planck-js
Version:
2D JavaScript physics engine for cross-platform HTML5 game development
65 lines (52 loc) • 2.34 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('Pulleys', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10));
var y = 16.0;
var L = 12.0;
var a = 1.0;
var b = 2.0;
var ground = world.createBody();
// ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0);
ground.createFixture(pl.Circle(Vec2(-10.0, y + b + L), 2.0), 0.0);
ground.createFixture(pl.Circle(Vec2(10.0, y + b + L), 2.0), 0.0);
var shape = pl.Box(a, b);
// bd.fixedRotation = true;
var box1 = world.createDynamicBody(Vec2(-10.0, y));
box1.createFixture(shape, 5.0);
var box2 = world.createDynamicBody(Vec2(10.0, y));
box2.createFixture(shape, 5.0);
var anchor1 = Vec2(-10.0, y + b);
var anchor2 = Vec2(10.0, y + b);
var groundAnchor1 = Vec2(-10.0, y + b + L);
var groundAnchor2 = Vec2(10.0, y + b + L);
var joint1 = world.createJoint(pl.PulleyJoint({}, box1, box2, groundAnchor1, groundAnchor2, anchor1, anchor2, 1.5));
testbed.step = function() {
var ratio = joint1.getRatio();
var L = joint1.getCurrentLengthA() + ratio * joint1.getCurrentLengthB();
testbed.status('ratio', ratio);
testbed.status('L (L1 * ratio + L2)', L);
};
return world;
});