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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 - splitsolver 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' /** * This demonstrates why it can be good to use the SplitSolver. * If you have put a nonzero tolerance on a solver, it will in stop iterating when * the total error is small, in other words: when the system is solved "good enough". * When simulating larger systems with more equations, the error will add up, * and the solver will need more iterations/work to reach the "good enough" level. * * The SplitSolver splits the system into independent parts, and runs a subsolver * on each part. The total error in a subsystem will many times be smaller than in * the large system, so we can many times cut down on the total number of iterations we do. * * Another interesting fact is that we *could* run the subsystems in separate threads and * speed up the computing even more. However, CANNON runs in one thread for now. * * The first scene uses the split solver and the second one does not. Turn on the * profiling plot and enjoy! */ const demo = new Demo() demo.addScene('With SplitSolver', () => { createScene({ split: true }) }) demo.addScene('Without SplitSolver', () => { createScene({ split: false }) }) demo.start() function createScene(options) { const world = setupWorld(demo) const solver = new CANNON.GSSolver() solver.iterations = 50 solver.tolerance = 0.0001 if (options.split) { world.solver = new CANNON.SplitSolver(solver) } else { world.solver = solver } // 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) // Shape const size = 0.5 // const shape = new CANNON.Sphere(size) const shape = new CANNON.Box(new CANNON.Vec3(size * 0.5, size * 0.5, size * 0.5)) // Shape on plane const N = 5 for (let i = 0; i < N; i++) { for (let j = 0; j < N; j++) { const shapeBody = new CANNON.Body({ mass: 1 }) shapeBody.addShape(shape) shapeBody.position.set((i - N * 0.5) * size * 2 * 1.1, size * 1.05, (j - N * 0.5) * size * 2 * 1.1) world.addBody(shapeBody) demo.addVisual(shapeBody) } } // Shape on top const shapeBody = new CANNON.Body({ mass: 1 }) shapeBody.addShape(shape) shapeBody.position.set(-size, size * 5, size) world.addBody(shapeBody) demo.addVisual(shapeBody) } 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 = 1e7 // Stabilization time in number of timesteps world.defaultContactMaterial.contactEquationRelaxation = 5 return world } </script> </body> </html>