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ej_ragdoll.html
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ej_ragdoll.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/ragdoll.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 img_hueso = new Image();
var init = false;
function Update()
{
_world.Update(elapsed_time);
}
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);
var dx = 256;
var dy = 105;
// las primeras 10 constrain son las partes del cuerpo (luego vienen otras internas)
for(var i = 0; i < 10; ++i)
{
var p0 = _world.constraints[i].A.position;
var p1 = _world.constraints[i].B.position;
var pm = vec2_multiply(vec2_add ( p0 , p1) , 0.5);
var dir = vec2_substract( p1 , p0);
var angle = Math.atan2(dir.y, dir.x);
var height = 3*ey;
var width = dir.length()*ex;
var kx = width / dx;
var ky = height / dy;
var c = Math.cos(angle);
var s = Math.sin(angle);
var tx = ox + pm.x*ex;
var ty = oy + pm.y*ey
ctx.setTransform(c*kx,s*kx,-s*ky,c*ky,tx,ty);
ctx.drawImage(img_hueso, -dx / 2, -dy / 2, dx, dy);
}
ctx.setTransform(1,0,0,1,0,0);
}
}
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.color = 'rgb(255,0,255)';
RagDollBody(40,30,1,0);
for(var i = 0; i < _world.m_constraintCount; ++i)
_world.constraints[i].visible = false;
img_hueso.src = "hueso.png";
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>