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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. */ // This is used to test sensor shapes. planck.testbed('SensorTest', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(Vec2(0, -10)); var COUNT = 7; var sensor; var bodies = []; var touching = []; var ground = world.createBody(); ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0); if (0) { sensor = ground.createFixture({ shape: pl.Box(10.0, 2.0, Vec2(0.0, 20.0), 0.0), isSensor: true, }); } else { sensor = ground.createFixture({ shape: pl.Circle(Vec2(0.0, 10.0), 5.0), isSensor: true, }); } var circle = pl.Circle(1.0); for (var i = 0; i < COUNT; ++i) { touching[i] = { touching : false }; bodies[i] = world.createDynamicBody(Vec2(-10.0 + 3.0 * i, 20.0)); bodies[i].setUserData(touching[i]) bodies[i].createFixture(circle, 1.0); } // Implement contact listener. world.on('begin-contact', function(contact) { var fixtureA = contact.getFixtureA(); var fixtureB = contact.getFixtureB(); if (fixtureA === sensor) { var userData = fixtureB.getBody().getUserData(); if (userData) { userData.touching = true; } } if (fixtureB === sensor) { var userData = fixtureA.getBody().getUserData(); if (userData) { userData.touching = true; } } }); // Implement contact listener. world.on('end-contact', function(contact) { var fixtureA = contact.getFixtureA(); var fixtureB = contact.getFixtureB(); if (fixtureA === sensor) { var userData = fixtureB.getBody().getUserData(); if (userData) { userData.touching = false; } } if (fixtureB === sensor) { var userData = fixtureA.getBody().getUserData(); if (userData) { userData.touching = false; } } }); testbed.step = function() { // Traverse the contact results. Apply a force on shapes // that overlap the sensor. for (var i = 0; i < COUNT; ++i) { if (!touching[i].touching) { continue; } var body = bodies[i]; var ground = sensor.getBody(); var circle = sensor.getShape(); var center = ground.getWorldPoint(circle.getCenter()); var position = body.getPosition(); var d = Vec2.sub(center, position); if (d.lengthSquared() < pl.Math.EPSILON * pl.Math.EPSILON) { continue; } d.normalize(); var F = Vec2.mul(d, 100.0); body.applyForce(F, position, false); } }; return world; });