import PhysicsBase from './PhysicsBase';
|
|
import PhysicsWorker from 'worker!./PhysicsWorkerWrapper';
|
|
|
|
var util = require('../../util');
|
|
|
|
|
|
class PhysicsEngine extends PhysicsBase {
|
|
constructor(body) {
|
|
super();
|
|
this.body = body;
|
|
|
|
this.physicsEnabled = true;
|
|
this.simulationInterval = 1000 / 60;
|
|
this.requiresTimeout = true;
|
|
this.freezeCache = {};
|
|
this.renderTimer = undefined;
|
|
|
|
this.ready = false; // will be set to true if the stabilize
|
|
|
|
// default options
|
|
this.defaultOptions = {
|
|
enabled: true,
|
|
useWorker: false,
|
|
barnesHut: {
|
|
theta: 0.5,
|
|
gravitationalConstant: -2000,
|
|
centralGravity: 0.3,
|
|
springLength: 95,
|
|
springConstant: 0.04,
|
|
damping: 0.09,
|
|
avoidOverlap: 0
|
|
},
|
|
forceAtlas2Based: {
|
|
theta: 0.5,
|
|
gravitationalConstant: -50,
|
|
centralGravity: 0.01,
|
|
springConstant: 0.08,
|
|
springLength: 100,
|
|
damping: 0.4,
|
|
avoidOverlap: 0
|
|
},
|
|
repulsion: {
|
|
centralGravity: 0.2,
|
|
springLength: 200,
|
|
springConstant: 0.05,
|
|
nodeDistance: 100,
|
|
damping: 0.09,
|
|
avoidOverlap: 0
|
|
},
|
|
hierarchicalRepulsion: {
|
|
centralGravity: 0.0,
|
|
springLength: 100,
|
|
springConstant: 0.01,
|
|
nodeDistance: 120,
|
|
damping: 0.09
|
|
},
|
|
maxVelocity: 50,
|
|
minVelocity: 0.75, // px/s
|
|
solver: 'barnesHut',
|
|
stabilization: {
|
|
enabled: true,
|
|
iterations: 1000, // maximum number of iteration to stabilize
|
|
updateInterval: 50,
|
|
onlyDynamicEdges: false,
|
|
fit: true
|
|
},
|
|
timestep: 0.5,
|
|
adaptiveTimestep: true
|
|
};
|
|
util.extend(this.options, this.defaultOptions);
|
|
this.layoutFailed = false;
|
|
this.draggingNodes = [];
|
|
this.positionUpdateHandler = () => {};
|
|
this.physicsUpdateHandler = () => {};
|
|
this.emit = this.body.emitter.emit;
|
|
|
|
this.bindEventListeners();
|
|
}
|
|
|
|
bindEventListeners() {
|
|
this.body.emitter.on('initPhysics', () => {this.initPhysics();});
|
|
this.body.emitter.on('_layoutFailed', () => {this.layoutFailed = true;});
|
|
this.body.emitter.on('resetPhysics', () => {this.stopSimulation(); this.ready = false;});
|
|
this.body.emitter.on('disablePhysics', () => {this.physicsEnabled = false; this.stopSimulation();});
|
|
this.body.emitter.on('restorePhysics', () => {
|
|
this.setOptions(this.options);
|
|
if (this.ready === true) {
|
|
this.startSimulation();
|
|
}
|
|
});
|
|
this.body.emitter.on('startSimulation', () => {
|
|
if (this.ready === true) {
|
|
this.startSimulation();
|
|
}
|
|
});
|
|
this.body.emitter.on('stopSimulation', () => {this.stopSimulation();});
|
|
this.body.emitter.on('destroy', () => {
|
|
this.stopSimulation(false);
|
|
this.body.emitter.off();
|
|
});
|
|
this.body.emitter.on('_positionUpdate', (properties) => this.positionUpdateHandler(properties));
|
|
this.body.emitter.on('_physicsUpdate', (properties) => this.physicsUpdateHandler(properties));
|
|
this.body.emitter.on('dragStart', (properties) => {
|
|
this.draggingNodes = properties.nodes;
|
|
});
|
|
this.body.emitter.on('dragEnd', () => {
|
|
this.draggingNodes = [];
|
|
});
|
|
this.body.emitter.on('destroy', () => {
|
|
if (this.physicsWorker) {
|
|
this.physicsWorker.terminate();
|
|
this.physicsWorker = undefined;
|
|
}
|
|
});
|
|
}
|
|
|
|
