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ej3.html
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ej3.html
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<!DOCTYPE HTML>
<html>
<head>
<script type="text/javascript" src="engine/math.js"></script>
<script type="text/javascript" src="engine/body.js"></script>
<script type="text/javascript" src="engine/world.js"></script>
<script type="text/javascript" src="engine/collision.js"></script>
<script type="text/javascript" src="engine/contact.js"></script>
<script type="text/javascript" src="engine/constraint.js"></script>
<script type="text/javascript" src="engine/ragdall.js"></script>
<script type="text/javascript">
var elapsed_time = 1/60;
var canvas;
var ctx;
var ex = 10;
var ey = 10;
var ox = 20;
var oy = 20;
// posicion del mouse
var mouse_x = 0;
var mouse_y = 0;
var gravityScale = 5.0;
var gravity = new Vector2( 0, 10 * gravityScale );
var fixed_dt = 1.0/60.0; // avance del tiempo constante
var _world = new World();
var init = false;
function Update()
{
_world.Update(elapsed_time);
// Reviso los contactos a ver si toca contra la bola azul
for(var i=0;i<_world.m_contactCount;++i)
{
var Contact = _world.contacts[i];
if(Contact.A.id==999 && Contact.B.inverseMass>0)
{
// Hago explotar el objeto B
Contact.B.deleted = true;
}
else
if(Contact.B.id==999 && Contact.A.inverseMass>0)
{
// Hago explotar el objeto A
Contact.A.deleted = true;
}
}
}
function Render()
{
if (canvas.getContext)
{
// borro la pantalla
ctx.fillStyle = 'rgba(0,0,0,255)';
ctx.fillRect(0,0,2000,2000);
// dibujo la escena esquematica con el motor
_world.Render(ctx,ox,oy,ex,ey);
}
}
function RenderLoop()
{
if (!init)
return;
Update();
Render();
}
function doKeyDown(e)
{
var xPos = (mouse_x-ox)/ ex;
var yPos = (mouse_y-oy)/ ey;
}
function onMouseMove()
{
var xPos = window.event.offsetX;
var yPos = window.event.offsetY;
// actualizo la posicion del mouse
mouse_x = xPos;
mouse_y = yPos;
}
function onMouseDown(e) {
e = e || window.event;
switch (e.which)
{
case 1:
// Left button
break;
case 2:
// middle button
break;
case 3:
// right button
break;
}
}
function onMouseUp(e) {
e = e || window.event;
switch (e.which) {
case 1:
// Left button
break;
case 2:
// middle button
break;
case 3:
// right button
break;
}
}
function loadscene()
{
// Creo un piso
var p = _world.AddBox(40, 60, 80, 5);
p.SetStatic();
p = _world.AddBox(40, 0, 80, 5);
p.SetStatic();
p = _world.AddBox(2.5, 30, 5, 55);
p.SetStatic();
p = _world.AddBox(80-2.5, 30, 5, 55);
p.SetStatic();
// Creo un circulo
for(i=0;i<20;++i)
{
p = _world.AddCircle(Math.random()*40,Math.random()*40,1+Math.random()*2);
var angle = 2*Math.random()*Math.PI;
var vel = 50;
p.velocity = new Vector2(Math.cos(angle)*vel , Math.sin(angle)*vel);
p.restitution = 1;
p.staticFriction = 0.0;
p.dynamicFriction = 0.0;
}
for(i=0;i<4;++i)
for(j=0;j<4;++j)
{
p = _world.AddBox(10+20*i,10+20*j,5,4);
p.velocity = new Vector2(0,0);
p.restitution = 1;
p.SetStatic();
p.color = 'rgba(255,255,192,255)'
}
p = _world.AddCircle(10,10,4);
p.color = 'rgba(192,0,0,255)'
p.id = 999;
// anulo la gravedad
gravity.y = 0;
init = true;
}
function main()
{
document.addEventListener( "keydown", doKeyDown, true);
document.addEventListener("mousemove", onMouseMove, true);
document.addEventListener("mousedown", onMouseDown, true);
document.addEventListener("mouseup", onMouseUp, true);
canvas = document.getElementById('mycanvas');
ctx = canvas.getContext('2d');
loadscene();
setInterval(RenderLoop, elapsed_time * 1000);
}
</script>
</head>
<body onload="main();">
<canvas id="mycanvas" width="1000" height="700"></canvas>
</body>
</html>