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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 - trimesh 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(); var size = 2; demo.addScene("Raycasting",function(){ var shape = CANNON.Trimesh.createTorus(4, 3.5, 16, 16); // Create world var world = demo.getWorld(); world.gravity.set(0,0,0); // particle as marker for the raycast hit var N = 10; var particleShape = new CANNON.Particle(); var particleBodies = []; for(var i=0; i<N*N; i++){ var particleBody = new CANNON.Body({ mass: 1, shape: particleShape, collisionResponse: false }); world.add(particleBody); demo.addVisual(particleBody); particleBodies.push(particleBody); } // Shape on plane var shapeBody = new CANNON.Body({ mass: 1, position: new CANNON.Vec3(0.01, 0.01, 0.01) }); shapeBody.addShape(shape); shapeBody.angularVelocity.set(0,1,0); world.add(shapeBody); demo.addVisual(shapeBody); var from = new CANNON.Vec3(10,1,0); var to = new CANNON.Vec3(-10,1,0); var result = new CANNON.RaycastResult(); var raycastOptions = {}; var listener = function (evt) { for(var i=0; i<N; i++){ for(var j=0; j<N; j++){ from.set( 10, i * 0.1, j * 0.1 ); to.set( -10, i * 0.1, j * 0.1 ); result.reset(); world.raycastClosest(from, to, raycastOptions, result); particleBodies[i * N + j].position.copy(result.hitPointWorld); } } }; world.addEventListener('postStep', listener); var destroyer = function(){ world.removeEventListener('postStep', listener); demo.removeEventListener('destroy', destroyer); }; demo.addEventListener('destroy', destroyer); }); demo.addScene("Trimesh",function(){ var shape = CANNON.Trimesh.createTorus(4, 3.5, 16, 16); // Create world var world = demo.getWorld(); world.gravity.set(0,0,-10); world.broadphase = new CANNON.NaiveBroadphase(); world.solver.iterations = 10; world.defaultContactMaterial.contactEquationStiffness = 1e7; world.defaultContactMaterial.contactEquationRelaxation = 4; // ground plane var groundShape = new CANNON.Plane(); var groundBody = new CANNON.Body({ mass: 0 }); groundBody.addShape(groundShape); world.add(groundBody); demo.addVisual(groundBody); // sphere var sphereShape = new CANNON.Sphere(1); var sphereBody = new CANNON.Body({ mass: 1, shape: sphereShape, position: new CANNON.Vec3(3,3,11) }); world.add(sphereBody); demo.addVisual(sphereBody); // Shape on plane var shapeBody = new CANNON.Body({ mass: 1 }); shapeBody.addShape(shape); var pos = new CANNON.Vec3(0,0,size); shapeBody.position.set(0,0,size*2); shapeBody.velocity.set(0,1,1); shapeBody.angularVelocity.set(0,0,0); world.add(shapeBody); demo.addVisual(shapeBody); }); demo.start(); </script> </body> </html>