DefinitelyTyped/types/p2/p2-tests.ts
2019-02-09 04:07:19 +02:00

71 lines
1.8 KiB
TypeScript

import p2 = require("p2");
// Create a physics world, where bodies and constraints live
var world = new p2.World({
gravity:[0, -9.82]
});
// Set default contact material
world.defaultContactMaterial = new p2.ContactMaterial(
new p2.Material(1), new p2.Material(2),
{ friction: 1, restitution: 0 }
)
// Create an empty dynamic body
var circleBody = new p2.Body({
mass: 5,
position: [0, 10]
});
// Add a circle shape to the body.
var circleShape = new p2.Circle({ radius: 1 });
circleBody.addShape(circleShape);
// ...and add the body to the world.
// If we don't add it to the world, it won't be simulated.
world.addBody(circleBody);
// Create an infinite ground plane.
var groundBody = new p2.Body({
mass: 0 // Setting mass to 0 makes the body static
});
var groundShape = new p2.Plane();
groundBody.addShape(groundShape);
world.addBody(groundBody);
// Create a convex shape. Can use various array types.
const convex = new p2.Convex({
vertices: [
new Float32Array([-1, 1]),
new Uint32Array([0, -1]),
[1, 1]
],
axes: [
new Float32Array([-1, 1]),
new Int32Array([0, -1]),
[1, 1]
]
});
// To get the trajectories of the bodies,
// we must step the world forward in time.
// This is done using a fixed time step size.
var timeStep = 1 / 60; // seconds
// Apply a force to the circle
circleBody.applyForce([10, 0]);
// Apply an impulse to the circle
circleBody.applyImpulse([0, 50]);
// The "Game loop". Could be replaced by, for example, requestAnimationFrame.
setInterval(function(){
// The step method moves the bodies forward in time.
world.step(timeStep);
// Print the circle position to console.
// Could be replaced by a render call.
console.log("Circle y position: " + circleBody.position[1]);
}, 1000 * timeStep);