|
|
/**
|
|
* set the physics options
|
|
* @param options
|
|
*/
|
|
setOptions(options) {
|
|
if (options !== undefined) {
|
|
if (options === false) {
|
|
this.options.enabled = false;
|
|
this.physicsEnabled = false;
|
|
this.stopSimulation();
|
|
}
|
|
else {
|
|
this.physicsEnabled = true;
|
|
util.selectiveNotDeepExtend(['stabilization'], this.options, options);
|
|
util.mergeOptions(this.options, options, 'stabilization')
|
|
|
|
if (options.enabled === undefined) {
|
|
this.options.enabled = true;
|
|
}
|
|
|
|
if (this.options.enabled === false) {
|
|
this.physicsEnabled = false;
|
|
this.stopSimulation();
|
|
}
|
|
|
|
// set the timestep
|
|
this.timestep = this.options.timestep;
|
|
}
|
|
}
|
|
if (this.options.useWorker) {
|
|
this.initPhysicsWorker();
|
|
this.physicsWorker.postMessage({type: 'options', data: this.options});
|
|
} else {
|
|
this.initEmbeddedPhysics();
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* configure the engine.
|
|
*/
|
|
initEmbeddedPhysics() {
|
|
this.positionUpdateHandler = () => {};
|
|
this.physicsUpdateHandler = (properties) => {
|
|
if (properties.options.physics !== undefined) {
|
|
// we've received a node that has changed physics state
|
|
// so rebuild physicsBody
|
|
this.initPhysicsData();
|
|
}
|
|
// else we're accessing the information directly out of the node
|
|
// so no need to do anything.
|
|
};
|
|
if (this.physicsWorker) {
|
|
this.options.useWorker = false;
|
|
this.physicsWorker.terminate();
|
|
this.physicsWorker = undefined;
|
|
this.initPhysicsData();
|
|
}
|
|
this.initPhysicsSolvers();
|
|
}
|
|
|
|
initPhysicsWorker() {
|
|
if (!this.physicsWorker) {
|
|
// setup path to webworker javascript file
|
|
if (!__webpack_public_path__) {
|
|
// search for element with id of 'visjs'
|
|
let parentScript = document.getElementById('visjs');
|
|
if (parentScript) {
|
|
let src = parentScript.getAttribute('src')
|
|
__webpack_public_path__ = src.substr(0, src.lastIndexOf('/') + 1);
|
|
} else {
|
|
// search all scripts for 'vis.js'
|
|
let scripts = document.getElementsByTagName('script');
|
|
for (let i = 0; i < scripts.length; i++) {
|
|
let src = scripts[i].getAttribute('src');
|
|
if (src && src.length >= 6) {
|
|
let position = src.length - 6;
|
|
let index = src.indexOf('vis.js', position);
|
|
if (index === position) {
|
|
__webpack_public_path__ = src.substr(0, src.lastIndexOf('/') + 1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// launch webworker
|
|
this.physicsWorker = new PhysicsWorker();
|
|
this.physicsWorker.addEventListener('message', (event) => {
|
|
this.physicsWorkerMessageHandler(event);
|
|
});
|
|
this.physicsWorker.onerror = (event) => {
|
|
console.error('Falling back to embedded physics engine', event);
|
|
this.initEmbeddedPhysics();
|
|
// throw new Error(event.message + " (" + event.filename + ":" + event.lineno + ")");
|
|
};
|
|
this.positionUpdateHandler = (positions) => {
|
|
this.physicsWorker.postMessage({type: 'updatePositions', data: positions});
|
|
};
|
|
this.physicsUpdateHandler = (properties) => {
|
|
this._physicsUpdateHandler(properties);
|
|
};
|
|
}
|
|
}
|
|
|
|
_physicsUpdateHandler(properties) {
|
|
if (properties.options.physics !== undefined) {
|
|
if (properties.options.physics) {
|
|
let data = {
