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@BlueMagnificent
Created April 3, 2019 08:23
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Javascript 3D Create Joint Objects
function createJointObjects(){
let pos1 = {x: -1, y: 15, z: 0};
let pos2 = {x: -1, y: 10, z: 0};
let radius = 2;
let scale = {x: 5, y: 2, z: 2};
let quat = {x: 0, y: 0, z: 0, w: 1};
let mass1 = 0;
let mass2 = 1;
let transform = new Ammo.btTransform();
//Sphere Graphics
let ball = new THREE.Mesh(new THREE.SphereBufferGeometry(radius), new THREE.MeshPhongMaterial({color: 0xb846db}));
ball.position.set(pos1.x, pos1.y, pos1.z);
ball.castShadow = true;
ball.receiveShadow = true;
scene.add(ball);
//Sphere Physics
transform.setIdentity();
transform.setOrigin( new Ammo.btVector3( pos1.x, pos1.y, pos1.z ) );
transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
let motionState = new Ammo.btDefaultMotionState( transform );
let sphereColShape = new Ammo.btSphereShape( radius );
sphereColShape.setMargin( 0.05 );
let localInertia = new Ammo.btVector3( 0, 0, 0 );
sphereColShape.calculateLocalInertia( mass1, localInertia );
let rbInfo = new Ammo.btRigidBodyConstructionInfo( mass1, motionState, sphereColShape, localInertia );
let sphereBody = new Ammo.btRigidBody( rbInfo );
physicsWorld.addRigidBody( sphereBody, colGroupGreenBall, colGroupRedBall );
ball.userData.physicsBody = sphereBody;
rigidBodies.push(ball);
//Block Graphics
let block = new THREE.Mesh(new THREE.BoxBufferGeometry(), new THREE.MeshPhongMaterial({color: 0xf78a1d}));
block.position.set(pos2.x, pos2.y, pos2.z);
block.scale.set(scale.x, scale.y, scale.z);
block.castShadow = true;
block.receiveShadow = true;
scene.add(block);
//Block Physics
transform.setIdentity();
transform.setOrigin( new Ammo.btVector3( pos2.x, pos2.y, pos2.z ) );
transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
motionState = new Ammo.btDefaultMotionState( transform );
let blockColShape = new Ammo.btBoxShape( new Ammo.btVector3( scale.x * 0.5, scale.y * 0.5, scale.z * 0.5 ) );
blockColShape.setMargin( 0.05 );
localInertia = new Ammo.btVector3( 0, 0, 0 );
blockColShape.calculateLocalInertia( mass2, localInertia );
rbInfo = new Ammo.btRigidBodyConstructionInfo( mass2, motionState, blockColShape, localInertia );
let blockBody = new Ammo.btRigidBody( rbInfo );
physicsWorld.addRigidBody( blockBody, colGroupGreenBall, colGroupRedBall );
block.userData.physicsBody = blockBody;
rigidBodies.push(block);
//Create Joints
let spherePivot = new Ammo.btVector3( 0, - radius, 0 );
let blockPivot = new Ammo.btVector3( - scale.x * 0.5, 1, 1 );
let p2p = new Ammo.btPoint2PointConstraint( sphereBody, blockBody, spherePivot, blockPivot);
physicsWorld.addConstraint( p2p, false );
}
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