How to Apply Torque in Planck.js?
This article provides a quick overview and practical guide on how to apply torque to a rotating rigid body within the planck.js physics engine. You will learn the specific method used to inject rotational force, understand how it differs from applying direct impulses, and see a complete code example to implement this in your 2D web games or simulations.
(Wait, the prompt says “Don’t create any horizontal rules in the article.” Let me remove that rule line)
How to Apply Torque in Planck.js?
This article provides a quick overview and practical guide on how to apply torque to a rotating rigid body within the planck.js physics engine. You will learn the specific method used to inject rotational force, understand how it differs from applying direct impulses, and see a complete code example to implement this in your 2D web games or simulations.
Understanding Torque in Planck.js
In planck.js (a JavaScript port of the Box2D physics engine),
torque is a force that causes an object to rotate
around its center of mass. Unlike a linear force that moves an object
across X and Y coordinates, torque purely modifies the angular velocity
of a Body.
To apply a continuous rotational force over time, you use the
body.applyTorque(torque) method. The torque
parameter is a scalar number representing the magnitude and direction of
the force:
- A positive value applies counter-clockwise torque.
- A negative value applies clockwise torque.
Step-by-Step Implementation
To apply torque, you must first ensure your body type is set to
dynamic, as static or kinematic
bodies do not respond to forces.
1. Create a Dynamic Body
const world = planck.World();
const body = world.createBody({
type: 'dynamic',
position: planck.Vec2(0, 0)
});
// Give the body a shape and density so it has mass
body.createFixture(planck.Box(1, 1), 1.0);2. Apply the Torque in the Game Loop
Because forces in planck.js are cleared at the end of every physics
time step, you must call applyTorque continuously inside
your simulation update loop if you want a sustained rotational
acceleration.
// Inside your game tick / update loop
function update() {
const torqueMagnitude = 10.0;
// Apply counter-clockwise rotational force
body.applyTorque(torqueMagnitude);
// Step the physics world forward
world.step(1 / 60);
}Torque vs. Angular Impulse
It is crucial to distinguish between applyTorque and
applyAngularImpulse:
body.applyTorque(): Applies a force over a period of time (gradual acceleration). This depends on your frame rate or time step and is best for continuous effects like a car spinning its tires or a constant wind current.body.applyAngularImpulse(): Applies an immediate change in angular velocity. It bypasses time-step dependence and is ideal for sudden, instant rotational changes like an explosion or a sudden impact.