p2s
Version:
A JavaScript 2D physics engine.
83 lines (72 loc) • 2.74 kB
HTML
<html>
<head>
<title>Distance constraint demo - p2.js physics engine</title>
<script src="../build/p2.js"></script>
<script src="../build/p2.renderer.js"></script>
<link href="css/demo.css" rel="stylesheet"/>
<meta name="description" content="How to use the DistanceConstraint.">
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>
<body>
<script>
// Create demo application
var app = new p2.WebGLRenderer(function(){
// Create physics world
var world = new p2.World({
gravity : [0,-10]
});
this.setWorld(world);
// Create two circles
var bodyA = new p2.Body({
mass: 1,
position: [-2, 1],
});
bodyA.addShape(new p2.Circle({ radius: 0.5 }));
world.addBody(bodyA);
var bodyB = new p2.Body({
mass: 1,
position: [-0.5, 1],
});
bodyB.addShape(new p2.Circle({ radius: 0.5 }));
world.addBody(bodyB);
// Create constraint.
// If target distance is not given as an option, then the current distance between the bodies is used.
var constraint1 = new p2.DistanceConstraint(bodyA, bodyB);
world.addConstraint(constraint1);
constraint1.upperLimitEnabled = true;
constraint1.lowerLimitEnabled = true;
constraint1.upperLimit = 2;
constraint1.lowerLimit = 1.5;
// Create two boxes that must have distance 0 between their corners
var w = h = 0.5;
var boxBodyA = new p2.Body({
mass: 1,
position: [1.5, 1],
});
boxBodyA.addShape(new p2.Box({ width: 0.5, height: 0.5 }));
world.addBody(boxBodyA);
var boxBodyB = new p2.Body({
mass: 1,
position: [2, 1],
});
boxBodyB.addShape(new p2.Box({ width: 0.5, height: 0.5 }));
world.addBody(boxBodyB);
// Create constraint.
var constraint2 = new p2.DistanceConstraint(boxBodyA, boxBodyB, {
localAnchorA: [w/2, h/2],
localAnchorB: [-w/2, h/2],
});
world.addConstraint(constraint2);
// Create ground
var planeShape = new p2.Plane();
var plane = new p2.Body({
position : [0,-1],
});
plane.addShape(planeShape);
world.addBody(plane);
});
</script>
</body>
</html>