|
|
nodes: {},
|
|
edges: {}
|
|
};
|
|
if (properties.type === 'node') {
|
|
data.nodes[properties.id] = this.createPhysicsNode(properties.id);
|
|
} else if (properties.type === 'edge') {
|
|
data.edges[properties.id] = this.createPhysicsEdge(properties.id);
|
|
} else {
|
|
console.warn('invalid element type');
|
|
}
|
|
this.physicsWorker.postMessage({
|
|
type: 'addElements',
|
|
data: data
|
|
});
|
|
} else {
|
|
let data = {
|
|
nodeIds: [],
|
|
edgeIds: []
|
|
};
|
|
if (properties.type === 'node') {
|
|
data.nodeIds = [properties.id.toString()];
|
|
} else if (properties.type === 'edge') {
|
|
data.edgeIds = [properties.id.toString()];
|
|
} else {
|
|
console.warn('invalid element type');
|
|
}
|
|
this.physicsWorker.postMessage({type: 'removeElements', data: data});
|
|
}
|
|
} else {
|
|
this.physicsWorker.postMessage({type: 'updateProperties', data: properties});
|
|
}
|
|
}
|
|
|
|
physicsWorkerMessageHandler(event) {
|
|
var msg = event.data;
|
|
switch (msg.type) {
|
|
case 'tickResults':
|
|
this.stabilized = msg.data.stabilized;
|
|
this.stabilizationIterations = msg.data.stabilizationIterations;
|
|
this._receivedPositions(msg.data.positions);
|
|
break;
|
|
case 'finalizeStabilization':
|
|
this._finalizeStabilization();
|
|
break;
|
|
case 'emit':
|
|
this.emit(msg.data.event, msg.data.data);
|
|
break;
|
|
default:
|
|
console.warn('unhandled physics worker message:', msg);
|
|
}
|
|
}
|
|
|
|
_receivedPositions(positions) {
|
|
for (let i = 0; i < this.draggingNodes.length; i++) {
|
|
delete positions[this.draggingNodes[i]];
|
|
}
|
|
let nodeIds = Object.keys(positions);
|
|
for (let i = 0; i < nodeIds.length; i++) {
|
|
let nodeId = nodeIds[i];
|
|
let node = this.body.nodes[nodeId];
|
|
// handle case where we get a positions from an old physicsObject
|
|
if (node) {
|
|
node.setX(positions[nodeId].x);
|
|
node.setY(positions[nodeId].y);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* initialize the engine
|
|
*/
|
|
initPhysics() {
|
|
if (this.physicsEnabled === true && this.options.enabled === true) {
|
|
if (this.options.stabilization.enabled === true) {
|
|
this.stabilize();
|
|
}
|
|
else {
|
|
this.stabilized = false;
|
|
this.ready = true;
|
|
this.body.emitter.emit('fit', {}, this.layoutFailed); // if the layout failed, we use the approximation for the zoom
|
|
this.startSimulation();
|
|
}
|
|
}
|
|
else {
|
|
this.ready = true;
|
|
this.body.emitter.emit('fit');
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Start the simulation
|
|
*/
|
|
startSimulation() {
|
|
if (this.physicsEnabled === true && this.options.enabled === true) {
|
|
this.stabilized = false;
|
|
this._updateWorkerStabilized();
|
|
|
|
// when visible, adaptivity is disabled.
|
|
this.adaptiveTimestep = false;
|
|
|
|
// this sets the width of all nodes initially which could be required for the avoidOverlap
|
|
this.body.emitter.emit("_resizeNodes");
|
|
if (this.viewFunction === undefined) {
|
|
this.viewFunction = this.simulationStep.bind(this);
|
|
this.body.emitter.on('initRedraw', this.viewFunction);
|
|
this.body.emitter.emit('_startRendering');
|
|
}
|
|
}
|
|
else {
|
|
this.body.emitter.emit('_redraw');
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Stop the simulation, force stabilization.
