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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('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; });