Compare commits
3 Commits
warningfix
...
box2d
| Author | SHA1 | Date | |
|---|---|---|---|
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c014f29ce7 | ||
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f1b3e5eddc | ||
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2594c03765 |
8
examples/box2d_demo/config.js
Normal file
8
examples/box2d_demo/config.js
Normal file
@@ -0,0 +1,8 @@
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var config = {
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title: "Box2D Physics Demo",
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width: 1280,
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height: 720,
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fullscreen: false
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}
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return config
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343
examples/box2d_demo/main.js
Normal file
343
examples/box2d_demo/main.js
Normal file
@@ -0,0 +1,343 @@
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var box2d = use('box2d')
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var moth = use('moth', $_.delay)
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moth.initialize()
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var draw2d = use('draw2d')
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// Physics world setup
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var world = new box2d.World({
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gravity: {x: 0, y: -10}
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})
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// Ground body (static)
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var ground = world.createBody({
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type: 'static',
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position: {x: 0, y: -10}
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})
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var groundShape = ground.createBoxShape({
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width: 50,
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height: 0.5,
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density: 0,
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friction: 0.7
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})
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// Walls
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var leftWall = world.createBody({
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type: 'static',
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position: {x: -25, y: 0}
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})
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leftWall.createBoxShape({
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width: 0.5,
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height: 30,
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density: 0
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})
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var rightWall = world.createBody({
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type: 'static',
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position: {x: 25, y: 0}
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})
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rightWall.createBoxShape({
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width: 0.5,
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height: 30,
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density: 0
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})
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// Dynamic bodies array
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var boxes = []
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var circles = []
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// Create some dynamic boxes
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for (var i = 0; i < 5; i++) {
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var box = world.createBody({
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type: 'dynamic',
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position: {x: -10 + i * 4, y: 5 + i * 3},
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angle: Math.random() * Math.PI
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})
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box.createBoxShape({
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width: 2,
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height: 2,
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density: 1.0,
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friction: 0.3,
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restitution: 0.5
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})
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boxes.push(box)
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}
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// Create some circles
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for (var i = 0; i < 3; i++) {
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var circle = world.createBody({
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type: 'dynamic',
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position: {x: 5 + i * 3, y: 10 + i * 2}
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})
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circle.createCircleShape({
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radius: 1,
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density: 0.5,
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friction: 0.2,
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restitution: 0.8
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})
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circles.push(circle)
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}
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// Connected bodies with distance joint
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var bodyA = world.createBody({
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type: 'dynamic',
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position: {x: -5, y: 15}
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})
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bodyA.createCircleShape({
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radius: 0.5,
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density: 1.0
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})
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var bodyB = world.createBody({
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type: 'dynamic',
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position: {x: 0, y: 15}
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})
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bodyB.createCircleShape({
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radius: 0.5,
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density: 1.0
