planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
108 lines (88 loc) • 3.54 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.
*/
// It is difficult to make a cantilever made of links completely rigid with weld joints.
// You will have to use a high number of iterations to make them stiff.
// So why not go ahead and use soft weld joints? They behave like a revolute
// joint with a rotational spring.
planck.testbed('Cantilever', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10));
var COUNT = 8;
var ground = world.createBody();
ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0);
var prevBody = ground;
for (var i = 0; i < COUNT; ++i) {
var body = world.createDynamicBody(Vec2(-14.5 + 1.0 * i, 5.0));
body.createFixture(pl.Box(0.5, 0.125), 20.0);
var anchor = Vec2(-15.0 + 1.0 * i, 5.0);
world.createJoint(pl.WeldJoint({}, prevBody, body, anchor));
prevBody = body;
}
var prevBody = ground;
for (var i = 0; i < 3; ++i) {
var body = world.createDynamicBody(Vec2(-14.0 + 2.0 * i, 15.0));
body.createFixture(pl.Box(1.0, 0.125), 20.0);
var anchor = Vec2(-15.0 + 2.0 * i, 15.0);
world.createJoint(pl.WeldJoint({
frequencyHz: 5.0,
dampingRatio: 0.7,
}, prevBody, body, anchor));
prevBody = body;
}
var prevBody = ground;
for (var i = 0; i < COUNT; ++i) {
var body = world.createDynamicBody(Vec2(-4.5 + 1.0 * i, 5.0));
body.createFixture(pl.Box(0.5, 0.125), 20.0);
if (i > 0) {
var anchor = Vec2(-5.0 + 1.0 * i, 5.0);
world.createJoint(pl.WeldJoint({}, prevBody, body, anchor));
}
prevBody = body;
}
var prevBody = ground;
for (var i = 0; i < COUNT; ++i) {
var body = world.createDynamicBody(Vec2(5.5 + 1.0 * i, 10.0));
body.createFixture(pl.Box(0.5, 0.125), 20.0);
if (i > 0) {
var anchor = Vec2(5.0 + 1.0 * i, 10.0);
world.createJoint(pl.WeldJoint({
frequencyHz: 8.0,
dampingRatio: 0.7,
}, prevBody, body, anchor));
}
prevBody = body;
}
for (var i = 0; i < 2; ++i) {
var vertices = [];
vertices[0] = Vec2(-0.5, 0.0);
vertices[1] = Vec2(0.5, 0.0);
vertices[2] = Vec2(0.0, 1.5);
var body = world.createDynamicBody(Vec2(-8.0 + 8.0 * i, 12.0));
body.createFixture(pl.Polygon(vertices), 1.0);
}
for (var i = 0; i < 2; ++i) {
var body = world.createDynamicBody(Vec2(-6.0 + 6.0 * i, 10.0));
body.createFixture(pl.Circle(0.5), 1.0);
}
return world;
});