Inspired by three.js and ammo.js, and driven by the fact that the web lacks a physics engine, here comes cannon.js.
Demos - Documentation - Rendering hints - NPM package
Download the library and include it in your html. Alternatively, build the library yourself (see Makefile).
<script src="cannon.js"></script>
The code below creates a sphere on a plane, steps the simulation, and prints the sphere simulation to the console.
// Setup our world
var world = new CANNON.World();
world.gravity.set(0,0,-9.82);
world.broadphase = new CANNON.NaiveBroadphase();
// Create a sphere
var mass = 5, radius = 1;
var sphereShape = new CANNON.Sphere(radius);
var sphereBody = new CANNON.RigidBody(mass,sphereShape);
sphereBody.position.set(0,0,10);
world.add(sphereBody);
// Create a plane
var groundShape = new CANNON.Plane();
var groundBody = new CANNON.RigidBody(0,groundShape);
world.add(groundBody);
// Step the simulation
setInterval(function(){
world.step(1.0/60.0);
console.log("Sphere z position: " + sphereBody.position.z);
}, 1000.0/60.0);
If you want to know how to use cannon.js with a rendering engine, for example Three.js, see the Examples.
Sphere | Plane | Box | Compound | Convex¹ | Particle | |
---|---|---|---|---|---|---|
Sphere | Yes | Yes | Yes | Yes | Yes | Yes |
Plane | - | - | Yes | Yes | Yes | Yes |
Box | - | - | Yes | Yes | Yes | Yes |
Compound | - | - | - | Yes | Yes | Yes |
Convex¹ | - | - | - | - | Yes | Yes |
Particle | - | - | - | - | - | - |
¹ including Cylinder
0.5.0
- Changed unit of sleep properties in
Particle
to seconds instead of milliseconds, madeParticle.sleepState
public. (schteppe,airbaggins). - Changed property
Shape.boundingSphereRadius
to being a number, added methodShape.computeBoundingSphereRadius
and.boundingSphereRadiusNeedsUpdate
- Removed
Box.getCorners
- Added properties to
ContactMaterial
:.contactEquationStiffness
,.contactEquationRegularizationTime
,.frictionEquationStiffness
,.frictionEquationRegularizationTime
to be able to control settings for the on-the-fly created contact constraints - Renamed the solver parameter "damping" to "regularizationTime", since it is a more correct name.
- Solver parameters (stiffness, damping etc) were moved from
Solver
toEquation
. Now you control the solver parameters per constraint instead of globally. - Added
HingeConstraint
and itsConstraint
base class - Added contact support for all possible
Shape.types
(see table above). - Fixed convex contact bugs.
- Added method
ConvexPolyhedron.getAveragePointLocal
. - Added method
ConvexPolyhedron.transformAllPoints
. - Added
SplitSolver
. - Removed use of typed arrays, since they are slower than ordinary ones.
- Corrected applying of linear and angular damping, should now be physically correct and independent of timestep size.
- Renamed
Solver
toGSSolver
, madeSolver
a base class instead. - Added method
Mat3.setTrace
ContactGenerator
now producesContactEquation
instead ofContactPoint
- Added property
Solver.tolerance
- Changed default
Solver
parameter values - Improved
Solver
algorithm, the parameters.a
,.b
,.k
,.d
,.eps
do not have the same effect anymore. - Rewrote
Solver
,Equation
andConstraint
totally, broke backward compatibility. - Added property
World.enableImpulses
- still an experimental feature - Added
PointToPointConstraint
- Added
Cylinder
. - Added method
RigidBody.applyImpulse
- Added "iterator" method
Box.forEachWorldCorner
- Added "abstract method"
Shape.calculateWorldAABB
and implemented it in subclasses. - Removed
Plane.normal
in favor ofRigidBody.quaternion
. One way to rotate a plane is enough.
0.4.3
World
now dispatches "preStep" and "postStep" events.- Introduced
Body
andParticle
. New inheritance:Body
->Particle
->RigidBody
. - Added
Quaternion.toAxisAngle()
- Added
Ray
. Basic hit testing forConvexPolyhedra
. RigidBody
now dispatches the following events:"collide"
,"sleep"
,"sleepy"
,"wakeup"
- Added
Solver.setSpookParams(k,d)
and removed SPOOK param things fromWorld
. - Sleep functionality for
RigidBody
0.4.2 2012-08-06
- Code seem stable enough to start a change log.
The simpler todos are marked with @todo
in the code. Github Issues can and should also be used for todos.
Create an issue on here if you need help.