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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<title>JoltPhysics.js demo</title> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> | ||
<link rel="stylesheet" type="text/css" href="style.css"> | ||
</head> | ||
<body> | ||
<div id="container">Loading...</div> | ||
<div id="info">JoltPhysics.js 2d funnel demo<br/> | ||
This demo shows how to limit the simulation to 2D</div> | ||
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<script src="js/three/three.min.js"></script> | ||
<script src="js/three/OrbitControls.js"></script> | ||
<script src="js/three/WebGL.js"></script> | ||
<script src="js/three/stats.min.js"></script> | ||
<script src="js/example.js"></script> | ||
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<script type="module"> | ||
// In case you haven't built the library yourself, replace URL with: https://www.unpkg.com/jolt-physics/dist/jolt-physics.wasm-compat.js | ||
import initJolt from './js/jolt-physics.wasm-compat.js'; | ||
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initJolt().then(function (Jolt) { | ||
// Initialize this example | ||
initExample(Jolt, null); | ||
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// Create a basic floor | ||
createFloor(); | ||
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createBox(new Jolt.RVec3(-12, 8, -5), Jolt.Quat.prototype.sRotation(new Jolt.Vec3(0, 0, 1), 0.2 * Math.PI), new Jolt.Vec3(0.1, 10, 1), Jolt.EMotionType_Static, LAYER_NON_MOVING); | ||
createBox(new Jolt.RVec3(12, 8, -5), Jolt.Quat.prototype.sRotation(new Jolt.Vec3(0, 0, 1), -0.2 * Math.PI), new Jolt.Vec3(0.1, 10, 1), Jolt.EMotionType_Static, LAYER_NON_MOVING); | ||
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let shape = new Jolt.SphereShape(0.5, null); | ||
let creationSettings = new Jolt.BodyCreationSettings(shape, new Jolt.RVec3(0, 0, 0), Jolt.Quat.prototype.sIdentity(), Jolt.EMotionType_Dynamic, LAYER_MOVING); | ||
creationSettings.mAllowedDOFs = Jolt.EAllowedDOFs_Plane2D; | ||
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for (let x = 0; x < 20; ++x) | ||
for (let y = 0; y < 10; ++y) { | ||
creationSettings.mPosition = new Jolt.RVec3(-10 + x, 10 + y, -5) | ||
let body = bodyInterface.CreateBody(creationSettings); | ||
addToScene(body, 0xff0000); | ||
} | ||
}); | ||
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</script> | ||
</body> | ||
</html> |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<title>JoltPhysics.js demo</title> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> | ||
<link rel="stylesheet" type="text/css" href="style.css"> | ||
</head> | ||
<body> | ||
<div id="container">Loading...</div> | ||
<div id="info">JoltPhysics.js add/remove body demo</div> | ||
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<script src="js/three/three.min.js"></script> | ||
<script src="js/three/OrbitControls.js"></script> | ||
<script src="js/three/WebGL.js"></script> | ||
<script src="js/three/stats.min.js"></script> | ||
<script src="js/example.js"></script> | ||
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<script type="module"> | ||
// In case you haven't built the library yourself, replace URL with: https://www.unpkg.com/jolt-physics/dist/jolt-physics.wasm-compat.js | ||
import initJolt from './js/jolt-physics.wasm-compat.js'; | ||
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initJolt().then(function (Jolt) { | ||
// Spawning variables | ||
var objectTimePeriod = 0.01; | ||
var timeNextSpawn = time + objectTimePeriod; | ||
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// Initialize this example | ||
initExample(Jolt, onUpdate); | ||
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// Create a basic floor | ||
createFloor(); | ||
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function generateObject() { | ||
// Position and rotate body | ||
let pos = new Jolt.RVec3((Math.random() - 0.5) * 25, 15, (Math.random() - 0.5) * 25); | ||
let rot = getRandomQuat(); | ||
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// Create physics body | ||
let size = new Jolt.Vec3(0.5, 0.5, 0.5); | ||
let shape = new Jolt.BoxShape(size, 0.05, null); | ||
Jolt.destroy(size); | ||
let creationSettings = new Jolt.BodyCreationSettings(shape, pos, rot, Jolt.EMotionType_Dynamic, LAYER_MOVING); | ||
Jolt.destroy(pos); | ||
creationSettings.mRestitution = 0.5; | ||
let body = bodyInterface.CreateBody(creationSettings); | ||
Jolt.destroy(creationSettings); | ||
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addToScene(body, 0xff0000); | ||
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if (dynamicObjects.length > 200) | ||
removeFromScene(dynamicObjects[1]); // Leave the floor alone | ||
} | ||
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function onUpdate(time, deltaTime) { | ||
// Check if its time to spawn a new object | ||
if (time > timeNextSpawn) { | ||
generateObject(); | ||
timeNextSpawn = time + objectTimePeriod; | ||
} | ||
} | ||
}); | ||
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</script> | ||
</body> | ||
</html> |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
<head> | ||
<title>JoltPhysics.js demo</title> | ||
<meta charset="utf-8"> | ||
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> | ||
<link rel="stylesheet" type="text/css" href="style.css"> | ||
</head> | ||
<body> | ||
<div id="container">Loading...</div> | ||
<div id="info">JoltPhysics.js alternative collision filtering demo</div> | ||
