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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('Rope', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(Vec2(0, -10)); testbed.info('Not implemented!'); return world; var /* Rope */rope; var /* float32 */angle; var N = 40; var vertices = []; var masses = []; for (var i = 0; i < N; ++i) { vertices[i].set(0.0, 20.0 - 0.25 * i); masses[i] = 1.0; } masses[0] = 0.0; masses[1] = 0.0; var def = {}; def.vertices = vertices; def.count = N; def.gravity.set(0.0, -10.0); def.masses = masses; def.damping = 0.1; def.k2 = 1.0; def.k3 = 0.5; rope.initialize(def); angle = 0.0; rope.setAngle(angle); testbed.keydown = function(code, char) { switch (char) { case 'Z': angle = Math.max(-Math.PI, angle - 0.05 * Math.PI); rope.setAngle(angle); break; case 'X': angle = Math.min(Math.PI, angle + 0.05 * Math.PI); rope.setAngle(angle); break; } }; testbed.step = function(settings) { var dt = settings.hz > 0.0 ? 1.0 / settings.hz : 0.0; if (settings.pause == 1 && settings.singleStep == 0) { dt = 0.0; } rope.step(dt, 1); testbed.status('Target angle', (angle * 180.0 / Math.PI) + degrees ); }; testbed.info("Z/X to adjust target angle"); return world; });