cannon
Version:
A lightweight 3D physics engine written in JavaScript.
77 lines (66 loc) • 2.01 kB
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>