1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162
| var canvas; var ctx; var canvasWidth; var canvasHeight;
var world;
function createWorld() { var worldAABB = new b2AABB(); worldAABB.minVertex.Set(-4000, -4000); worldAABB.maxVertex.Set(4000, 4000);
var gravity = new b2Vec2(0, 300);
var doSleep = false;
var world = new b2World(worldAABB, gravity, doSleep);
return world; }
function drawWorld(world, context) { for (var j = world.m_jointList; j; j = j.m_next) { } for (var b = world.m_bodyList; b != null; b = b.m_next) { for (var s = b.GetShapeList(); s != null; s = s.GetNext()) { if (s.GetUserData() != undefined) { var img = s.GetUserData();
var x = s.GetPosition().x; var y = s.GetPosition().y; var topleftX = -img.clientWidth / 2; var topleftY = -img.clientHeight / 2;
context.save(); context.translate(x, y); context.rotate(s.GetBody().GetRotation()); context.drawImage(img, topleftX, topleftY); context.restore(); } drawShape(s, context); } } }
function createBall(world, x, y, r, custom) { var ballSd = new b2CircleDef(); ballSd.density = 1.0; if (custom === 'fixed') ballSd.density = 0.0; else ballSd.userData = custom; ballSd.radius = 20; ballSd.restitution = 1.0; ballSd.friction = 0; var ballBd = new b2BodyDef(); ballBd.AddShape(ballSd); ballBd.position.Set(x || 0, y || 0); return world.CreateBody(ballBd); }
function createBox(world, x, y, width, height, custom) { var boxSd = new b2BoxDef(); boxSd.extents.Set(width || 1200, height || 5); boxSd.density = 1.0; if (custom === 'fixed') boxSd.density = 0.0; else boxSd.userData = custom; boxSd.restitution = .3; boxSd.friction = 1;
var boxBd = new b2BodyDef(); boxBd.AddShape(boxSd); boxBd.position.Set(x || 10, y || 10); return world.CreateBody(boxBd) }
function step() { world.Step(1.0 / 60, 1); ctx.clearRect(0, 0, canvasWidth, canvasHeight); drawWorld(world, ctx);
setTimeout(step, 10); console.log('step...'); }
function drawShape(shape, context) { context.strokeStyle = '#003300'; context.beginPath(); switch (shape.m_type) { case b2Shape.e_circleShape: var circle = shape; var pos = circle.m_position; var r = circle.m_radius; var segments = 16.0; var theta = 0.0; var dtheta = 2.0 * Math.PI / segments; context.moveTo(pos.x + r, pos.y); for (var i = 0; i < segments; i++) { var d = new b2Vec2(r * Math.cos(theta), r * Math.sin(theta)); var v = b2Math.AddVV(pos, d); context.lineTo(v.x, v.y); theta += dtheta; } context.lineTo(pos.x + r, pos.y);
context.moveTo(pos.x, pos.y); var ax = circle.m_R.col1; var pos2 = new b2Vec2(pos.x + r * ax.x, pos.y + r * ax.y); context.lineTo(pos2.x, pos2.y); break; case b2Shape.e_polyShape: var poly = shape; var tV = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[0])); context.moveTo(tV.x, tV.y); for (var i = 0; i < poly.m_vertexCount; i++) { var v = b2Math.AddVV(poly.m_position, b2Math.b2MulMV(poly.m_R, poly.m_vertices[i])); context.lineTo(v.x, v.y); } context.lineTo(tV.x, tV.y); break; } context.stroke(); }
window.onload = function() { canvas = document.getElementById('canvas'); ctx = canvas.getContext('2d'); canvasWidth = parseInt(canvas.width); canvasHeight = parseInt(canvas.height); world = createWorld(); var ball1 = createBall(world, 100, 20, 20); var ball2 = createBall(world, 300, 60, 10); var box1 = createBox(world, 100, 200, 25, 30, 'fixed'); var box2 = createBox(world, 200, 50, 20, 20); var box3 = createBox(world, 400, 80, 20, 20, document.getElementById('box')); var wallLeft = createBox(world, 0, 0, 10, 600, 'fixed'); var wallRight = createBox(world, 1290, 0, 10, 400, 'fixed'); var ground = createBox(world, 30, 595, 1200, 5, 'fixed'); step(); };
|