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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 - sph 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' /** * Smoothed-particle hydrodynamics * https://en.wikipedia.org/wiki/Smoothed-particle_hydrodynamics */ const demo = new Demo() const nx = 4 const ny = 15 const nz = 4 // Test scalability - add scenes for different number of particles demo.addScene(`${nx * ny * nz} particles`, () => { const world = setupWorld(demo) const width = 10 const height = 5 const mass = 0.01 const sph = new CANNON.SPHSystem() sph.density = 1 sph.viscosity = 0.03 sph.smoothingRadius = 1.0 world.subsystems.push(sph) // Same material for everything const material = new CANNON.Material() const material_material = new CANNON.ContactMaterial(material, material, { friction: 0.06, restitution: 0.0, }) world.addContactMaterial(material_material) // Ground plane const groundShape = new CANNON.Plane() const groundBody = new CANNON.Body({ mass: 0, material }) 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 }) planeXmin.addShape(planeShapeXmin) planeXmin.quaternion.setFromEuler(0, Math.PI / 2, 0) planeXmin.position.set(-width * 0.5, 0, 0) world.addBody(planeXmin) // Plane +x const planeShapeXmax = new CANNON.Plane() const planeXmax = new CANNON.Body({ mass: 0, material }) planeXmax.addShape(planeShapeXmax) planeXmax.quaternion.setFromEuler(0, -Math.PI / 2, 0) planeXmax.position.set(width * 0.5, 0, 0) world.addBody(planeXmax) // Plane -z const planeShapeZmin = new CANNON.Plane() const planeZmin = new CANNON.Body({ mass: 0, material }) planeZmin.addShape(planeShapeZmin) planeZmin.quaternion.setFromEuler(0, 0, 0) planeZmin.position.set(0, 0, -height * 0.5) world.addBody(planeZmin) // Plane +z const planeShapeZmax = new CANNON.Plane() const planeZmax = new CANNON.Body({ mass: 0, material }) planeZmax.addShape(planeShapeZmax) planeZmax.quaternion.setFromEuler(0, Math.PI, 0) planeZmax.position.set(0, 0, height * 0.5) world.addBody(planeZmax) // Create particles const randRange = 0.1 for (let i = 0; i < nx; i++) { for (let j = 0; j < nz; j++) { for (let k = 0; k < ny; k++) { const particle = new CANNON.Body({ mass, material }) particle.addShape(new CANNON.Particle()) particle.position.set( ((i + (Math.random() - 0.5) * randRange + 0.5) * width) / nx - width * 0.5, (k * height) / nz, ((j + (Math.random() - 0.5) * randRange + 0.5) * height) / nz - height * 0.5 ) world.addBody(particle) sph.add(particle) demo.addVisual(particle) } } } }) demo.start() function setupWorld(demo) { const world = demo.getWorld() world.gravity.set(0, -10, 0) // 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 return world } </script> </body> </html>