fixed debug view and ragdoll start positioning

This commit is contained in:
Jeena 2015-03-16 01:50:41 +01:00
parent b6d979fe7c
commit 16826b174a
12 changed files with 135 additions and 73 deletions

View file

@ -51,7 +51,6 @@ function (Parent, Box2D, Settings, Assert) {
};
Skateboard.prototype.addWheel = function(x, y) {
Assert.number(x, y);
var bodyDef = new Box2D.Dynamics.b2BodyDef();
@ -71,15 +70,20 @@ function (Parent, Box2D, Settings, Assert) {
fixtureDef.density = density;
fixtureDef.shape = wheelShape;
fixtureDef.isSensor = false;
fixtureDef.friction = 0;
var wheelBody = this.body.GetWorld().CreateBody(bodyDef);
wheelBody.CreateFixture(fixtureDef);
var revoluteJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
revoluteJointDef.enableMotor = false;
//var revoluteJointDef = new Box2D.Dynamics.Joints.b2RevoluteJointDef();
var revoluteJointDef = new Box2D.Dynamics.Joints.b2WeldJointDef();
//revoluteJointDef.enableMotor = false;
revoluteJointDef.Initialize(this.body, wheelBody, wheelBody.GetWorldCenter());
this.body.GetWorld().CreateJoint(revoluteJointDef);
var j = this.body.GetWorld().CreateJoint(revoluteJointDef);
// FIXME this means, that we will have bodies in the world, which must not be
// updated (wheels) because they are always connected to a body which will be updated.