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@BlueMagnificent
Created April 2, 2019 16:32
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Javascript 3D Physics Object Creation
function createBlock(){
let pos = {x: 0, y: 0, z: 0};
let scale = {x: 50, y: 2, z: 50};
let quat = {x: 0, y: 0, z: 0, w: 1};
let mass = 0;
//threeJS Section
let blockPlane = new THREE.Mesh(new THREE.BoxBufferGeometry(), new THREE.MeshPhongMaterial({color: 0xa0afa4}));
blockPlane.position.set(pos.x, pos.y, pos.z);
blockPlane.scale.set(scale.x, scale.y, scale.z);
blockPlane.castShadow = true;
blockPlane.receiveShadow = true;
scene.add(blockPlane);
//Ammojs Section
let transform = new Ammo.btTransform();
transform.setIdentity();
transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
let motionState = new Ammo.btDefaultMotionState( transform );
let colShape = new Ammo.btBoxShape( new Ammo.btVector3( scale.x * 0.5, scale.y * 0.5, scale.z * 0.5 ) );
colShape.setMargin( 0.05 );
let localInertia = new Ammo.btVector3( 0, 0, 0 );
colShape.calculateLocalInertia( mass, localInertia );
let rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, colShape, localInertia );
let body = new Ammo.btRigidBody( rbInfo );
physicsWorld.addRigidBody( body );
}
function createBall(){
let pos = {x: 0, y: 20, z: 0};
let radius = 2;
let quat = {x: 0, y: 0, z: 0, w: 1};
let mass = 1;
//threeJS Section
let ball = new THREE.Mesh(new THREE.SphereBufferGeometry(radius), new THREE.MeshPhongMaterial({color: 0xff0505}));
ball.position.set(pos.x, pos.y, pos.z);
ball.castShadow = true;
ball.receiveShadow = true;
scene.add(ball);
//Ammojs Section
let transform = new Ammo.btTransform();
transform.setIdentity();
transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
let motionState = new Ammo.btDefaultMotionState( transform );
let colShape = new Ammo.btSphereShape( radius );
colShape.setMargin( 0.05 );
let localInertia = new Ammo.btVector3( 0, 0, 0 );
colShape.calculateLocalInertia( mass, localInertia );
let rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, colShape, localInertia );
let body = new Ammo.btRigidBody( rbInfo );
physicsWorld.addRigidBody( body );
ball.userData.physicsBody = body;
rigidBodies.push(ball);
}
function updatePhysics( deltaTime ){
// Step world
physicsWorld.stepSimulation( deltaTime, 10 );
// Update rigid bodies
for ( let i = 0; i < rigidBodies.length; i++ ) {
let objThree = rigidBodies[ i ];
let objAmmo = objThree.userData.physicsBody;
let ms = objAmmo.getMotionState();
if ( ms ) {
ms.getWorldTransform( tmpTrans );
let p = tmpTrans.getOrigin();
let q = tmpTrans.getRotation();
objThree.position.set( p.x(), p.y(), p.z() );
objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
}
}
}
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