fix: restore getTimeScale() in VectorsOperations so physics body moves#325
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mattqdev merged 1 commit intoMay 22, 2026
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The physics accumulator was multiplied by a hardcoded scale of 0, so worldRef.current.step() was never called and the Planck.js body was permanently frozen regardless of the physicsEnabled toggle. Restored the getTimeScale() call and added it to the Time.js imports.
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🔍 Description
What was wrong
When physicsEnabled is turned on in the Vector Operations simulation, a physics ball is supposed to appear and move
around the canvas responding to forces. It showed up on screen but was completely frozen — no movement at all.
The cause: a debug leftover on one line:
const scale = 0; //getTimeScale();
The physics accumulator was being multiplied by 0 every frame, so the Planck.js world was never stepped forward, and
the ball never moved.
Fix
Restored the original getTimeScale() call and added it to the imports from Time.js:
const scale = getTimeScale(); // was: const scale = 0;
Closes #BUG-003 (if applicable)
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npm run dev)🎨 Visual Changes (if UI-related)
IF CHANGES ARE RELATED TO SIMULATIONS PLEASE SEND A SHORT CLIP ABOUT IT
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📂 Type of Change
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