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@BlueMagnificent
Last active December 28, 2019 12:18
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Javascript 3D Physics Tut 2 Create Kinematic Box
function createKinematicBox(){
let pos = {x: 40, y: 6, z: 5};
let scale = {x: 10, y: 10, z: 10};
let quat = {x: 0, y: 0, z: 0, w: 1};
let mass = 0;
//threeJS Section
kObject = new THREE.Mesh(new THREE.BoxBufferGeometry(), new THREE.MeshPhongMaterial({color: 0x30ab78}));
kObject.position.set(pos.x, pos.y, pos.z);
kObject.scale.set(scale.x, scale.y, scale.z);
kObject.castShadow = true;
kObject.receiveShadow = true;
scene.add(kObject);
//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 );
body.setFriction(4);
body.setRollingFriction(10);
body.setActivationState( STATE.DISABLE_DEACTIVATION );
body.setCollisionFlags( FLAGS.CF_KINEMATIC_OBJECT );
physicsWorld.addRigidBody( body );
kObject.userData.physicsBody = body;
}
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