p2s
Version:
A JavaScript 2D physics engine.
82 lines (68 loc) • 2.71 kB
HTML
<html>
<head>
<title>Sensor body removal - 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="Shows how to remove a sensor when it is touched.">
<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>
var interval, removeBody;
// Create demo application
var app = new p2.WebGLRenderer({
setup: function(){
var world = new p2.World({
gravity : [0,-10]
});
this.setWorld(world);
// Create circle
var shape = new p2.Circle({ radius: 0.4 });
var body = new p2.Body({
mass: 1,
position: [0,3]
});
body.addShape(shape);
// Create ground.
var planeShape = new p2.Plane();
var plane = new p2.Body({
position:[0,-1]
});
plane.addShape(planeShape);
world.addBody(plane);
// The beginContact event is fired whenever two shapes starts overlapping, including sensors.
world.on("beginContact",function(event){
// We cannot remove the body here since the world is still stepping.
// Instead, schedule the body to be removed after the step is done.
removeBody = body;
});
// The postStep event is fired after a physics tick.
// Removal of bodies, shapes and constraints is safe here.
world.on("postStep",function(event){
if(removeBody){
// Remove the body from the world.
world.removeBody(removeBody);
removeBody = null;
}
});
function spawnBody(){
if(!body.world){
body.position[0] = 0;
body.position[1] = 2;
body.velocity[0] = body.velocity[1] = body.angularVelocity = 0;
world.addBody(body);
}
}
spawnBody();
interval = setInterval(spawnBody,2000);
},
teardown: function(){
clearInterval(interval);
}
});
</script>
</body>
</html>