UNPKG

planck-js

Version:

2D JavaScript physics engine for cross-platform HTML5 game development

95 lines (74 loc) 3.02 kB
/* * 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. */ // A motor driven slider crank with joint friction. planck.testbed('SliderCrank', function(testbed) { var pl = planck, Vec2 = pl.Vec2; var world = new pl.World(Vec2(0, -10)); var ground = world.createBody(); ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0); // Define crank. var crank = world.createDynamicBody(Vec2(0.0, 7.0)); crank.createFixture(pl.Box(0.5, 2.0), 2.0); var joint1 = world.createJoint(pl.RevoluteJoint({ motorSpeed: Math.PI, maxMotorTorque: 10000.0, enableMotor: true }, ground, crank, Vec2(0.0, 5.0))); // Define follower. var follower = world.createDynamicBody(Vec2(0.0, 13.0)); follower.createFixture(pl.Box(0.5, 4.0), 2.0); world.createJoint(pl.RevoluteJoint({enableMotor: false}, crank, follower, Vec2(0.0, 9.0))); // Define piston var piston = world.createBody({ type: 'dynamic', fixedRotation: true, position: Vec2(0.0, 17.0) }); piston.createFixture(pl.Box(1.5, 1.5), 2.0); world.createJoint(pl.RevoluteJoint({}, follower, piston, Vec2(0.0, 17.0))); var joint2 = world.createJoint(pl.PrismaticJoint({ maxMotorForce: 1000.0, enableMotor: true }, ground, piston, Vec2(0.0, 17.0), Vec2(0.0, 1.0))); // Create a payload var payload = world.createDynamicBody(Vec2(0.0, 23.0)); payload.createFixture(pl.Box(1.5, 1.5), 2.0); testbed.keydown = function(code, char) { switch (char) { case 'Z': joint2.enableMotor(!joint2.isMotorEnabled()); joint2.getBodyB().setAwake(true); break; case 'X': joint1.enableMotor(!joint1.isMotorEnabled()); joint1.getBodyB().setAwake(true); break; } }; testbed.step = function() { var torque = joint1.getMotorTorque(1 / 60); testbed.status("Motor Torque", torque); }; testbed.info('Z: Toggle friction, X: Toggle motor'); return world; });