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MotorJoint.js
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/*
* Copyright (c) 2016-2018 Ali Shakiba http://shakiba.me/planck.js
* Copyright (c) 2006-2012 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.
*/
// This test shows how to use a motor joint. A motor joint
// can be used to animate a dynamic body. With finite motor forces
// the body can be blocked by collision with other bodies.
planck.testbed('Motor Joint', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World(Vec2(0, -10));
var time = 0;
var ground = world.createBody();
ground.createFixture(pl.Edge(Vec2(-20.0, 0.0), Vec2(20.0, 0.0)));
// Define motorized body
var body = world.createDynamicBody(Vec2(0.0, 8.0));
body.createFixture(pl.Box(2.0, 0.5), {
friction : 0.6,
density : 2.0
});
var joint = world.createJoint(pl.MotorJoint({
maxForce : 1000.0,
maxTorque : 1000.0
}, ground, body));
testbed.step = function (dt) {
// if (m_go && settings.hz > 0.0) {
// time += 1.0 / settings.hz;
// }
time += Math.min(dt, 100) / 1000;
var linearOffset = Vec2();
linearOffset.x = 6.0 * Math.sin(2.0 * time);
linearOffset.y = 8.0 + 4.0 * Math.sin(1.0 * time);
var angularOffset = 4.0 * time;
joint.setLinearOffset(linearOffset);
joint.setAngularOffset(angularOffset);
};
return world;
});