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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('Gears', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(Vec2(0, -10)); var ground = world.createBody(); ground.createFixture(pl.Edge(Vec2(50.0, 0.0), Vec2(-50.0, 0.0))); var radius1 = 1.0; var radius2 = 2.0; var gearA1 = world.createBody(Vec2(10.0, 9.0)); gearA1.createFixture(pl.Circle(radius1), 5.0); var plankA1 = world.createDynamicBody(Vec2(10.0, 8.0)); plankA1.createFixture(pl.Box(0.5, 5.0), 5.0); var gearA2 = world.createDynamicBody(Vec2(10.0, 6.0)); gearA2.createFixture(pl.Circle(radius2), 5.0); var jointA1 = world.createJoint(pl.RevoluteJoint({}, plankA1, gearA1, gearA1.getPosition())); var jointA2 = world.createJoint(pl.RevoluteJoint({}, plankA1, gearA2, gearA2.getPosition())); world.createJoint(pl.GearJoint({}, gearA1, gearA2, jointA1, jointA2, radius2 / radius1)); var gearB1 = world.createDynamicBody(Vec2(-3.0, 12.0)); gearB1.createFixture(pl.Circle(1.0), 5.0); var jointB1 = world.createJoint(pl.RevoluteJoint({}, ground, gearB1, gearB1.getPosition())); var gearB2 = world.createDynamicBody(Vec2(0.0, 12.0)); gearB2.createFixture(pl.Circle(2.0), 5.0); var jointB2 = world.createJoint(pl.RevoluteJoint({}, ground, gearB2, gearB2.getPosition())); var plankB1 = world.createDynamicBody(Vec2(2.5, 12.0)); plankB1.createFixture(pl.Box(0.5, 5.0), 5.0); var jointB3 = world.createJoint(pl.PrismaticJoint({ lowerTranslation: -5.0, upperTranslation: 5.0, enableLimit: true, }, ground, plankB1, plankB1.getPosition(), Vec2(0.0, 1.0))); var jointB4 = world.createJoint(pl.GearJoint({}, gearB1, gearB2, jointB1, jointB2, radius2 / radius1)); var jointB5 = world.createJoint(pl.GearJoint({}, gearB2, plankB1, jointB2, jointB3, -1.0 / radius2)); testbed.step = function Step(settings) { var ratio, value; ratio = jointB4.getRatio(); value = jointB1.getJointAngle() + ratio * jointB2.getJointAngle(); testbed.status("ratio1", ratio); testbed.status("theta1 + ratio * delta", value); ratio = jointB5.getRatio(); value = jointB2.getJointAngle() + ratio * jointB3.getJointTranslation(); testbed.status("ratio2", ratio); testbed.status("theta2 + ratio * delta", value); }; return world; });