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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 - jenga 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> var demo = new CANNON.Demo(); demo.addScene("jenga",function(){ var world = demo.getWorld(); //world.allowSleep = true; world.gravity.set(0,0,-5); world.broadphase = new CANNON.NaiveBroadphase(); world.solver.iterations = 50; world.defaultContactMaterial.contactEquationStiffness = 5e6; world.defaultContactMaterial.contactEquationRelaxation = 3; // ground plane var groundShape = new CANNON.Plane(); var groundBody = new CANNON.Body({ mass: 0 }); groundBody.addShape(groundShape); groundBody.position.set(-10,0,0); world.add(groundBody); demo.addVisual(groundBody); var size = 0.5; var mass = 1; var gap = 0.02; for(var i=0; i<10; i++){ // Layers for(var j=0; j<3; j++){ var body = new CANNON.Body({ mass: mass }); var he = new CANNON.Vec3(size * 3, size, size); var dx = 0; var dy = 1; if(i % 2 === 0){ he.set(size, size * 3, size); dx = 1; dy = 0; } var shape = new CANNON.Box(he); body.addShape(shape); body.position.set( 2 * (size + gap) * (j - 1) * dx, 2 * (size + gap) * (j - 1) * dy, 2 * (size + gap) * (i + 1) ); world.add(body); demo.addVisual(body); } } }); demo.start(); </script> </body> </html>