planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
52 lines (45 loc) • 2.15 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.
*/
// A basic slider crank created for GDC tutorial: Understanding Constraints
planck.testbed('BasicSliderCrank', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10));
var ground = world.createBody(Vec2(0.0, 17.0));
// Define crank.
var crank = world.createDynamicBody(Vec2(-8.0, 20.0));
crank.createFixture(pl.Box(4.0, 1.0), 2.0);
world.createJoint(pl.RevoluteJoint({}, ground, crank, Vec2(-12.0, 20.0)));
// Define connecting rod
var rod = world.createDynamicBody(Vec2(4.0, 20.0));
rod.createFixture(pl.Box(8.0, 1.0), 2.0);
world.createJoint(pl.RevoluteJoint({}, crank, rod, Vec2(-4.0, 20.0)));
// Define piston
var piston = world.createDynamicBody({
fixedRotation : true,
position : Vec2(12.0, 20.0)
});
piston.createFixture(pl.Box(3.0, 3.0), 2.0);
world.createJoint(pl.RevoluteJoint({}, rod, piston, Vec2(12.0, 20.0)));
world.createJoint(pl.PrismaticJoint({}, ground, piston, Vec2(12.0, 17.0), Vec2(1.0, 0.0)));
return world;
});