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https://github.com/lo-th/Oimo.js

Lightweight 3d physics engine for javascript
https://github.com/lo-th/Oimo.js

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Lightweight 3d physics engine for javascript

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README

        



Oimo.js is a lightweight 3d physics engine for JavaScript.

It's a full javascript conversion of OimoPhysics

Originally created by Saharan for actionscript 3.0.



Version


Version

### Home ###

- [oimo.js](http://lo-th.github.io/Oimo.js/index.html) (in progress)

### Docs ###

- [docs](http://lo-th.github.io/Oimo.js/docs.html) (in progress)

### Demo ###

- [Basic test](http://lo-th.github.io/Oimo.js/examples/test_basic.html)
- [Compound test (chair)](http://lo-th.github.io/Oimo.js/examples/test_compound.html)
- [Compound test (capsule)](http://lo-th.github.io/Oimo.js/examples/test_compound2.html)
- [Ragdoll test](http://lo-th.github.io/Oimo.js/examples/test_ragdoll.html)
- [Collision test](http://lo-th.github.io/Oimo.js/examples/test_collision.html)
- [Moving test](http://lo-th.github.io/Oimo.js/examples/test_moving.html)
- [Terrain test](http://lo-th.github.io/Oimo.js/examples/test_terrain.html)
- [Car test](http://lo-th.github.io/Oimo.js/examples/test_vehicle.html)
- [Walker test](http://lo-th.github.io/Oimo.js/examples/test_walker.html)
- [Worker test](http://lo-th.github.io/Oimo.js/examples/test_worker.html)

### Usage ###

Download the [minified library](http://lo-th.github.io/Oimo.js/build/oimo.min.js) and include it in your HTML.

Alternatively, use **Node** and install the [package](https://www.npmjs.com/package/oimo): `npm install oimo`

```html

```

Create physics world:

```javascript
world = new OIMO.World({
timestep: 1/60,
iterations: 8,
broadphase: 2, // 1 brute force, 2 sweep and prune, 3 volume tree
worldscale: 1, // scale full world
random: true, // randomize sample
info: false, // calculate statistic or not
gravity: [0,-9.8,0]
});
```

Add physics object or joint

```javascript
var body = world.add({
type:'sphere', // type of shape : sphere, box, cylinder
size:[1,1,1], // size of shape
pos:[0,0,0], // start position in degree
rot:[0,0,90], // start rotation in degree
move:true, // dynamic or statique
density: 1,
friction: 0.2,
restitution: 0.2,
belongsTo: 1, // The bits of the collision groups to which the shape belongs.
collidesWith: 0xffffffff // The bits of the collision groups with which the shape collides.
});

var body = world.add({
type:'jointHinge', // type of joint : jointDistance, jointHinge, jointPrisme, jointSlide, jointWheel
body1: "b1", // name or id of attach rigidbody
body2: "b1" // name or id of attach rigidbody
});

// update world
world.step();

// and copy position and rotation to three mesh
myMesh.position.copy( body.getPosition() );
myMesh.quaternion.copy( body.getQuaternion() );
```

### Note ###

Oimo Physics uses international system units: 0.1 to 10 meters max for dynamic body.

In basic demo with THREE, I scaled all by 100 so objects are between 10 to 1000 in THREE units.

/!\ Shape name change in last version

SphereShape to Sphere, BoxShape to Box, CylinderShape to Cylinder

### UPDATE ###

Is time to switch ES6 worker version with the last OimoPhysics 1.2.2 :)

go to new [PHY repro](https://github.com/lo-th/phy)