本文整理汇总了TypeScript中p2.Body类的典型用法代码示例。如果您正苦于以下问题:TypeScript Body类的具体用法?TypeScript Body怎么用?TypeScript Body使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Body类的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: makeBody
export function makeBody(config: BodyConfig) {
const shapes: p2.Shape[] = config.shapes.map(shape => {
if (shape instanceof Circle) {
return new p2.Circle({
position: shape.center,
radius: shape.radius,
});
} else if (shape instanceof ConvexPolygon) {
const ret = new p2.Convex({
vertices: shape.points,
});
ret.vertices = ret.vertices.map(vertex => [vertex[0] - ret.centerOfMass[0], vertex[1] - ret.centerOfMass[1]]);
ret.position = [ret.position[0] + ret.centerOfMass[0], ret.position[1] + ret.centerOfMass[1]];
ret.updateTriangles();
return ret;
} else {
throw new Error('shape type');
}
});
const {position} = config;
const body = new p2.Body({
mass: 1,
position,
fixedRotation: config.fixedRotation
});
shapes.forEach(shape => body.addShape(shape, shape.position));
body.setDensity(1);
body.adjustCenterOfMass();
return body;
}
示例2:
const grounds = [vertsBeforeHole, vertsHole, vertsAfterHole].map((verts) => {
const body = new p2.Body({
mass: 0,
});
body.fromPolygon(verts);
for (let shape of body.shapes) {
shape.material = groundMaterial;
shape.collisionGroup = GROUND_GROUP;
shape.collisionMask = BALL_GROUP;
}
return body;
});
示例3: newBall
function newBall(position: number[]) {
const ballShape = new p2.Circle({
radius: BALL_RADIUS,
collisionGroup: BALL_GROUP,
collisionMask: GROUND_GROUP,
});
ballShape.material = ballMaterial;
const ballBody = new p2.Body({
mass: 1,
position,
});
ballBody.addShape(ballShape);
ballBody.angularDamping = 0.8;
ballBody.sleepTimeLimit = 1;
ballBody.sleepSpeedLimit = 2;
return ballBody;
}
示例4: createHoleSensor
export function createHoleSensor(pos: I.List<number>) {
const sensorShape = new p2.Box({
width: HOLE_WIDTH,
height: HOLE_HEIGHT,
});
sensorShape.sensor = true;
sensorShape.collisionGroup = GROUND_GROUP;
sensorShape.collisionMask = BALL_GROUP;
// Sensor is purposely built halfway into the ground so top edge collisions are avoided
const sensorBody = new p2.Body({
position: [
pos.get(0),
pos.get(1) + HOLE_HEIGHT,
],
});
sensorBody.damping = 0;
sensorBody.addShape(sensorShape);
return sensorBody;
}