上端の角柱状関節(b2PrismaticJointDef)上の吊りブロックは、吊りブロックが全く動かなくても、吊りブロック面に横たわる動体に力を与えます。
多分それはjavascriptポートのバグです。しかし、ゲームにエレベーターが必要なので、修正したいと思います。
更新 v1
Box2DFlash 2.1a https://code.google.com/p/box2dweb/のbox2dweb javascript ポートを使用しました。
更新 v2
これは、フラッシュhttp://hyzhak.github.com/darlingjs/performance/box2dweb/での同様のデモです。同じ問題があるため、フラッシュまたは元の Box2D エンジンでこの問題が発生する可能性があります。
http://jsfiddle.net/hyzhak/2kjDZ/
var b2Vec2 = Box2D.Common.Math.b2Vec2,
b2BodyDef = Box2D.Dynamics.b2BodyDef,
b2Body = Box2D.Dynamics.b2Body,
b2FixtureDef = Box2D.Dynamics.b2FixtureDef,
b2World = Box2D.Dynamics.b2World,
b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape,
b2CircleShape = Box2D.Collision.Shapes.b2CircleShape,
b2DebugDraw = Box2D.Dynamics.b2DebugDraw,
b2PrismaticJointDef = Box2D.Dynamics.Joints.b2PrismaticJointDef;
(function() {
var world = buildWorld();
var leftBlock = buildBlock({world: world, x: 2, y: 8, width: 2, height: 12, static: true});
var rightBlock = buildBlock({world: world, x: 12, y: 8, width: 2, height: 12, static: true});
var bottomBlock = buildBlock({world: world, x: 7, y: 13, width: 8, height: 2, static: false});
var box = buildBlock({world: world, x: 7, y: 10, width: 2, height: 2, static: false});
var joint = buildPrismaticJoint({world: world,
anchorA: new b2Vec2(7, 13),
axis: new b2Vec2(0, 1),
bodyA: bottomBlock,
bodyB: world.GetGroundBody()});
var debugDraw = buildDebugDraw(world);
setInterval(function(){
world.Step(1 / 60, 10, 10);
world.DrawDebugData();
world.ClearForces();
},1000/60);
})();
function buildWorld() {
return new b2World(
new b2Vec2(0, 10), //gravity vector
true
);
}
function buildBlock(state) {
var fixDef = new b2FixtureDef;
fixDef.shape = new b2PolygonShape;
fixDef.density = 1.0;
fixDef.friction = 0.5;
fixDef.restitution = .5;
fixDef.shape.SetAsBox(state.width / 2, state.height / 2);
var bodyDef = new b2BodyDef;
bodyDef.type = state.static?b2Body.b2_staticBody:b2Body.b2_dynamicBody;
bodyDef.position.Set(state.x, state.y);
var body = state.world.CreateBody(bodyDef);
body.CreateFixture(fixDef);
return body;
}
//buildPrismaticJoint(world, 9, 15, 0, 1, bottomBlock, world.GetGroundBody());
function buildPrismaticJoint(state) {
var jointDef = new b2PrismaticJointDef();
jointDef.Initialize(state.bodyA, state.bodyB, state.anchorA, state.axis);
jointDef.collideConnected = false;
jointDef.lowerTranslation = 0.0;
jointDef.upperTranslation = 5.0;
jointDef.enableLimit = true;
jointDef.maxMotorForce = 400.0;
jointDef.motorSpeed = 3.0;
jointDef.enableMotor = true;
return state.world.CreateJoint(jointDef);
}
function buildDebugDraw(world) {
var debugDraw = new b2DebugDraw();
debugDraw.SetSprite(document.getElementById("playground").getContext("2d"));
debugDraw.SetDrawScale(20.0);
debugDraw.SetFillAlpha(0.5);
debugDraw.SetLineThickness(1.0);
debugDraw.SetFlags(
b2DebugDraw.e_shapeBit |
b2DebugDraw.e_jointBit |
b2DebugDraw.e_aabbBit |
b2DebugDraw.e_pairBit |
b2DebugDraw.e_centerOfMassBit |
b2DebugDraw.e_controllerBit
);
world.SetDebugDraw(debugDraw);
return debugDraw;
}