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})
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var joint = world.createDistanceJoint({
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bodyA: bodyA,
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bodyB: bodyB,
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localAnchorA: {x: 0, y: 0},
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localAnchorB: {x: 0, y: 0},
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length: 5
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})
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// Mouse interaction
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var mouseBody = null
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var mousePressed = false
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// Game state
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var camera = {x: 0, y: 0, zoom: 10}
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// Input state
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var keys = {}
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var mouse = {
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pos: {x: 0, y: 0},
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buttons: [false, false, false]
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}
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// Main update function
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prosperon.on('update', function(dt) {
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// Step physics simulation
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world.step(dt, 4)
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// Camera controls
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if (keys[4]) camera.x -= 20 * dt // A
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if (keys[7]) camera.x += 20 * dt // D
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if (keys[26]) camera.y += 20 * dt // W
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if (keys[22]) camera.y -= 20 * dt // S
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if (keys[20]) camera.zoom *= 1 + dt // Q
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if (keys[8]) camera.zoom *= 1 - dt // E
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// Mouse interaction
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var mouseWorld = screenToWorld(mouse.pos)
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// Raycast to find body under mouse
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var result = world.rayCast(mouseWorld, {x: 0, y: -1}, 0.1)
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if (!result.hit) {
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// Create new body at mouse position
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if (keys[225]) { // LSHIFT
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// Create circle
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var newCircle = world.createBody({
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type: 'dynamic',
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position: mouseWorld
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})
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newCircle.createCircleShape({
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radius: 0.5 + Math.random(),
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density: 1.0,
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restitution: 0.3 + Math.random() * 0.5
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})
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circles.push(newCircle)
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} else {
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// Create box
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var newBox = world.createBody({
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type: 'dynamic',
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position: mouseWorld,
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angle: Math.random() * Math.PI * 2
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})
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newBox.createBoxShape({
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width: 1 + Math.random() * 2,
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height: 1 + Math.random() * 2,
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density: 1.0,
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restitution: 0.2 + Math.random() * 0.3
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})
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boxes.push(newBox)
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}
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}
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boxes.forEach(function(box) {
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var dir = {
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x: box.position.x - mouseWorld.x,
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y: box.position.y - mouseWorld.y
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}
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var dist = Math.sqrt(dir.x * dir.x + dir.y * dir.y)
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if (dist < 10 && dist > 0.1) {
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dir.x /= dist
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dir.y /= dist
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box.applyLinearImpulse({x: dir.x * 50, y: dir.y * 50})
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}
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})
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// Reset with R
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if (keys[21] && !keys[21 + '_prev']) { // R key pressed
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// Reset all dynamic bodies
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boxes.forEach(function(box) {
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box.position = {x: Math.random() * 20 - 10, y: 10 + Math.random() * 10}
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box.angle = Math.random() * Math.PI * 2
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box.linearVelocity = {x: 0, y: 0}
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box.angularVelocity = 0
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})
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circles.forEach(function(circle) {
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circle.position = {x: Math.random() * 20 - 10, y: 10 + Math.random() * 10}
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circle.linearVelocity = {x: 0, y: 0}
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})
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}
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// Update previous key states
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for (var k in keys) {
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if (k.indexOf('_prev') === -1) {
