p2s
Version:
A JavaScript 2D physics engine.
72 lines (59 loc) • 2.2 kB
HTML
<html>
<head>
<title>Kinematic body 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="Demonstrates kinematic bodies.">
<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 a World
var world = new p2.World({
gravity : [0, -10]
});
this.setWorld(world);
// Create ground
var planeShape = new p2.Plane();
var plane = new p2.Body({
position: [0,-2]
});
plane.addShape(planeShape);
world.addBody(plane);
// Create kinematic, moving box
kinematicBody = new p2.Body({
type: p2.Body.KINEMATIC,
position: [0, 0.5]
});
var boxShape = new p2.Box({ width: 2, height: 0.5 });
kinematicBody.addShape(boxShape);
world.addBody(kinematicBody);
// Create dynamic box
var boxBody = new p2.Body({
mass: 1,
position: [0,2]
});
boxBody.addShape(new p2.Box({ width: 0.5, height: 0.5 }));
world.addBody(boxBody);
// Create dynamic circle connected to the kinematic body
var circleBody = new p2.Body({
mass: 1,
position: [0,-0.5],
velocity: [-1,0]
});
circleBody.addShape(new p2.Circle({ radius: 0.25 }));
world.addBody(circleBody);
world.addConstraint(new p2.DistanceConstraint(kinematicBody, circleBody));
world.on("postStep", function(){
// Kinematic bodies are controlled via velocity.
kinematicBody.velocity[1] = 2 * Math.sin(world.time * 2);
});
});
</script>
</body>
</html>