planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
89 lines (71 loc) • 2.59 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('Mobile', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -1));
testbed.y = -15;
testbed.width = 20;
testbed.height = 20;
testbed.ratio = 40;
var DEPTH = 4;
var DENSITY = 20.0;
var ground = world.createBody(Vec2(0.0, 20.0));
var a = 0.5;
var h = Vec2(0.0, a);
var root = addNode(ground, Vec2(), 0, 3.0, a);
world.createJoint(pl.RevoluteJoint({
bodyA: ground,
bodyB: root,
localAnchorA: Vec2(),
localAnchorB: h,
}, ground, root));
function addNode(parent, localAnchor, depth, offset, a) {
var h = Vec2(0.0, a);
var parent = world.createBody({
type : 'dynamic',
position : Vec2.add(parent.getPosition(), localAnchor).sub(h)
});
parent.createFixture(pl.Box(0.25 * a, a), DENSITY);
if (depth === DEPTH) {
return parent;
}
var left = Vec2(offset, -a);
var right = Vec2(-offset, -a);
var leftChild = addNode(parent, left, depth + 1, 0.5 * offset, a);
var rightChild = addNode(parent, right, depth + 1, 0.5 * offset, a);
world.createJoint(pl.RevoluteJoint({
bodyA: parent,
bodyB: leftChild,
localAnchorA: left,
localAnchorB: h,
}, parent, leftChild));
world.createJoint(pl.RevoluteJoint({
bodyA: parent,
bodyB: rightChild,
localAnchorA: right,
localAnchorB: h,
}, parent, rightChild));
return parent;
}
return world;
});