|
|
*/
|
|
stopSimulation(emit = true) {
|
|
this.stabilized = true;
|
|
this._updateWorkerStabilized();
|
|
|
|
if (emit === true) {
|
|
this._emitStabilized();
|
|
}
|
|
if (this.viewFunction !== undefined) {
|
|
this.body.emitter.off('initRedraw', this.viewFunction);
|
|
this.viewFunction = undefined;
|
|
if (emit === true) {
|
|
this.body.emitter.emit('_stopRendering');
|
|
}
|
|
}
|
|
}
|
|
|
|
_updateWorkerStabilized() {
|
|
if (this.physicsWorker) {
|
|
this.physicsWorker.postMessage({
|
|
type: 'setStabilized',
|
|
data: this.stabilized
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* The viewFunction inserts this step into each renderloop. It calls the physics tick and handles the cleanup at stabilized.
|
|
*
|
|
*/
|
|
simulationStep() {
|
|
if (this.physicsWorker) {
|
|
this.physicsWorker.postMessage({type: 'physicsTick'});
|
|
} else {
|
|
// check if the physics have settled
|
|
var startTime = Date.now();
|
|
this.physicsTick();
|
|
var physicsTime = Date.now() - startTime;
|
|
|
|
// run double speed if it is a little graph
|
|
if ((physicsTime < 0.4 * this.simulationInterval || this.runDoubleSpeed === true) && this.stabilized === false) {
|
|
this.physicsTick();
|
|
|
|
// this makes sure there is no jitter. The decision is taken once to run it at double speed.
|
|
this.runDoubleSpeed = true;
|
|
}
|
|
}
|
|
|
|
if (this.stabilized === true) {
|
|
this.stopSimulation();
|
|
}
|
|
}
|
|
|
|
_sendWorkerStabilized() {
|
|
if (this.physicsWorker) {
|
|
this.physicsWorker.postMessage({
|
|
type: 'stabilized'
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* trigger the stabilized event.
|
|
* @private
|
|
*/
|
|
_emitStabilized(amountOfIterations = this.stabilizationIterations) {
|
|
if (this.stabilizationIterations > 1 || this.startedStabilization === true) {
|
|
setTimeout(() => {
|
|
this.body.emitter.emit('stabilized', {iterations: amountOfIterations});
|
|
this.startedStabilization = false;
|
|
this.stabilizationIterations = 0;
|
|
this._sendWorkerStabilized();
|
|
}, 0);
|
|
}
|
|
}
|
|
|
|
createPhysicsNode(nodeId) {
|
|
let node = this.body.nodes[nodeId];
|
|
if (node) {
|
|
return {
|
|
id: node.id.toString(),
|
|
x: node.x,
|
|
y: node.y,
|
|
// TODO update on change
|
|
edges: {
|
|
length: node.edges.length
|
|
},
|
|
options: {
|
|
fixed: {
|
|
x: node.options.fixed.x,
|
|
y: node.options.fixed.y
|
|
},
|
|
mass: node.options.mass
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
createPhysicsEdge(edgeId) {
|
|
let edge = this.body.edges[edgeId];
|
|
if (edge && edge.options.physics === true) {
|
|
let physicsEdge = {
|
|
id: edge.id,
|
|
connected: edge.connected,
|
|
edgeType: {},
|
|
toId: edge.toId,
|
|
fromId: edge.fromId,
|
|
options: {
|
|
length: edge.length
|
|
}
|
|
};
|
|
// TODO test/implment dynamic
|
|
if (edge.edgeType.via) {
|
|
physicsEdge.edgeType = {
|
|
via: {
|
|
id: edge.edgeType.via.id
|
|
}
|
|
}
|
|
}
|
|
return physicsEdge;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Nodes and edges can have the physics toggles on or off. A collection of indices is created here so we can skip the check all the time.
