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fixed various constraints in examples
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837c43bdb5
commit
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3 changed files with 13 additions and 17 deletions
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@ -43,7 +43,7 @@ Example.chains = function() {
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return Bodies.rectangle(x, y, 50, 20, { collisionFilter: { group: group } });
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});
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Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
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Composites.chain(ropeA, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2, render: { type: 'line' } });
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Composite.add(ropeA, Constraint.create({
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bodyB: ropeA.bodies[0],
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pointB: { x: -25, y: 0 },
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@ -57,7 +57,7 @@ Example.chains = function() {
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return Bodies.circle(x, y, 20, { collisionFilter: { group: group } });
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});
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Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2 });
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Composites.chain(ropeB, 0.5, 0, -0.5, 0, { stiffness: 0.8, length: 2, render: { type: 'line' } });
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Composite.add(ropeB, Constraint.create({
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bodyB: ropeB.bodies[0],
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pointB: { x: -20, y: 0 },
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@ -42,7 +42,7 @@ Example.doublePendulum = function() {
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length = 200,
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width = 25;
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var pendulum = Composites.stack(350, 160, 2, 1, 0, 0, function(x, y) {
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var pendulum = Composites.stack(350, 160, 2, 1, -20, 0, function(x, y) {
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return Bodies.rectangle(x, y, length, width, {
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collisionFilter: { group: group },
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frictionAir: 0,
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@ -56,24 +56,26 @@ Example.doublePendulum = function() {
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pendulum.bodies[0].render.strokeStyle = '#4a485b';
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pendulum.bodies[1].render.strokeStyle = '#4a485b';
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world.gravity.scale = 0.002;
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Composites.chain(pendulum, 0.5, 0, -0.5, 0, {
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Composites.chain(pendulum, 0.45, 0, -0.45, 0, {
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stiffness: 1,
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length: 0,
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angularStiffness: 0.7,
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render: {
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lineWidth: 0
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strokeStyle: '#4a485b'
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}
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});
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Composite.add(pendulum, Constraint.create({
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bodyB: pendulum.bodies[0],
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pointB: { x: -length * 0.5, y: 0 },
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pointA: { x: pendulum.bodies[0].position.x - length * 0.5, y: pendulum.bodies[0].position.y },
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pointB: { x: -length * 0.42, y: 0 },
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pointA: { x: pendulum.bodies[0].position.x - length * 0.42, y: pendulum.bodies[0].position.y },
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stiffness: 1,
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length: 0,
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render: {
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lineWidth: 0
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strokeStyle: '#4a485b'
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}
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}));
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@ -274,10 +274,7 @@ var Bodies = require('./Bodies');
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pointB: { x: wheelAOffset, y: wheelYOffset },
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bodyA: wheelA,
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stiffness: 1,
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length: 0,
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render: {
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lineWidth: 0
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}
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length: 0
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});
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var axelB = Constraint.create({
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@ -285,10 +282,7 @@ var Bodies = require('./Bodies');
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pointB: { x: wheelBOffset, y: wheelYOffset },
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bodyA: wheelB,
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stiffness: 1,
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length: 0,
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render: {
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lineWidth: 0
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}
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length: 0
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});
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Composite.addBody(car, body);
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@ -317,7 +311,7 @@ var Bodies = require('./Bodies');
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*/
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Composites.softBody = function(xx, yy, columns, rows, columnGap, rowGap, crossBrace, particleRadius, particleOptions, constraintOptions) {
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particleOptions = Common.extend({ inertia: Infinity }, particleOptions);
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constraintOptions = Common.extend({ stiffness: 0.2 }, constraintOptions);
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constraintOptions = Common.extend({ stiffness: 0.2, render: { type: 'line', anchors: false } }, constraintOptions);
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var softBody = Composites.stack(xx, yy, columns, rows, columnGap, rowGap, function(x, y) {
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return Bodies.circle(x, y, particleRadius, particleOptions);
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