planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
103 lines (83 loc) • 3.41 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.
*/
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;
});