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keys[k + '_prev'] = keys[k]
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}
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}
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})
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// Event handlers
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prosperon.on('key_down', function(e) {
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keys[e.scancode] = true
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})
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prosperon.on('key_up', function(e) {
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keys[e.scancode] = false
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})
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prosperon.on('mouse_button_down', function(e) {
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mouse.buttons[e.which] = true
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if (e.which === 0 && !mousePressed) {
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mousePressed = true
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var mouseWorld = screenToWorld(mouse.pos)
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// Raycast to find body under mouse
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var result = world.rayCast(mouseWorld, {x: 0, y: -1}, 0.1)
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if (!result.hit) {
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// Create new body at mouse position
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if (keys[225]) { // LSHIFT
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// Create circle
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var newCircle = world.createBody({
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type: 'dynamic',
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position: mouseWorld
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})
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newCircle.createCircleShape({
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radius: 0.5 + Math.random(),
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density: 1.0,
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restitution: 0.3 + Math.random() * 0.5
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})
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circles.push(newCircle)
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} else {
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// Create box
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var newBox = world.createBody({
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type: 'dynamic',
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position: mouseWorld,
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angle: Math.random() * Math.PI * 2
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})
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newBox.createBoxShape({
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width: 1 + Math.random() * 2,
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height: 1 + Math.random() * 2,
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density: 1.0,
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restitution: 0.2 + Math.random() * 0.3
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})
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boxes.push(newBox)
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}
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}
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}
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if (e.which === 1) {
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// Apply impulse with right click
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var mouseWorld = screenToWorld(mouse.pos)
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boxes.forEach(function(box) {
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var dir = {
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x: box.position.x - mouseWorld.x,
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y: box.position.y - mouseWorld.y
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}
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var dist = Math.sqrt(dir.x * dir.x + dir.y * dir.y)
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if (dist < 10 && dist > 0.1) {
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dir.x /= dist
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dir.y /= dist
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box.applyLinearImpulse({x: dir.x * 50, y: dir.y * 50})
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}
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})
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}
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})
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prosperon.on('mouse_button_up', function(e) {
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mouse.buttons[e.which] = false
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if (e.which === 0) {
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mousePressed = false
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}
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})
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prosperon.on('mouse_motion', function(e) {
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mouse.pos = e.pos
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})
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// Rendering
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prosperon.on('draw', function() {
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// Clear background
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// Draw ground
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drawBox(ground.position, 50, 0.5, ground.angle, {r: 0.5, g: 0.5, b: 0.5, a: 1})
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// Draw walls
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drawBox(leftWall.position, 0.5, 30, 0, {r: 0.5, g: 0.5, b: 0.5, a: 1})
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drawBox(rightWall.position, 0.5, 30, 0, {r: 0.5, g: 0.5, b: 0.5, a: 1})
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// Draw boxes
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boxes.forEach(function(box) {
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drawBox(box.position, 2, 2, box.angle, {r: 0.8, g: 0.3, b: 0.3, a: 1})
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})
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// Draw circles
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circles.forEach(function(circle) {
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draw2d.circle(circle.position, 1, {r: 0.3, g: 0.8, b: 0.3, a: 1})
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})
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// Draw connected bodies
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draw2d.circle(bodyA.position, 0.5, {r: 0.8, g: 0.8, b: 0.3, a: 1})
