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planck-js

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2D JavaScript physics engine for cross-platform HTML5 game development

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/* * 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; });