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function setup() {
createCanvas(400, 400);
/*
planck.testbed(function(testbed) {
var world = planck.World();
// rest of your code
return world; // make sure you return the world
});
*/
// This is a fun demo that shows off the wheel joint
planck.testbed('Car', function(testbed) {
testbed.speed = 1.3;
testbed.hz = 50;
var pl = planck, Vec2 = pl.Vec2;
var world = new pl.World({
gravity : Vec2(0, -10)
});
// wheel spring settings
var HZ = 4.0;
var ZETA = 0.7;
var SPEED = 50.0;
var ground = world.createBody();
var groundFD = {
density : 0.0,
friction : 0.6
};
ground.createFixture(pl.Edge(Vec2(-20.0, 0.0), Vec2(20.0, 0.0)), groundFD);
var hs = [ 0.25, 1.0, 4.0, 0.0, 0.0, -1.0, -2.0, -2.0, -1.25, 0.0 ];
var x = 20.0, y1 = 0.0, dx = 5.0;
for (var i = 0; i < 10; ++i) {
var y2 = hs[i];
ground.createFixture(pl.Edge(Vec2(x, y1), Vec2(x + dx, y2)), groundFD);
y1 = y2;
x += dx;
}
for (var i = 0; i < 10; ++i) {
var y2 = hs[i];
ground.createFixture(pl.Edge(Vec2(x, y1), Vec2(x + dx, y2)), groundFD);
y1 = y2;
x += dx;
}
ground.createFixture(pl.Edge(Vec2(x, 0.0), Vec2(x + 40.0, 0.0)), groundFD);
x += 80.0;
ground.createFixture(pl.Edge(Vec2(x, 0.0), Vec2(x + 40.0, 0.0)), groundFD);
x += 40.0;
ground.createFixture(pl.Edge(Vec2(x, 0.0), Vec2(x + 10.0, 5.0)), groundFD);
x += 20.0;
ground.createFixture(pl.Edge(Vec2(x, 0.0), Vec2(x + 40.0, 0.0)), groundFD);
x += 40.0;
ground.createFixture(pl.Edge(Vec2(x, 0.0), Vec2(x, 20.0)), groundFD);
// Teeter
var teeter = world.createDynamicBody(Vec2(140.0, 1.0));
teeter.createFixture(pl.Box(10.0, 0.25), 1.0);
world.createJoint(pl.RevoluteJoint({
lowerAngle : -8.0 * Math.PI / 180.0,
upperAngle : 8.0 * Math.PI / 180.0,
enableLimit : true
}, ground, teeter, teeter.getPosition()));
teeter.applyAngularImpulse(100.0, true);
// Bridge
var bridgeFD = {};
bridgeFD.density = 1.0;
bridgeFD.friction = 0.6;
var prevBody = ground;
for (var i = 0; i < 20; ++i) {
var bridgeBlock = world.createDynamicBody(Vec2(161.0 + 2.0 * i, -0.125));
bridgeBlock.createFixture(pl.Box(1.0, 0.125), bridgeFD);
world.createJoint(pl.RevoluteJoint({}, prevBody, bridgeBlock, Vec2(160.0 + 2.0 * i, -0.125)));
prevBody = bridgeBlock;
}
world.createJoint(pl.RevoluteJoint({}, prevBody, ground, Vec2(160.0 + 2.0 * i, -0.125)));
// Boxes
var box = pl.Box(0.5, 0.5);
world.createDynamicBody(Vec2(230.0, 0.5))
.createFixture(box, 0.5);
world.createDynamicBody(Vec2(230.0, 1.5))
.createFixture(box, 0.5);
world.createDynamicBody(Vec2(230.0, 2.5))
.createFixture(box, 0.5);
world.createDynamicBody(Vec2(230.0, 3.5))
.createFixture(box, 0.5);
world.createDynamicBody(Vec2(230.0, 4.5))
.createFixture(box, 0.5);
// Car
var car = world.createDynamicBody(Vec2(0.0, 1.0));
car.createFixture(pl.Polygon([
Vec2(-1.5, -0.5),
Vec2(1.5, -0.5),
Vec2(1.5, 0.0),
Vec2(0.0, 0.9),
Vec2(-1.15, 0.9),
Vec2(-1.5, 0.2)
]), 1.0);
var wheelFD = {};
wheelFD.density = 1.0;
wheelFD.friction = 0.9;
var wheelBack = world.createDynamicBody(Vec2(-1.0, 0.35));
wheelBack.createFixture(pl.Circle(0.4), wheelFD);
var wheelFront = world.createDynamicBody(Vec2(1.0, 0.4));
wheelFront.createFixture(pl.Circle(0.4), wheelFD);
var springBack = world.createJoint(pl.WheelJoint({
motorSpeed : 0.0,
maxMotorTorque : 20.0,
enableMotor : true,
frequencyHz : HZ,
dampingRatio : ZETA
}, car, wheelBack, wheelBack.getPosition(), Vec2(0.0, 1.0)));
var springFront = world.createJoint(pl.WheelJoint({
motorSpeed : 0.0,
maxMotorTorque : 10.0,
enableMotor : false,
frequencyHz : HZ,
dampingRatio : ZETA
}, car, wheelFront, wheelFront.getPosition(), Vec2(0.0, 1.0)));
testbed.keydown = function() {
if (testbed.activeKeys.down) {
HZ = Math.max(0.0, HZ - 1.0);
springBack.setSpringFrequencyHz(HZ);
springFront.setSpringFrequencyHz(HZ);
} else if (testbed.activeKeys.up) {
HZ += 1.0;
springBack.setSpringFrequencyHz(HZ);
springFront.setSpringFrequencyHz(HZ);
}
};
testbed.step = function() {
if (testbed.activeKeys.right && testbed.activeKeys.left) {
springBack.setMotorSpeed(0);
springBack.enableMotor(true);
} else if (testbed.activeKeys.right) {
springBack.setMotorSpeed(-SPEED);
springBack.enableMotor(true);
} else if (testbed.activeKeys.left) {
springBack.setMotorSpeed(+SPEED);
springBack.enableMotor(true);
} else {
springBack.setMotorSpeed(0);
springBack.enableMotor(false);
}
var cp = car.getPosition();
if (cp.x > testbed.x + 10) {
testbed.x = cp.x - 10;
} else if (cp.x < testbed.x - 10) {
testbed.x = cp.x + 10;
}
};
testbed.info('←/→: Accelerate car, ↑/↓: Change spring frequency');
return world;
});
}
function draw() {
background(220);
}