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remove unused delta params
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liabru committed Aug 5, 2022
1 parent 50fc8f2 commit a572968
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Showing 2 changed files with 9 additions and 10 deletions.
16 changes: 8 additions & 8 deletions src/core/Engine.js
Expand Up @@ -144,7 +144,7 @@ var Body = require('../body/Body');

// wake up bodies involved in collisions
if (engine.enableSleeping)
Sleeping.afterCollisions(pairs.list, delta);
Sleeping.afterCollisions(pairs.list);

// iteratively resolve position between collisions
Resolver.preSolvePosition(pairs.list);
Expand Down Expand Up @@ -435,7 +435,7 @@ var Body = require('../body/Body');
/**
* A `Number` that specifies the current simulation-time in milliseconds starting from `0`.
* It is incremented on every `Engine.update` by the given `delta` argument.
*
*
* @property timing.timestamp
* @type number
* @default 0
Expand All @@ -446,15 +446,15 @@ var Body = require('../body/Body');
* It is updated by timing from the start of the last `Engine.update` call until it ends.
*
* This value will also include the total execution time of all event handlers directly or indirectly triggered by the engine update.
*
*
* @property timing.lastElapsed
* @type number
* @default 0
*/

/**
* A `Number` that represents the `delta` value used in the last engine update.
*
*
* @property timing.lastDelta
* @type number
* @default 0
Expand Down Expand Up @@ -516,15 +516,15 @@ var Body = require('../body/Body');
*/

/**
* The gravity x component.
*
* The gravitational direction normal `x` component, to be multiplied by `gravity.scale`.
*
* @property gravity.x
* @type object
* @default 0
*/

/**
* The gravity y component.
* The gravitational direction normal `y` component, to be multiplied by `gravity.scale`.
*
* @property gravity.y
* @type object
Expand All @@ -533,7 +533,7 @@ var Body = require('../body/Body');

/**
* The magnitude of the gravitational acceleration.
*
*
* @property gravity.scale
* @type object
* @default 0.001
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3 changes: 1 addition & 2 deletions src/core/Sleeping.js
Expand Up @@ -63,9 +63,8 @@ var Common = require('./Common');
* Given a set of colliding pairs, wakes the sleeping bodies involved.
* @method afterCollisions
* @param {pair[]} pairs
* @param {number} delta
*/
Sleeping.afterCollisions = function(pairs, delta) {
Sleeping.afterCollisions = function(pairs) {
var motionSleepThreshold = Sleeping._motionSleepThreshold;

// wake up bodies involved in collisions
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