function Rope(x, y, length) {
Newton.Body.call(this); // call Body's constructor
var segmentLength = 10;
var segments = length / segmentLength;
var prev, current;
for (var i = 0; i < segments; i++) {
// add some randomness for a nice sway
current = this.add(Newton.Particle(x + Math.random() * 20 - 10, y));
if (!prev) this.head = current;
else this.add(Newton.RopeConstraint(prev, current, {
length: segmentLength
}));
prev = current;
}
}
Rope.prototype = Object.create(Newton.Body.prototype); // extend Body's prototype
var display = document.getElementById('display');
var renderer = Newton.GLRenderer(display);
var sim = Newton.Simulator({
solve: [ Newton.PinConstraint, Newton.BoxConstraint, Newton.RopeConstraint ]
});
var gravity = Newton.LinearForce(7, Math.PI * 1.5);
var container = Newton.BoxConstraint(0, 0, 400, 400);
var rope1 = new Rope(150, 50, 150);
var rope2 = new Rope(250, 50, 250);
sim.add(rope1);
sim.add(rope2);
sim.add(Newton.PinConstraint(rope1.head)); // Pin one end of the rope
sim.add(Newton.PinConstraint(rope2.head));
sim.add(gravity);
sim.add(container);
renderer.render(sim);
sim.start();
<canvas id="display" width="400" height="400"></canvas>