cannon-es-control
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A lightweight 3D physics engine written in JavaScript with control system tools
96 lines (79 loc) • 3.67 kB
HTML
<html lang="en">
<head>
<meta charset="utf-8" />
<title>cannon.js - compound demo</title>
<link rel="stylesheet" href="css/style.css" type="text/css" />
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0" />
</head>
<body>
<script type="module">
import * as CANNON from '../dist/cannon-es-control.js'
import { Demo } from './js/Demo.js'
/**
* A Compound shape is a shape built out of other shapes called child-shapes.
* You can see it as a holder of a group of other shapes.
* Use the compound shape to build rigid bodies that have more complex geometry.
* For example, you can build concave shapes. When a child shape is added to
* the Compound shape, a transform consisting of a position and a quaternion is
* needed. This enables you to add child shapes at any position, rotated however
* you like inside the local coordinate system of the Compound shape.
*/
const demo = new Demo()
// A compound shape consisting of a number of boxes.
demo.addScene('Boxes', () => {
const world = setupWorld(demo)
// Create the compound shape
// const compoundShape = new CANNON.Compound();
const size = 1.5
// Now create a Body for our Compound
const mass = 10
const body = new CANNON.Body({ mass })
body.position.set(0, 6, 0)
body.quaternion.setFromEuler(0, 0, Math.PI * 0.03)
// Use a box shape as child shape
const shape = new CANNON.Box(new CANNON.Vec3(size * 0.5, size * 0.5, size * 0.5))
// We can add the same shape several times to position child shapes within the Compound.
body.addShape(shape, new CANNON.Vec3(-size, -size, 0))
body.addShape(shape, new CANNON.Vec3(-size, size, 0))
body.addShape(shape, new CANNON.Vec3(size, -size, 0))
body.addShape(shape, new CANNON.Vec3(size, size, 0))
// Note: we only use translational offsets. The third argument could be a CANNON.Quaternion to rotate the child shape.
body.addShape(shape, new CANNON.Vec3(size, 0, 0))
body.addShape(shape, new CANNON.Vec3(0, -size, 0))
body.addShape(shape, new CANNON.Vec3(0, size, 0))
world.addBody(body)
demo.addVisual(body)
})
// Here we create a compound made out of spheres
demo.addScene('Spheres', () => {
const world = setupWorld(demo)
const mass = 10
const body = new CANNON.Body({ mass })
// Compound shape
const sphereShape = new CANNON.Sphere(1)
body.addShape(sphereShape, new CANNON.Vec3(-1, -1, 0))
body.addShape(sphereShape, new CANNON.Vec3(-1, 1, 0))
body.addShape(sphereShape, new CANNON.Vec3(1, -1, 0))
body.addShape(sphereShape, new CANNON.Vec3(1, 1, 0))
body.position.set(0, 6, 0)
body.quaternion.setFromEuler(0, 0, -Math.PI * 0.03)
world.addBody(body)
demo.addVisual(body)
})
demo.start()
function setupWorld(demo) {
const world = demo.getWorld()
world.gravity.set(0, -30, 0)
// Static ground plane
const groundShape = new CANNON.Plane()
const groundBody = new CANNON.Body({ mass: 0 })
groundBody.addShape(groundShape)
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0)
world.addBody(groundBody)
demo.addVisual(groundBody)
return world
}
</script>
</body>
</html>