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Tiles.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.
*/
// This stress tests the dynamic tree broad-phase. This also shows that tile
// based collision is _not_ smooth due to Box2D not knowing about adjacency.
planck.testbed('Tiles', function(testbed) {
var pl = planck, Vec2 = pl.Vec2;
var world = pl.World(Vec2(0, -10));
var e_count = 20;
var m_fixtureCount = 0;
var a = 0.5;
var ground = world.createBody(Vec2(0, -a));
if (1) {
var N = 200;
var M = 10;
var position = Vec2();
position.y = 0.0;
for (var j = 0; j < M; ++j) {
position.x = -N * a;
for (var i = 0; i < N; ++i) {
ground.createFixture(pl.Box(a, a, position, 0.0), 0.0);
++m_fixtureCount;
position.x += 2.0 * a;
}
position.y -= 2.0 * a;
}
} else {
var N = 200;
var M = 10;
var position = Vec2();
position.x = -N * a;
for (var i = 0; i < N; ++i) {
position.y = 0.0;
for (var j = 0; j < M; ++j) {
ground.createFixture(pl.Box(a, a, position, 0.0), 0.0);
position.y -= 2.0 * a;
}
position.x += 2.0 * a;
}
}
var a = 0.5;
var shape = pl.Box(a, a);
var x = Vec2(-7.0, 0.75);
var y = Vec2();
var deltaX = Vec2(0.5625, 1.25);
var deltaY = Vec2(1.125, 0.0);
var bd = {};
bd.type = 'dynamic';
for (var i = 0; i < e_count; ++i) {
y = x;
for (var j = i; j < e_count; ++j) {
bd.position = y;
// bd.allowSleep = !(i == 0 && j == 0)
var body = world.createBody(bd);
body.createFixture(shape, 5.0);
++m_fixtureCount;
y.add(deltaY);
}
x.add(deltaX);
}
var m_createTime = Date.now();
testbed.step = function() {
var height = world.getTreeHeight();
var leafCount = world.getProxyCount();
var minimumNodeCount = 2 * leafCount - 1;
var minimumHeight = Math.ceil(Math.log(minimumNodeCount) / Math.log(2.0));
testbed.status("dynamic tree height", height);
testbed.status("min", minimumHeight);
testbed.status("create time", m_createTime + "ms");
testbed.status("fixture count", m_fixtureCount);
// var tree = world.m_broadPhase.m_tree;
// if (world.m_stepCount == 400) {
// tree.rebuildBottomUp();
// }
};
return world;
});