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cannon

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A lightweight 3D physics engine written in JavaScript.

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<!DOCTYPE html> <html> <head> <title>cannon.js - compound demo</title> <meta charset="utf-8"> <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 src="../build/cannon.js"></script> <script src="../build/cannon.demo.js"></script> <script src="../libs/dat.gui.js"></script> <script src="../libs/Three.js"></script> <script src="../libs/TrackballControls.js"></script> <script src="../libs/Detector.js"></script> <script src="../libs/Stats.js"></script> <script src="../libs/smoothie.js"></script> <script> /** * A Compound shape is a shape built out of other shapes called child-shapes. * You can see it as a holder of a group of other shapes. * Use the compound shape to build rigid bodies that have more complex geometry. * For example, you can build concave shapes. When a child shape is added to * the Compound shape, a transform consisting of a position and a quaternion is * needed. This enables you to add child shapes at any position, rotated however * you like inside the local coordinate system of the Compound shape. */ var demo = new CANNON.Demo(); // A compound shape consisting of a number of boxes. demo.addScene("Boxes",function(){ var world = setupWorld(demo); // Create the compound shape //var compoundShape = new CANNON.Compound(); var s = 1.5; // Now create a Body for our Compound var mass = 10; var body = new CANNON.Body({ mass: mass }); body.position.set(0,0,6); body.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), Math.PI / 32); // Use a box shape as child shape var shape = new CANNON.Box(new CANNON.Vec3(0.5*s,0.5*s,0.5*s)); // We can add the same shape several times to position child shapes within the Compound. body.addShape(shape, new CANNON.Vec3( s, 0,-s)); body.addShape(shape, new CANNON.Vec3( s, 0, s)); body.addShape(shape, new CANNON.Vec3(-s, 0,-s)); body.addShape(shape, new CANNON.Vec3(-s, 0, s)); // Note: we only use translational offsets. The third argument could be a CANNON.Quaternion to rotate the child shape. body.addShape(shape, new CANNON.Vec3(-s, 0, 0)); body.addShape(shape, new CANNON.Vec3( 0, 0,-s)); body.addShape(shape, new CANNON.Vec3( 0, 0, s)); world.add(body); demo.addVisual(body); }); // Here we create a compound made out of spheres demo.addScene("Spheres",function(){ var world = setupWorld(demo); var mass = 10; var body = new CANNON.Body({ mass: mass }); // Compound shape var sphereShape = new CANNON.Sphere(1); body.addShape(sphereShape, new CANNON.Vec3( 1, 0,-1)); body.addShape(sphereShape, new CANNON.Vec3( 1, 0, 1)); body.addShape(sphereShape, new CANNON.Vec3(-1, 0,-1)); body.addShape(sphereShape, new CANNON.Vec3(-1, 0, 1)); body.position.set(0,0,6); body.quaternion.set(0,1,0,0.1); world.add(body); demo.addVisual(body); }); function setupWorld(demo){ var world = demo.getWorld(); world.gravity.set(0,0,-30); world.broadphase = new CANNON.NaiveBroadphase(); world.solver.iterations = 10; // ground plane var groundShape = new CANNON.Plane(); var groundBody = new CANNON.Body({ mass: 0 }); groundBody.addShape(groundShape); world.add(groundBody); demo.addVisual(groundBody); return world; }; demo.start(); </script> </body> </html>