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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 - pile 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() let interval // Spheres demo.addScene('Pile', () => { const world = setupWorld(demo) // Plane -x const planeShapeXmin = new CANNON.Plane() const planeXmin = new CANNON.Body({ mass: 0 }) 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 }) 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 }) 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 }) planeZmax.addShape(planeShapeZmax) planeZmax.quaternion.setFromEuler(0, Math.PI, 0) planeZmax.position.set(0, 0, 5) world.addBody(planeZmax) const size = 1 const bodies = [] let i = 0 if (interval) clearInterval(interval) interval = setInterval(() => { // Sphere i++ const sphereShape = new CANNON.Sphere(size) const sphereBody = new CANNON.Body({ mass: 5, position: new CANNON.Vec3(-size * 2 * Math.sin(i), size * 2 * 7, size * 2 * Math.cos(i)), }) sphereBody.addShape(sphereShape) world.addBody(sphereBody) demo.addVisual(sphereBody) bodies.push(sphereBody) if (bodies.length > 80) { const bodyToKill = bodies.shift() demo.removeVisual(bodyToKill) world.removeBody(bodyToKill) } }, 100) }) demo.start() function setupWorld(demo) { const world = demo.getWorld() world.gravity.set(0, -50, 0) // Max solver iterations: Use more for better force propagation, but keep in mind that it's not very computationally cheap! world.solver.iterations = 5 // Tweak contact properties. // Contact stiffness - use to make softer/harder contacts world.defaultContactMaterial.contactEquationStiffness = 5e6 // Stabilization time in number of timesteps world.defaultContactMaterial.contactEquationRelaxation = 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 = 3 // ...and we do not have to normalize every step. // 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>