|
|
*
|
|
* @private
|
|
*/
|
|
initPhysicsData() {
|
|
let nodes = this.body.nodes;
|
|
let edges = this.body.edges;
|
|
|
|
this.physicsBody.forces = {};
|
|
this.physicsBody.physicsNodeIndices = [];
|
|
this.physicsBody.physicsEdgeIndices = [];
|
|
let physicsWorkerNodes = {};
|
|
let physicsWorkerEdges = {};
|
|
|
|
|
|
// get node indices for physics
|
|
for (let nodeId in nodes) {
|
|
if (nodes.hasOwnProperty(nodeId)) {
|
|
if (nodes[nodeId].options.physics === true) {
|
|
this.physicsBody.physicsNodeIndices.push(nodeId);
|
|
if (this.physicsWorker) {
|
|
physicsWorkerNodes[nodeId] = this.createPhysicsNode(nodeId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// get edge indices for physics
|
|
for (let edgeId in edges) {
|
|
if (edges.hasOwnProperty(edgeId)) {
|
|
if (edges[edgeId].options.physics === true) {
|
|
this.physicsBody.physicsEdgeIndices.push(edgeId);
|
|
if (this.physicsWorker) {
|
|
physicsWorkerEdges[edgeId] = this.createPhysicsEdge(edgeId);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// get the velocity and the forces vector
|
|
for (let i = 0; i < this.physicsBody.physicsNodeIndices.length; i++) {
|
|
let nodeId = this.physicsBody.physicsNodeIndices[i];
|
|
this.physicsBody.forces[nodeId] = {x: 0, y: 0};
|
|
|
|
// forces can be reset because they are recalculated. Velocities have to persist.
|
|
if (this.physicsBody.velocities[nodeId] === undefined) {
|
|
this.physicsBody.velocities[nodeId] = {x: 0, y: 0};
|
|
}
|
|
}
|
|
|
|
// clean deleted nodes from the velocity vector
|
|
for (let nodeId in this.physicsBody.velocities) {
|
|
if (nodes[nodeId] === undefined) {
|
|
delete this.physicsBody.velocities[nodeId];
|
|
}
|
|
}
|
|
|
|
if (this.physicsWorker) {
|
|
this.physicsWorker.postMessage({
|
|
type: 'initPhysicsData',
|
|
data: {
|
|
nodes: physicsWorkerNodes,
|
|
edges: physicsWorkerEdges
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Perform the actual step
|
|
*
|
|
* @param nodeId
|
|
* @param maxVelocity
|
|
* @returns {number}
|
|
* @private
|
|
*/
|
|
_performStep(nodeId,maxVelocity) {
|
|
let node = this.body.nodes[nodeId];
|
|
let timestep = this.timestep;
|
|
let forces = this.physicsBody.forces;
|
|
let velocities = this.physicsBody.velocities;
|
|
|
|
// store the state so we can revert
|
|
this.previousStates[nodeId] = {x:node.x, y:node.y, vx:velocities[nodeId].x, vy:velocities[nodeId].y};
|
|
|
|
if (node.options.fixed.x === false) {
|
|
let dx = this.modelOptions.damping * velocities[nodeId].x; // damping force
|
|
let ax = (forces[nodeId].x - dx) / node.options.mass; // acceleration
|
|
velocities[nodeId].x += ax * timestep; // velocity
|
|
velocities[nodeId].x = (Math.abs(velocities[nodeId].x) > maxVelocity) ? ((velocities[nodeId].x > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].x;
|
|
node.setX(node.x + velocities[nodeId].x * timestep); // position
|
|
}
|
|
else {
|
|
forces[nodeId].x = 0;
|
|
velocities[nodeId].x = 0;
|
|
}
|
|
|
|
if (node.options.fixed.y === false) {
|
|
let dy = this.modelOptions.damping * velocities[nodeId].y; // damping force
|
|
let ay = (forces[nodeId].y - dy) / node.options.mass; // acceleration
|
|
velocities[nodeId].y += ay * timestep; // velocity
|
|
velocities[nodeId].y = (Math.abs(velocities[nodeId].y) > maxVelocity) ? ((velocities[nodeId].y > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].y;
|
|
node.setY(node.y + velocities[nodeId].y * timestep); // position
|
|
}
|
|
else {
|
|
forces[nodeId].y = 0;
|
|
velocities[nodeId].y = 0;
|
|
}
|
|
|
|
let totalVelocity = Math.sqrt(Math.pow(velocities[nodeId].x,2) + Math.pow(velocities[nodeId].y,2));
|
|
return totalVelocity;
|
|
}
|
|
|
|
// TODO probably want to move freeze/restore to PhysicsBase and do in worker if running
|
|
/**
|
|
* When initializing and stabilizing, we can freeze nodes with a predefined position. This greatly speeds up stabilization
|
|
* because only the supportnodes for the smoothCurves have to settle.
