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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. */ // This test shows collision processing and tests // deferred body destruction. planck.testbed('CollisionProcessing', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = pl.World(Vec2(0, -10)); // Ground body world.createBody().createFixture(pl.Edge(Vec2(-50.0, 0.0), Vec2(50.0, 0.0))); var xLo = -5.0, xHi = 5.0; var yLo = 2.0, yHi = 35.0; // Small triangle var body1 = world.createDynamicBody(Vec2(pl.Math.random(xLo, xHi), pl.Math.random(yLo, yHi))); body1.createFixture(pl.Polygon([Vec2(-1.0, 0.0), Vec2(1.0, 0.0), Vec2(0.0, 2.0)]), 1.0); // Large triangle (recycle definitions) var body2 = world.createDynamicBody(Vec2(pl.Math.random(xLo, xHi), pl.Math.random(yLo, yHi))); body2.createFixture(pl.Polygon([Vec2(-1.0, 0.0), Vec2(1.0, 0.0), Vec2(0.0, 2.0)]), 1.0); // Small box var body3 = world.createDynamicBody(Vec2(pl.Math.random(xLo, xHi), pl.Math.random(yLo, yHi))); body3.createFixture(pl.Box(1.0, 0.5), 1.0); // Large box (recycle definitions) var body4 = world.createDynamicBody(Vec2(pl.Math.random(xLo, xHi), pl.Math.random(yLo, yHi))); body4.createFixture(pl.Box(2.0, 1.0), 1.0); // Small circle var body5 = world.createDynamicBody(Vec2(pl.Math.random(xLo, xHi), pl.Math.random(yLo, yHi))); body5.createFixture(pl.Circle(1.0), 1.0); // Large circle var body6 = world.createDynamicBody(Vec2(pl.Math.random(xLo, xHi), pl.Math.random(yLo, yHi))); body6.createFixture(pl.Circle(2.0), 1.0); var points = []; world.on('pre-solve', function(contact, oldManifold) { var manifold = contact.getManifold(); if (manifold.pointCount == 0) { return; } var fixtureA = contact.getFixtureA(); var fixtureB = contact.getFixtureB(); var worldManifold = contact.getWorldManifold(); for (var i = 0; i < manifold.pointCount; ++i) { var cp = {}; cp.fixtureA = fixtureA; cp.fixtureB = fixtureB; cp.position = worldManifold.points[i]; cp.normal = worldManifold.normal; // cp.state = state2[i]; cp.normalImpulse = manifold.points[i].normalImpulse; cp.tangentImpulse = manifold.points[i].tangentImpulse; cp.separation = worldManifold.separations[i]; points.push(cp); } }); var bomb = null; var MAX_NUKE = 6; testbed.step = function() { // We are going to destroy some bodies according to contact // points. We must buffer the bodies that should be destroyed // because they may belong to multiple contact points. var nuke = []; // Traverse the contact results. Destroy bodies that // are touching heavier bodies. for (var i = 0; i < points.length && nuke.length < MAX_NUKE; ++i) { var point = points[i]; var body1 = point.fixtureA.getBody(); var body2 = point.fixtureB.getBody(); var mass1 = body1.getMass(); var mass2 = body2.getMass(); if (mass1 > 0.0 && mass2 > 0.0) { if (mass2 > mass1) { nuke.push(body1); } else { nuke.push(body2); } } } for (var i = 0; i < nuke.length; i++) { var b = nuke[i]; if (b != bomb) { world.destroyBody(b); } } points.length = 0; }; return world; });