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Bridge.js
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/*
* Copyright (c) 2016-2018 Ali Shakiba http://shakiba.me/planck.js
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
planck.testbed('Bridge', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -4));
var e_count = 30
var middle;
var ground = world.createBody();
ground.createFixture(pl.Edge(Vec2(-40.0, 0.0), Vec2(40.0, 0.0)), 0.0);
var shape = pl.Box(0.5, 0.125);
var fd = {};
fd.density = 20.0;
fd.friction = 0.2;
var jd = {};
var prevBody = ground;
for (var i = 0; i < e_count; ++i) {
var body = world.createDynamicBody(Vec2(-14.5 + 1.0 * i, 5.0));
body.createFixture(shape, fd);
var anchor = Vec2(-15.0 + 1.0 * i, 5.0);
world.createJoint(pl.RevoluteJoint(jd, prevBody, body, anchor));
if (i == (e_count >> 1)) {
middle = body;
}
prevBody = body;
}
var anchor = Vec2(-15.0 + 1.0 * e_count, 5.0);
world.createJoint(pl.RevoluteJoint(jd, prevBody, ground, anchor));
for (var i = 0; i < 2; ++i) {
var body = world.createDynamicBody(Vec2(-8.0 + 8.0 * i, 12.0));
var vertices = [];
vertices[0] = Vec2(-0.5, 0.0);
vertices[1] = Vec2(0.5, 0.0);
vertices[2] = Vec2(0.0, 1.5);
body.createFixture(pl.Polygon(vertices), 1.0);
}
var shape = pl.Circle(0.5);
for (var i = 0; i < 3; ++i) {
var body = world.createDynamicBody(Vec2(-6.0 + 6.0 * i, 10.0));
body.createFixture(shape, 1.0);
}
return world;
});