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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. */ planck.testbed('ContinuousTest', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = pl.World(Vec2(0, -10)); var stats = pl.internal.stats; var bullet; var angularVelocity; var ground = world.createBody(Vec2(0.0, 0.0)); ground.createFixture(pl.Edge(Vec2(-10.0, 0.0), Vec2(10.0, 0.0)), 0.0); ground.createFixture(pl.Box(0.2, 1.0, Vec2(0.5, 1.0), 0.0), 0.0); if (1) { // angle = 0.1; bullet = world.createDynamicBody(Vec2(0.0, 20.0)); bullet.createFixture(pl.Box(2.0, 0.1), 1.0); angularVelocity = pl.Math.random(-50.0, 50.0); // angularVelocity = 46.661274; bullet.setLinearVelocity(Vec2(0.0, -100.0)); bullet.setAngularVelocity(angularVelocity); } else { var shape = pl.Circle(0.5); var body = world.createDynamicBody(Vec2(0.0, 2.0)); body.createFixture(shape, 1.0); var body = world.createDynamicBody({ bullet: true, position: Vec2(0.0, 2.0), }); body.createFixture(shape, 1.0); body.setLinearVelocity(Vec2(0.0, -100.0)); } function Launch() { stats.gjkCalls = 0; stats.gjkIters = 0; stats.gjkMaxIters = 0; stats.toiCalls = 0; stats.toiIters = 0; stats.toiRootIters = 0; stats.toiMaxRootIters = 0; stats.toiTime = 0.0; stats.toiMaxTime = 0.0; bullet.setTransform(Vec2(0.0, 20.0), 0.0); angularVelocity = pl.Math.random(-50.0, 50.0); bullet.setLinearVelocity(Vec2(0.0, -100.0)); bullet.setAngularVelocity(angularVelocity); } Launch(); var stepCount = 0; testbed.step = function() { testbed.status(stats); if (stats.gjkCalls > 0) { // "gjk calls = %d, ave gjk iters = %3.1, max gjk iters = %d", stats.gjkCalls, stats.gjkIters / float32(stats.gjkCalls), stats.gjkMaxIters } if (stats.toiCalls > 0) { // "toi calls = %d, ave [max] toi iters = %3.1 [%d]", stats.toiCalls, stats.toiIters / float32(stats.toiCalls), stats.toiMaxRootIters // "ave [max] toi root iters = %3.1 [%d]", stats.toiRootIters / float32(stats.toiCalls), stats.toiMaxRootIters // "ave [max] toi time = %.1 [%.1] (microseconds)", 1000.0 * stats.toiTime / float32(stats.toiCalls), 1000.0 * stats.toiMaxTime } if (stepCount++ % 60 == 0) { Launch(); } }; return world; });