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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. */ // 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; });