chuck.js/joint/common.js
2012-07-18 17:44:29 +02:00

96 lines
No EOL
2.5 KiB
JavaScript

var bodiesNum = 3;
var world;
var body;
var item;
var b2Vec2 = Box2D.Common.Math.b2Vec2,
b2AABB = Box2D.Collision.b2AABB,
b2BodyDef = Box2D.Dynamics.b2BodyDef,
b2Body = Box2D.Dynamics.b2Body,
b2FixtureDef = Box2D.Dynamics.b2FixtureDef,
b2Fixture = Box2D.Dynamics.b2Fixture,
b2World = Box2D.Dynamics.b2World,
b2MassData = Box2D.Collision.Shapes.b2MassData,
b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape,
b2CircleShape = Box2D.Collision.Shapes.b2CircleShape,
b2DebugDraw = Box2D.Dynamics.b2DebugDraw,
b2MouseJointDef = Box2D.Dynamics.Joints.b2MouseJointDef,
b2ContactListener = Box2D.Dynamics.b2ContactListener,
b2RevoluteJointDef = Box2D.Dynamics.Joints.b2RevoluteJointDef;
function setupWorld(gravity) {
world = new b2World(new b2Vec2(0, gravity), true);
var fixDef = new b2FixtureDef;
fixDef.density = 1.0;
fixDef.friction = 0.99;
fixDef.restitution = .51;
var bodyDef = new b2BodyDef;
// create ground
bodyDef.type = b2Body.b2_staticBody;
fixDef.shape = new b2PolygonShape;
fixDef.shape.SetAsBox(20, 2);
bodyDef.position.Set(10, 400 / 30 + 1.8);
world.CreateBody(bodyDef).CreateFixture(fixDef);
bodyDef.position.Set(10, -1.8);
world.CreateBody(bodyDef).CreateFixture(fixDef);
fixDef.shape.SetAsBox(2, 14);
bodyDef.position.Set(-1.8, 13);
world.CreateBody(bodyDef).CreateFixture(fixDef);
bodyDef.position.Set(21.8, 13);
world.CreateBody(bodyDef).CreateFixture(fixDef);
// create some objects
dude = makeBody(.2, .6, 2, 12, true, 3).GetBody();
item = makeBody(.2, .2, 1.8, 11.5, false, 1).GetBody();
var jointDef = new b2RevoluteJointDef();
jointDef.Initialize(dude, item, dude.GetWorldCenter());
jointDef.lowerAngle = -0.5 * Math.PI; // -90 degrees
jointDef.upperAngle = 0.25 * Math.PI; // 45 degrees
jointDef.enableLimit = true;
world.CreateJoint(jointDef);
/*
jointDef.maxMotorTorque = 10.0;
jointDef.motorSpeed = 0.0;
jointDef.enableMotor = true;
*/
}
function makeBody(width, height, x, y, fixedRotation, mass){
var fixDef = new b2FixtureDef;
fixDef.density = mass;
fixDef.friction = 0.99;
fixDef.restitution = .51;
fixDef.shape = new b2PolygonShape;
fixDef.shape.SetAsBox(width, height);
var bodyDef = new b2BodyDef;
bodyDef.type = b2Body.b2_dynamicBody;
bodyDef.position.x = x;
bodyDef.position.y = y;
bodyDef.fixedRotation = fixedRotation;
return world.CreateBody(bodyDef).CreateFixture(fixDef);
}
function jump(body) {
body.SetAwake(true);
body.ApplyImpulse(new b2Vec2(2, -3), body.GetPosition());
}