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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 - jenga 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' const demo = new Demo() demo.addScene('Jenga', () => { const world = setupWorld(demo) const size = 0.5 const mass = 1 const gap = 0.02 // Layers for (let i = 0; i < 10; i++) { for (let j = 0; j < 3; j++) { const body = new CANNON.Body({ mass }) let halfExtents let dx let dz if (i % 2 === 0) { halfExtents = new CANNON.Vec3(size, size, size * 3) dx = 1 dz = 0 } else { halfExtents = new CANNON.Vec3(size * 3, size, size) dx = 0 dz = 1 } const shape = new CANNON.Box(halfExtents) body.addShape(shape) body.position.set( 2 * (size + gap) * (j - 1) * dx, 2 * (size + gap) * (i + 1), 2 * (size + gap) * (j - 1) * dz ) world.addBody(body) demo.addVisual(body) } } }) demo.start() function setupWorld(demo) { const world = demo.getWorld() world.gravity.set(0, -5, 0) // Max solver iterations: Use more for better force propagation, but keep in mind that it's not very computationally cheap! world.solver.iterations = 50 // Tweak contact properties. // Contact stiffness - use to make softer/harder contacts world.defaultContactMaterial.contactEquationStiffness = 5e6 // Stabilization time in number of timesteps world.defaultContactMaterial.contactEquationRelaxation = 3 // Uncomment to test with sleeeping bodies // world.allowSleep = true // 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>