I've been experimenting with the excellent PhysicsJS library, especially constraints and collisions. What I'm trying to achieve is a polygon which can spin about a fixed rotation point. As a real world example, imagine a wide shelf nailed to a wall with just one long nail through the very center, so that it spins round maybe half or one revolution when something off-center drops on it from above.
Here is an example fiddle: http://jsfiddle.net/2HRGW/41/
and the code:
Physics(function (world) {
var renderer = Physics.renderer('canvas', {
el: 'viewport',
width: 500,
height: 400
});
world.add(renderer);
var nail = Physics.body('circle', {
x: 250,
y: 200,
radius: 5,
mass: 1,
fixed: true
});
world.add(nail);
var shelf = Physics.body('convex-polygon', {
x: 250,
y: 200,
vertices: [{
x: -100,
y: -10
}, {
x: 100,
y: -10
}, {
x: 100,
y: 10
}, {
x: -100,
y: 10
}],
mass: 100,
restitution: 0.5
});
world.add(shelf);
var ball = Physics.body('circle', {
x: 175,
y: 50,
radius: 20,
mass: 10
});
world.add(ball);
world.add(Physics.integrator('verlet', {
drag: 0.003
}));
var verletConstraints = Physics.behavior('verlet-constraints', {
iterations: 2
});
verletConstraints.distanceConstraint(shelf, nail, 1);
world.add(verletConstraints);
world.add(Physics.behavior('constant-acceleration'));
world.add(Physics.behavior('body-collision-detection'));
world.add(Physics.behavior('body-impulse-response'));
world.add(Physics.behavior('sweep-prune'));
world.add(Physics.behavior('verlet-constraints'));
var bounds = Physics.aabb(0, 0, 500, 400);
world.add(Physics.behavior('edge-collision-detection', {
aabb: bounds,
restitution: 0.01
}));
Physics.util.ticker.subscribe(function (time, dt) {
world.step(time);
});
world.render();
Physics.util.ticker.start();
world.subscribe('step', function () {
world.render();
});
});
I define a fixed circle for the nail and a non-fixed polygon for the shelf and add a distance constraint linking the polygon to the circle. As you can see, there are 2 problems. Firstly, the shelf immediately drops down slightly until its top edge is flush with the top of the nail, rather than remaining evenly positioned around the nail. Secondly, when the ball drops onto the shelf, the shelf goes crazy spinning round endlessly, despite having mass and various restitution settings tried. Adjusting its position slightly, sometimes it can even detach completely and fly off.
Am I on the right track using constraints in this way, or is there a simpler solution?