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draw2d.circle(bodyB.position, 0.5, {r: 0.8, g: 0.8, b: 0.3, a: 1})
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draw2d.line([bodyA.position, bodyB.position], {r: 1, g: 1, b: 0, a: 0.5})
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// Draw UI
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draw2d.text("Box2D Demo", {x: 10, y: 10}, 20, {r: 1, g: 1, b: 1, a: 1})
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draw2d.text("Controls:", {x: 10, y: 40}, 16, {r: 1, g: 1, b: 1, a: 1})
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draw2d.text("- WASD: Move camera", {x: 10, y: 60}, 14, {r: 1, g: 1, b: 1, a: 1})
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draw2d.text("- Q/E: Zoom in/out", {x: 10, y: 80}, 14, {r: 1, g: 1, b: 1, a: 1})
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draw2d.text("- Left click: Create box", {x: 10, y: 100}, 14, {r: 1, g: 1, b: 1, a: 1})
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draw2d.text("- Shift + Left click: Create circle", {x: 10, y: 120}, 14, {r: 1, g: 1, b: 1, a: 1})
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draw2d.text("- Right click: Apply impulse", {x: 10, y: 140}, 14, {r: 1, g: 1, b: 1, a: 1})
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draw2d.text("- R: Reset bodies", {x: 10, y: 160}, 14, {r: 1, g: 1, b: 1, a: 1})
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// Show physics stats
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draw2d.text("Bodies: " + (boxes.length + circles.length + 4), {x: 10, y: 200}, 14, {r: 1, g: 1, b: 1, a: 1})
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})
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// Helper functions
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function drawBox(pos, width, height, angle, color) {
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draw2d.rectangle({x:pos.x,y:pos.y,width, height})
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}
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function screenToWorld(screenPos) {
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return {
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x: (screenPos.x - prosperon.x * 0.5) / camera.zoom + camera.x,
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y: (screenPos.y - prosperon.y * 0.5) / camera.zoom + camera.y
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}
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}
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15
meson.build
15
meson.build
@@ -94,6 +94,18 @@ sdl3_opts.add_cmake_defines({
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'SDL_PULSEAUDIO': 'ON',
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})
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box2d_opts = cmake.subproject_options()
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box2d_opts.add_cmake_defines({
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'BOX2D_SAMPLES': 'OFF',
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'BOX2D_BUILD_STATIC': 'ON',
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'BOX2d_AVX2': 'ON',
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'BOX2D_BUILD_SHARED': 'OFF',
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'CMAKE_BUILD_TYPE': 'Release',
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})
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box2d_proj = cmake.subproject('box2d', options: box2d_opts)
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deps += box2d_proj.dependency('box2d')
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cc = meson.get_compiler('c')
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if host_machine.system() == 'darwin'
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@@ -142,7 +154,6 @@ deps += dependency('qjs-layout', static:true)
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deps += dependency('qjs-miniz', static:true)
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deps += dependency('physfs', static:true)
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deps += dependency('threads')
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deps += dependency('chipmunk', static:true)
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if host_machine.system() != 'emscripten'
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deps += dependency('enet', static:true)
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@@ -192,12 +203,14 @@ endif
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link_args = link
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sources = []
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src += [
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'anim.c', 'config.c', 'datastream.c','font.c','HandmadeMath.c','jsffi.c','model.c',
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'render.c','simplex.c','spline.c', 'transform.c','prosperon.c', 'wildmatch.c',
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'sprite.c', 'rtree.c', 'qjs_nota.c', 'qjs_soloud.c', 'qjs_sdl.c', 'qjs_math.c', 'qjs_geometry.c', 'qjs_transform.c', 'qjs_sprite.c', 'qjs_io.c', 'qjs_os.c', 'qjs_actor.c',
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'qjs_qr.c', 'qjs_wota.c', 'monocypher.c', 'qjs_blob.c', 'qjs_crypto.c', 'qjs_time.c', 'qjs_http.c', 'qjs_rtree.c', 'qjs_spline.c', 'qjs_js.c', 'qjs_debug.c'
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]
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src += 'qjs_box2d.c'
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# quirc src
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src += [
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'thirdparty/quirc/quirc.c', 'thirdparty/quirc/decode.c',
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@@ -1,5 +1,7 @@
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#include "HandmadeMath.h"
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#include <stdlib.h>
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const HMM_Vec2 v2zero = {0,0};
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const HMM_Vec2 v2one = {1,1};
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const HMM_Vec3 v3zero = {0,0,0};
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@@ -96,8 +96,6 @@
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#ifndef HANDMADE_MATH_H
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#define HANDMADE_MATH_H
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#include <chipmunk/chipmunk.h>
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#if !defined(HANDMADE_MATH_NO_SIMD)
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#if defined(__ARM_NEON) || defined(__ARM_NEON__)
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#define HANDMADE_MATH__USE_NEON 1
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@@ -272,12 +270,6 @@ typedef union HMM_Vec3 {
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HMM_Vec2 VW;
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};
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struct
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{
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HMM_Vec2 cp;