|
|
*
|
|
* @private
|
|
*/
|
|
_freezeNodes() {
|
|
var nodes = this.body.nodes;
|
|
for (var id in nodes) {
|
|
if (nodes.hasOwnProperty(id)) {
|
|
if (nodes[id].x && nodes[id].y) {
|
|
this.freezeCache[id] = {x:nodes[id].options.fixed.x,y:nodes[id].options.fixed.y};
|
|
nodes[id].setFixed(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Unfreezes the nodes that have been frozen by _freezeDefinedNodes.
|
|
*
|
|
* @private
|
|
*/
|
|
_restoreFrozenNodes() {
|
|
var nodes = this.body.nodes;
|
|
for (var id in nodes) {
|
|
if (nodes.hasOwnProperty(id)) {
|
|
if (this.freezeCache[id] !== undefined) {
|
|
nodes[id].setFixed({x: this.freezeCache[id].x, y: this.freezeCache[id].y});
|
|
}
|
|
}
|
|
}
|
|
this.freezeCache = {};
|
|
}
|
|
|
|
/**
|
|
* Find a stable position for all nodes
|
|
* @private
|
|
*/
|
|
stabilize(iterations = this.options.stabilization.iterations) {
|
|
if (typeof iterations !== 'number') {
|
|
console.log('The stabilize method needs a numeric amount of iterations. Switching to default: ', this.options.stabilization.iterations);
|
|
iterations = this.options.stabilization.iterations;
|
|
}
|
|
|
|
if (this.physicsBody.physicsNodeIndices.length === 0) {
|
|
this.ready = true;
|
|
return;
|
|
}
|
|
|
|
// enable adaptive timesteps
|
|
this.adaptiveTimestep = true && this.options.adaptiveTimestep;
|
|
|
|
// this sets the width of all nodes initially which could be required for the avoidOverlap
|
|
this.body.emitter.emit("_resizeNodes");
|
|
|
|
// stop the render loop
|
|
this.stopSimulation();
|
|
|
|
// set stabilize to false
|
|
this.stabilized = false;
|
|
|
|
// block redraw requests
|
|
this.body.emitter.emit('_blockRedraw');
|
|
this.targetIterations = iterations;
|
|
|
|
// start the stabilization
|
|
if (this.options.stabilization.onlyDynamicEdges === true) {
|
|
this._freezeNodes();
|
|
}
|
|
this.stabilizationIterations = 0;
|
|
|
|
if (this.physicsWorker) {
|
|
this.physicsWorker.postMessage({
|
|
type: 'stabilize',
|
|
data: {
|
|
targetIterations: iterations
|
|
}
|
|
});
|
|
} else {
|
|
setTimeout(() => this._stabilizationBatch(), 0);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Wrap up the stabilization, fit and emit the events.
|
|
* @private
|
|
*/
|
|
_finalizeStabilization() {
|
|
this.body.emitter.emit('_allowRedraw');
|
|
if (this.options.stabilization.fit === true) {
|
|
this.body.emitter.emit('fit');
|
|
}
|
|
|
|
if (this.options.stabilization.onlyDynamicEdges === true) {
|
|
this._restoreFrozenNodes();
|
|
}
|
|
|
|
this.body.emitter.emit('stabilizationIterationsDone');
|
|
this.body.emitter.emit('_requestRedraw');
|
|
|
|
if (this.stabilized === true) {
|
|
this._emitStabilized();
|
|
}
|
|
else {
|
|
this.startSimulation();
|
|
}
|
|
|
|
this.ready = true;
|
|
}
|
|
|
|
}
|
|
|
|
export default PhysicsEngine;
|