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<script src="js/three/three.min.js"></script> | ||
<script src="js/three/OrbitControls.js"></script> | ||
<script src="js/three/WebGL.js"></script> | ||
<script src="js/three/stats.min.js"></script> | ||
<script src="js/example.js"></script> | ||
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||
<script type="module"> | ||
// In case you haven't built the library yourself, replace URL with: https://www.unpkg.com/jolt-physics/dist/jolt-physics.wasm-compat.js | ||
import initJolt from './js/jolt-physics.wasm-compat.js'; | ||
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initJolt().then(function (Jolt) { | ||
// Define the group bits | ||
const GROUP_STATIC = 1; | ||
const GROUP_FLOOR1 = 2; | ||
const GROUP_FLOOR2 = 4; | ||
const GROUP_FLOOR3 = 8; | ||
const GROUP_ALL = GROUP_STATIC | GROUP_FLOOR1 | GROUP_FLOOR2 | GROUP_FLOOR3; | ||
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// Configure alternative collision filtering | ||
setupCollisionFiltering = function (settings) { | ||
// Filter class to test if two objects can collide based on their object layer. Used while finding collision pairs. | ||
// Uses group bits and mask bits. Two layers can collide if Object1.Group & Object2.Mask is non-zero and Object2.Group & Object1.Mask is non-zero. | ||
// The behavior is similar to that in e.g. Bullet. | ||
let objectFilter = new Jolt.ObjectLayerPairFilterMask(); | ||
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// Layer that objects can be in, determines which other objects it can collide with | ||
// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more | ||
// layers if you want. E.g. you could have a layer for high detail collision (which is not used by the physics simulation | ||
// but only if you do collision testing). | ||
const NUM_BROAD_PHASE_LAYERS = 2; | ||
const BP_LAYER_STATIC = new Jolt.BroadPhaseLayer(0); | ||
const BP_LAYER_DYNAMIC = new Jolt.BroadPhaseLayer(1); | ||
let bpInterface = new Jolt.BroadPhaseLayerInterfaceMask(NUM_BROAD_PHASE_LAYERS); | ||
bpInterface.ConfigureLayer(BP_LAYER_STATIC, GROUP_STATIC, 0); // Anything that has the static bit set goes into the static broadphase layer | ||
bpInterface.ConfigureLayer(BP_LAYER_DYNAMIC, GROUP_FLOOR1 | GROUP_FLOOR2 | GROUP_FLOOR3, 0); // Anything that has one of the floor bits set goes into the dynamic broadphase layer | ||
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settings.mObjectLayerPairFilter = objectFilter; | ||
settings.mBroadPhaseLayerInterface = bpInterface; | ||
settings.mObjectVsBroadPhaseLayerFilter = new Jolt.ObjectVsBroadPhaseLayerFilterMask(bpInterface); | ||
}; | ||
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// Initialize this example | ||
initExample(Jolt); | ||
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// Typing shortcut | ||
const sGetObjectLayer = function (group, mask) { return Jolt.ObjectLayerPairFilterMask.prototype.sGetObjectLayer(group, mask); } | ||
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// Create a basic floor that collides with everything | ||
createBox(Jolt.RVec3.prototype.sZero(), Jolt.Quat.prototype.sIdentity(), new Jolt.Vec3(50, 0.5, 50), Jolt.EMotionType_Static, sGetObjectLayer(GROUP_STATIC, GROUP_ALL)); | ||
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// 1st floor: Part of group static but colliding only with GROUP_FLOOR1 | ||
createBox(new Jolt.RVec3(0, 3, 0), Jolt.Quat.prototype.sIdentity(), new Jolt.Vec3(5, 0.5, 5), Jolt.EMotionType_Static, sGetObjectLayer(GROUP_STATIC, GROUP_FLOOR1), 0x9f0000); | ||
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// 2nd floor: Part of group static but colliding only with GROUP_FLOOR2 | ||
createBox(new Jolt.RVec3(0, 6, 0), Jolt.Quat.prototype.sIdentity(), new Jolt.Vec3(5, 0.5, 5), Jolt.EMotionType_Static, sGetObjectLayer(GROUP_STATIC, GROUP_FLOOR2), 0x009f00); | ||
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// 3rd floor: Part of group static but colliding only with GROUP_FLOOR3 | ||
createBox(new Jolt.RVec3(0, 9, 0), Jolt.Quat.prototype.sIdentity(), new Jolt.Vec3(5, 0.5, 5), Jolt.EMotionType_Static, sGetObjectLayer(GROUP_STATIC, GROUP_FLOOR3), 0x00009f); | ||
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// Create dynamic objects that collide only with a specific floor or the ground floor | ||
for (let x = 0; x < 10; x++) | ||
for (let z = 0; z < 10; z++) | ||
for (let l = 0; l < 3; l++) | ||
{ | ||
// Create physics body | ||
let pos = new Jolt.RVec3(1.2 * x - 5.4, 12 + 2 * l, 1.2 * z - 5.4); | ||
let size = new Jolt.Vec3(0.5, 0.5, 0.5); | ||
let shape = null; | ||
let layer = 0; | ||
let color = 0; | ||
switch (l) { | ||
case 0: | ||
shape = new Jolt.BoxShape(new Jolt.Vec3(0.5, 0.5, 0.5)); | ||
layer = GROUP_FLOOR1; | ||
color = 0xff0000; | ||
break; | ||
case 1: | ||
shape = new Jolt.SphereShape(0.5); | ||
layer = GROUP_FLOOR2; | ||
color = 0x00ff00; | ||
break; | ||
case 2: | ||
shape = new Jolt.CapsuleShape(0.5, 0.5); | ||
layer = GROUP_FLOOR3; | ||
color = 0x0000ff; | ||
break; | ||
} | ||
let creationSettings = new Jolt.BodyCreationSettings(shape, pos, Jolt.Quat.prototype.sIdentity(), Jolt.EMotionType_Dynamic, sGetObjectLayer(layer, GROUP_ALL)); | ||
let body = bodyInterface.CreateBody(creationSettings); | ||
addToScene(body, color); | ||
} | ||
}); | ||
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</script> | ||
</body> | ||
</html> |
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