, { isStatic: true, render: { visible: false } }),
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Bodies.rectangle(400, 600, 800, 50, { isStatic: true, render: { visible: false } }),
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Bodies.rectangle(800, 300, 50, 600, { isStatic: true, render: { visible: false } }),
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Bodies.rectangle(0, 300, 50, 600, { isStatic: true, render: { visible: false } })
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]);
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// scene animation
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Events.on(engine, 'afterUpdate', function(event) {
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engine.gravity.scale = 0.00035;
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engine.gravity.x = Math.cos(engine.timing.timestamp * 0.0005);
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engine.gravity.y = Math.sin(engine.timing.timestamp * 0.0005);
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});
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// add mouse control
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var mouse = Mouse.create(render.canvas),
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mouseConstraint = MouseConstraint.create(engine, {
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mouse: mouse,
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constraint: {
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stiffness: 0.2,
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render: {
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visible: false
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}
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}
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});
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Composite.add(world, mouseConstraint);
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// keep the mouse in sync with rendering
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render.mouse = mouse;
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// fit the render viewport to the scene
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Render.lookAt(render, {
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min: { x: 0, y: 0 },
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max: { x: 800, y: 600 }
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});
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// context for MatterTools.Demo
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return {
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engine: engine,
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runner: runner,
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render: render,
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canvas: render.canvas,
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stop: function() {
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Matter.Render.stop(render);
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Matter.Runner.stop(runner);
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}
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};
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};
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Example.substep.title = 'High Substeps (Low Delta)';
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Example.substep.for = '>=0.20.0';
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if (typeof module !== 'undefined') {
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module.exports = Example.substep;
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}

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