planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
115 lines (89 loc) • 3.48 kB
JavaScript
/*
* MIT License
* Copyright (c) 2019 Erin Catto
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
planck.testbed('Apply Force', function(testbed) {
testbed.y = -20;
var pl = planck, Vec2 = pl.Vec2;
var world = pl.World();
var ground = world.createBody(Vec2(0.0, 20.0));
var wallFD = {
density: 0.0,
restitution: 0.4,
};
// Left vertical
ground.createFixture(pl.Edge(Vec2(-20.0, -20.0), Vec2(-20.0, 20.0)), wallFD);
// Right vertical
ground.createFixture(pl.Edge(Vec2(20.0, -20.0), Vec2(20.0, 20.0)), wallFD);
// Top horizontal
ground.createFixture(pl.Edge(Vec2(-20.0, 20.0), Vec2(20.0, 20.0)), wallFD);
// Bottom horizontal
ground.createFixture(pl.Edge(Vec2(-20.0, -20.0), Vec2(20.0, -20.0)), wallFD);
var xf1 = pl.Transform();
xf1.q.set(0.3524 * Math.PI);
xf1.p.set(xf1.q.getXAxis());
var poly1 = pl.Polygon([Vec2(-1.0, 0.0), Vec2(1.0, 0.0), Vec2(0.0, 0.5)].map(pl.Transform.mulFn(xf1)));
var xf2 = pl.Transform();
xf2.q.set(-0.3524 * Math.PI);
xf2.p.set(Vec2.neg(xf2.q.getXAxis()));
var poly2 = pl.Polygon([Vec2(-1.0, 0.0), Vec2(1.0, 0.0), Vec2(0.0, 0.5)].map(pl.Transform.mulFn(xf2)));
var jet = world.createBody({
type : 'dynamic',
angularDamping : 2.0,
linearDamping : 0.5,
position : Vec2(0.0, 2.0),
angle : Math.PI,
allowSleep : false
});
jet.createFixture(poly1, 2.0);
jet.createFixture(poly2, 2.0);
var boxFD = {
density: 1.0,
friction: 0.3,
};
for (var i = 0; i < 10; ++i) {
var box = world.createDynamicBody(Vec2(0.0, 5.0 + 1.54 * i));
box.createFixture(pl.Box(0.5, 0.5), boxFD);
var gravity = 10.0;
var I = box.getInertia();
var mass = box.getMass();
// For a circle: I = 0.5 * m * r * r ==> r = sqrt(2 * I / m)
var radius = Math.sqrt(2.0 * I / mass);
world.createJoint(pl.FrictionJoint({
collideConnected : true,
maxForce : mass * gravity,
maxTorque : mass * radius * gravity
}, ground, box));
}
testbed.step = function() {
if (testbed.activeKeys.right && !testbed.activeKeys.left) {
jet.applyAngularImpulse(-0.2, true);
} else if (testbed.activeKeys.left && !testbed.activeKeys.right) {
jet.applyAngularImpulse(+0.2, true);
}
if (testbed.activeKeys.up) {
var f = jet.getWorldVector(Vec2(0.0, -1.0));
var p = jet.getWorldPoint(Vec2(0.0, 2.0));
jet.applyLinearImpulse(f, p, true);
}
};
return world;
});