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cannon-es-control

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A lightweight 3D physics engine written in JavaScript with control system tools

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <title>cannon.js - container 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 container filled with spheres. */ const demo = new Demo() const nx = 4 const ny = 4 // Test scalability - add scenes for different number of spheres demo.addScene(`${nx * ny * 4} spheres`, () => { createContainer(demo, nx, ny, 4) }) demo.addScene(`${nx * ny * 8} spheres`, () => { createContainer(demo, nx, ny, 8) }) demo.addScene(`${nx * ny * 15} spheres`, () => { createContainer(demo, nx, ny, 15) }) demo.addScene(`${nx * ny * 20} spheres`, () => { createContainer(demo, nx, ny, 20) }) demo.addScene(`${nx * ny * 25} spheres`, () => { createContainer(demo, nx, ny, 25) }) demo.addScene(`${nx * ny * 30} spheres`, () => { createContainer(demo, nx, ny, 30) }) demo.start() function createContainer(demo, nx, ny, nz) { const world = setupWorld(demo) // Materials const stone = new CANNON.Material('stone') const stone_stone = new CANNON.ContactMaterial(stone, stone, { friction: 0.3, restitution: 0.2, }) world.addContactMaterial(stone_stone) // Ground plane const groundShape = new CANNON.Plane() const groundBody = new CANNON.Body({ mass: 0, material: stone }) groundBody.addShape(groundShape) groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0) world.addBody(groundBody) demo.addVisual(groundBody) // Plane -x const planeShapeXmin = new CANNON.Plane() const planeXmin = new CANNON.Body({ mass: 0, material: stone }) planeXmin.addShape(planeShapeXmin) planeXmin.quaternion.setFromEuler(0, Math.PI / 2, 0) planeXmin.position.set(-5, 0, 0) world.addBody(planeXmin) // Plane +x const planeShapeXmax = new CANNON.Plane() const planeXmax = new CANNON.Body({ mass: 0, material: stone }) planeXmax.addShape(planeShapeXmax) planeXmax.quaternion.setFromEuler(0, -Math.PI / 2, 0) planeXmax.position.set(5, 0, 0) world.addBody(planeXmax) // Plane -z const planeShapeZmin = new CANNON.Plane() const planeZmin = new CANNON.Body({ mass: 0, material: stone }) planeZmin.addShape(planeShapeZmin) planeZmin.quaternion.setFromEuler(0, 0, 0) planeZmin.position.set(0, 0, -5) world.addBody(planeZmin) // Plane +z const planeShapeZmax = new CANNON.Plane() const planeZmax = new CANNON.Body({ mass: 0, material: stone }) planeZmax.addShape(planeShapeZmax) planeZmax.quaternion.setFromEuler(0, Math.PI, 0) planeZmax.position.set(0, 0, 5) world.addBody(planeZmax) // Create spheres const randRange = 0.1 const heightOffset = 0 const sphereShape = new CANNON.Sphere(1) // Sharing shape saves memory world.allowSleep = true for (let i = 0; i < nx; i++) { for (let j = 0; j < ny; j++) { for (let k = 0; k < nz; k++) { const sphereBody = new CANNON.Body({ mass: 5, material: stone }) sphereBody.addShape(sphereShape) sphereBody.position.set( -(i * 2 - nx * 0.5 + (Math.random() - 0.5) * randRange), 1 + k * 2.1 + heightOffset, j * 2 - ny * 0.5 + (Math.random() - 0.5) * randRange ) sphereBody.allowSleep = true sphereBody.sleepSpeedLimit = 1 sphereBody.sleepTimeLimit = 5 world.addBody(sphereBody) demo.addVisual(sphereBody) } } } } function setupWorld(demo) { const world = demo.getWorld() world.gravity.set(0, -30, 0) world.broadphase = new CANNON.SAPBroadphase(world) // Buggy? // Tweak contact properties. // Contact stiffness - use to make softer/harder contacts world.defaultContactMaterial.contactEquationStiffness = 1e11 // Stabilization time in number of timesteps world.defaultContactMaterial.contactEquationRelaxation = 2 // Max solver iterations: Use more for better force propagation, but keep in mind that it's not very computationally cheap! world.solver.iterations = 10 // Since we have many bodies and they don't move very much, we can use the less accurate quaternion normalization world.quatNormalizeFast = true world.quatNormalizeSkip = 8 // ...and we do not have to normalize every step. return world } </script> </body> </html>