I'm learning PhysicsJS, and I tried using union like so:
// Window bounds
var rect1 = Physics.aabb(0, 100, 300, 200);
var rect2 = Physics.aabb(100, 0, 200, 300);
var viewportBounds = Physics.aabb.union(rect1, rect2);
// Constrain bodies to these bounds
world.add(Physics.behavior('edge-collision-detection', {
aabb: viewportBounds,
restitution: 0.99,
cof: 0.99
}));
but the ball just falls through the bottom.
Physics(function(world){
var viewWidth = 300;
var viewHeight = 300;
var renderer = Physics.renderer('canvas', {
el: 'viewport',
width: viewWidth,
height: viewHeight,
meta: false
});
// add the renderer
world.add(renderer);
// render on each step
world.subscribe('step', function(){
world.render();
});
// Window bounds
var rect1 = Physics.aabb(0, 100, 300, 200);
var rect2 = Physics.aabb(100, 0, 200, 300);
var viewportBounds = Physics.aabb.union(rect1, rect2);
// Constrain bodies to these bounds
world.add(Physics.behavior('edge-collision-detection', {
aabb: viewportBounds,
restitution: 0.99,
cof: 0.99
}));
// Add the ball
world.add(
Physics.body('circle', {
x: 0, // x-coordinate
y: 0, // y-coordinate
vx: 0.2, // x-velocity
vy: 0.01, // y-velocity
radius: 2.0
})
);
// ensure objects bounce when edge collision is detected
world.add( Physics.behavior('body-impulse-response') );
// add some gravity
world.add( Physics.behavior('constant-acceleration') );
// subscribe to ticker to advance the simulation
Physics.util.ticker.subscribe(function( time, dt ){
world.step( time );
});
// start the ticker
Physics.util.ticker.start();
});
body {
/*background: #121212;*/
}
.pjs-meta {
display: none;
}
#viewport {
border: 1px solid #666;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src='http://wellcaffeinated.net/PhysicsJS/assets/scripts/vendor/physicsjs-0.5.0/physicsjs-full-0.5.0.min.js'></script>
<canvas id="viewport" width="300" height="300"></canvas>
I can't find any code on GitHub or anywhere using it. Can someone lend some guidance, please?
Figured it out. I was working with a super old version (physicsjs-0.5.0). I linked to the latest version (physicsjs-0.7.0), which has much more functionality (4,088 new lines of code between those two versions). I had to refactor my code a bit to match the updated spec, but it's all good!