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float _Ignored5;
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};
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float Elements[3];
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float e[3];
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@@ -373,12 +365,6 @@ typedef union HMM_Vec4 {
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HMM_Vec2 ZW;
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};
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struct
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{
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HMM_Vec2 cp;
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HMM_Vec2 wh;
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};
|
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|
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HMM_Quat quat;
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struct {float x, y, z, w; };
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struct {float r, g, b, a; };
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|
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@@ -32,6 +32,7 @@
|
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#include "qjs_dmon.h"
|
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#include "qjs_nota.h"
|
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#include "qjs_wota.h"
|
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#include "qjs_box2d.h"
|
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#include "qjs_enet.h"
|
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#include "qjs_soloud.h"
|
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#include "qjs_qr.h"
|
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@@ -48,6 +49,7 @@
|
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#include "qjs_spline.h"
|
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#include "qjs_js.h"
|
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#include "qjs_debug.h"
|
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#include "qjs_box2d.h"
|
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#ifndef NSTEAM
|
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#include "qjs_steam.h"
|
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#endif
|
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@@ -2895,6 +2897,7 @@ void ffi_load(JSContext *js)
|
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arrput(rt->module_registry, MISTLINE(enet));
|
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arrput(rt->module_registry, MISTLINE(qr));
|
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arrput(rt->module_registry, MISTLINE(wota));
|
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arrput(rt->module_registry, MISTLINE(box2d));
|
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arrput(rt->module_registry, MISTLINE(crypto));
|
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arrput(rt->module_registry, MISTLINE(blob));
|
||||
arrput(rt->module_registry, MISTLINE(http));
|
||||
@@ -2903,6 +2906,7 @@ void ffi_load(JSContext *js)
|
||||
arrput(rt->module_registry, MISTLINE(rtree));
|
||||
arrput(rt->module_registry, MISTLINE(sprite));
|
||||
arrput(rt->module_registry, MISTLINE(transform));
|
||||
arrput(rt->module_registry, MISTLINE(box2d));
|
||||
|
||||
#ifdef TRACY_ENABLE
|
||||
arrput(rt->module_registry, MISTLINE(tracy));
|
||||
|
||||
2341
source/qjs_box2d.c
Normal file
2341
source/qjs_box2d.c
Normal file
File diff suppressed because it is too large
Load Diff
8
source/qjs_box2d.h
Normal file
8
source/qjs_box2d.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#ifndef QJS_BOX2D_H
|
||||
#define QJS_BOX2D_H
|
||||
|
||||
#include "quickjs.h"
|
||||
|
||||
JSValue js_box2d_use(JSContext*);
|
||||
|
||||
#endif
|
||||
@@ -2,6 +2,7 @@
|
||||
#include "stb_ds.h"
|
||||
#include "transform.h"
|
||||
#include "math.h"
|
||||
#include "float.h"
|
||||
|
||||
/* -------------------------------------------------------------------------
|
||||
Cubic Spline Basis Matrices
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#include "sprite.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
sprite *make_sprite(void)
|
||||
{
|
||||
sprite *sprite = calloc(sizeof(*sprite),1);
|
||||
|
||||
4
subprojects/box2d.wrap
Normal file
4
subprojects/box2d.wrap
Normal file
@@ -0,0 +1,4 @@
|
||||
[wrap-git]
|
||||
directory=box2d
|
||||
url=https://github.com/erincatto/box2d.git
|
||||
revision=v3.0.0
|
||||
90
tests/box2d.js
Normal file
90
tests/box2d.js
Normal file
@@ -0,0 +1,90 @@
|
||||
var box2d = use('box2d')
|
||||
|
||||
// Create world with constructor
|
||||
var world = new box2d.World({gravity: {x: 0, y: -9.8}})
|
||||
console.log("Initial gravity:", world.gravity)
|
||||
|
||||
// Create a dynamic body
|
||||
var body = world.createBody({
|
||||
type: 'dynamic',
|
||||
position: {x: 0, y: 10}
|
||||
})
|
||||
|
||||
// Add a box shape to the body
|
||||
var shape = body.createBoxShape({
|
||||
width: 1,
|
||||
height: 1,
|
||||
density: 1.0,
|
||||
friction: 0.3,
|
||||
restitution: 0.5
|
||||
})
|
||||
|
||||
console.log("Initial position:", body.position)
|
||||
console.log("Initial velocity:", body.linearVelocity)
|
||||
|
||||
// Simulate
|
||||
world.step(1/60, 4);
|
||||
console.log("After 1 step:", body.position)
|
||||
|
||||
world.step(1/60, 4);
|
||||
console.log("After 2 steps:", body.position)
|
||||
|
||||
world.step(1/60, 4);
|
||||
console.log("After 3 steps:", body.position)
|
||||
|
||||
// Test applying forces
|
||||
body.applyForce({x: 100, y: 0})
|
||||
world.step(1/60, 4);
|
||||
console.log("After force:", body.position, "velocity:", body.linearVelocity)
|
||||
|
||||
// Test properties
|
||||
console.log("Body type:", body.type)
|
||||
console.log("Body mass:", body.getMass())
|
||||
console.log("Body angle:", body.angle)
|
||||
|
||||
// Test string body types
|
||||
var staticBody = world.createBody({
|
||||
type: 'static',
|
||||
position: {x: 0, y: 0}
|
||||
})
|
||||
console.log("Static body type:", staticBody.type)
|
||||
|
||||
// Test ray casting
|
||||
var rayResult = world.rayCast({x: -5, y: 10}, {x: 10, y: 0}, 1.0)
|
||||
console.log("Ray cast result:", rayResult)
|
||||
|
||||
// Test distance joint
|
||||
var bodyA = world.createBody({
|
||||
type: 'dynamic',
|
||||
position: {x: -2, y: 5}
|
||||
})
|
||||
bodyA.createCircleShape({
|
||||
radius: 0.5,
|
||||
density: 1.0
|
||||
})
|
||||
|
||||
var bodyB = world.createBody({
|
||||
type: 'dynamic',
|
||||
position: {x: 2, y: 5}
|
||||
})
|
||||
bodyB.createCircleShape({
|
||||
radius: 0.5,
|
||||
density: 1.0
|
||||
})
|
||||
|
||||
var joint = world.createDistanceJoint({
|
||||
bodyA: bodyA,
|
||||
bodyB: bodyB,
|
||||
localAnchorA: {x: 0, y: 0},
|
||||
localAnchorB: {x: 0, y: 0},
|
||||
length: 4.0
|
||||
})
|
||||
|
||||
console.log("Created distance joint")
|
||||
|
||||
// Test multiple steps with joint
|
||||
for (var i = 0; i < 10; i++) {
|
||||
world.step(1/60, 4)
|
||||
}
|
||||
console.log("Body A position after joint simulation:", bodyA.position)
|
||||
console.log("Body B position after joint simulation:", bodyB.position)
|
||||
Reference in New Issue
Block a user