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oimo

v1.0.9

Published

JavaScript 3D physics engine.

Downloads

2,907

Readme

Home

Docs

Demo

Usage

Download the minified library and include it in your HTML. Alternatively, use Node and install the package: npm install oimo

<script src="js/oimo.min.js"></script>

Create physics world:

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

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