p2s
Version:
A JavaScript 2D physics engine.
80 lines (70 loc) • 2.51 kB
HTML
<html>
<head>
<title>Lock 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 LockConstraint.">
<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);
world.solver.iterations = 100;
world.solver.tolerance = 0.001;
// Create two circles
var bodyA = new p2.Body({
mass: 5,
position: [-1, 1],
});
bodyA.addShape(new p2.Circle({ radius: 0.5 }));
world.addBody(bodyA);
var bodyB = new p2.Body({
mass: 5,
position: [1, 1],
});
bodyB.addShape(new p2.Circle({ radius: 0.5 }));
world.addBody(bodyB);
// Create constraint.
// This will lock bodyB to bodyA
var constraint = new p2.LockConstraint(bodyA, bodyB);
world.addConstraint(constraint);
// Create a beam made of locked rectangles
var r = 1,
lastBody,
N = 10;
for(var i=0; i<N; i++){
var body = new p2.Body({
mass:1,
position:[i*0.5*r - N*0.5*r/2,3]
});
body.addShape(new p2.Box({ width: 0.5, height: 0.5 }));
world.addBody(body);
if(lastBody){
// Connect current body to the last one
var constraint = new p2.LockConstraint(lastBody, body, {
collideConnected : false
});
world.addConstraint(constraint);
}
lastBody = body;
}
// Create ground
var planeShape = new p2.Plane();
var plane = new p2.Body({
position : [0,-1],
});
plane.addShape(planeShape);
world.addBody(plane);
});
</script>
</body>
</html>