cannon
Version:
A lightweight 3D physics engine written in JavaScript.
132 lines (112 loc) • 5.16 kB
HTML
<html>
<head>
<title>cannon.js - container 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 container filled with spheres.
*/
var demo = new CANNON.Demo();
var nx=4, ny=4;
// Test scalability - add scenes for different number of spheres
demo.addScene((nx*ny*4)+ " spheres", function(){ createContainer(demo,nx,ny,4); });
demo.addScene((nx*ny*8)+ " spheres", function(){ createContainer(demo,nx,ny,8); });
demo.addScene((nx*ny*15)+" spheres", function(){ createContainer(demo,nx,ny,15); });
demo.addScene((nx*ny*20)+" spheres", function(){ createContainer(demo,nx,ny,20); });
demo.addScene((nx*ny*25)+" spheres", function(){ createContainer(demo,nx,ny,25); });
demo.addScene((nx*ny*30)+" spheres", function(){ createContainer(demo,nx,ny,30); });
demo.start();
function createContainer(demo,nx,ny,nz){
// Create world
var world = demo.getWorld();
world.broadphase = new CANNON.SAPBroadphase(world); // Buggy?
// Tweak contact properties.
world.defaultContactMaterial.contactEquationStiffness = 1e11; // Contact stiffness - use to make softer/harder contacts
world.defaultContactMaterial.contactEquationRelaxation = 2; // Stabilization time in number of timesteps
// Max solver iterations: Use more for better force propagation, but keep in mind that it's not very computationally cheap!
world.solver.iterations = 10;
world.gravity.set(0,0,-30);
// 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 = 8; // ...and we do not have to normalize every step.
// Materials
var stone = new CANNON.Material('stone');
var stone_stone = new CANNON.ContactMaterial(stone, stone, {
friction: 0.3,
restitution: 0.2
});
world.addContactMaterial(stone_stone);
// ground plane
var groundShape = new CANNON.Plane();
var groundBody = new CANNON.Body({ mass: 0, material: stone });
groundBody.addShape(groundShape);
world.add(groundBody);
demo.addVisual(groundBody);
// plane -x
var planeShapeXmin = new CANNON.Plane();
var planeXmin = new CANNON.Body({ mass: 0, material: stone });
planeXmin.addShape(planeShapeXmin);
planeXmin.quaternion.setFromAxisAngle(new CANNON.Vec3(0,1,0),Math.PI/2);
planeXmin.position.set(-5,0,0);
world.add(planeXmin);
// Plane +x
var planeShapeXmax = new CANNON.Plane();
var planeXmax = new CANNON.Body({ mass: 0, material: stone });
planeXmax.addShape(planeShapeXmax);
planeXmax.quaternion.setFromAxisAngle(new CANNON.Vec3(0,1,0),-Math.PI/2);
planeXmax.position.set(5,0,0);
world.add(planeXmax);
// Plane -y
var planeShapeYmin = new CANNON.Plane();
var planeYmin = new CANNON.Body({ mass: 0, material: stone });
planeYmin.addShape(planeShapeYmin);
planeYmin.quaternion.setFromAxisAngle(new CANNON.Vec3(1,0,0),-Math.PI/2);
planeYmin.position.set(0,-5,0);
world.add(planeYmin);
// Plane +y
var planeShapeYmax = new CANNON.Plane();
var planeYmax = new CANNON.Body({ mass: 0, material: stone });
planeYmax.addShape(planeShapeYmax);
planeYmax.quaternion.setFromAxisAngle(new CANNON.Vec3(1,0,0),Math.PI/2);
planeYmax.position.set(0,5,0);
world.add(planeYmax);
// Create spheres
var rand = 0.1;
var h = 0;
var sphereShape = new CANNON.Sphere(1); // Sharing shape saves memory
world.allowSleep = true;
for(var i=0; i<nx; i++){
for(var j=0; j<ny; j++){
for(var k=0; k<nz; k++){
var sphereBody = new CANNON.Body({ mass: 5, material: stone });
sphereBody.addShape(sphereShape);
sphereBody.position.set(
i*2-nx*0.5 + (Math.random()-0.5)*rand,
j*2-ny*0.5 + (Math.random()-0.5)*rand,
1+k*2.1+h+(i+j)*0.0
);
sphereBody.allowSleep = true;
sphereBody.sleepSpeedLimit = 1;
sphereBody.sleepTimeLimit = 5;
world.add(sphereBody);
demo.addVisual(sphereBody);
}
}
}
}
</script>
</body>
</html>