ammo.js | Direct port of the Bullet physics engine | Game Engine library
kandi X-RAY | ammo.js Summary
kandi X-RAY | ammo.js Summary
Example code to give you an idea of the API:. ammo.js is a direct port of the [Bullet physics engine] to JavaScript, using Emscripten. The source code is translated directly to JavaScript, without human rewriting, so functionality should be identical to the original Bullet. ammo stands for "Avoided Making My Own js physics engine by compiling bullet from C++" ;). ammo.js is zlib licensed, just like Bullet. Discussion takes place on IRC at #emscripten on Mozilla’s server (irc.mozilla.org).
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Community Discussions
Trending Discussions on ammo.js
QUESTION
I'm currently trying to build Ammo.js on Windows, following the Instructions in the README. I have
emcc
in Pathcmake
installed via Visual Studio (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe
)- MinGW installed via Chocolatey
Apparently, because I'm on Windows, cmake could not resolve any paths to the executables in CMakeLists.txt
ANSWER
Answered 2021-May-06 at 09:17Had two separate Problems here
The MinGw installation from Chocolatey does not include mingw32-make.exe. I uninstalled it, got the MinGW-Installer and proceeded as per this answer: CMake Error: CMake was unable to find a build program corresponding to "MinGW Makefiles"
I had to actually run
cmake --build builds
after the first command, which I overlooked in the docs
QUESTION
I am building a sandbox for playing around and testing ammo.js (a javascript port of the Bullet physic engine v2.82). So this question should apply to both Ammo and Bullet I guess.
I am starting my scene with a falling sphere and the world gravity is set to (0, -9.8, 0). Before the sphere touch the ground, I am disabling the world's gravity:
physicsWorld.setGravity(new ammo.btVector3(0, 0, 0));
I am expecting the sphere to "freeze" it's movement, since no gravity should be applied anymore, but the sphere is still falling and hit the ground. I am wondering why.
...ANSWER
Answered 2021-Jan-22 at 16:21It's due to inertia. The first Newton's law says that if the forces applied on an object is zero (the case of your sphere after your gravity change), the acceleration is zero. But it does not mean that the velocity is null. In your case, the velocity will stay constant. Another way to convince you is with Newton's second law which is probably coded in ammo.js:
ma = F
a is the acceleration, m the mass, F the sum of external forces.
Let's say that a = (v_{t+1} - v_t) / dt. With F=0, you will get v_{t+1} = v_t, a constant velocity.
v is the velocity, dt the time step.
QUESTION
I have seen many cloth simulations in three.js . I found it is done only with 2d plane surfaces . But is there a way that I can simulate a 3d cloth model like the one below ..
To be simulated like a cloth in the 3d scene.
There are many tutorials for plane 2d simualtion like
And the code for them is given below...
...ANSWER
Answered 2020-Apr-22 at 14:44The code you posted will not do clothing as it as no collisions. The code in ammo.js will but you need to generate the clothing yourself.
Cloth is typically simulated using masses and springs
QUESTION
I'm trying to generate collisions for every object/mesh. They are all static and should collide with a ball/sphere, which is dynamic.
My code looks like this:
...ANSWER
Answered 2020-Jan-09 at 22:27The reason why btConvexHullShape wasn't working (although the collision around it actually works) is because it isn't for concave shapes.
As for the btBvhTriangleMeshShape, I have been inputting the vertices the wrong way. I had to multiply the indices by 3 (because each vertex has 3 components).
Here's the full working code:
QUESTION
I'm trying to create a "Ammo Shape" for my BufferGeometry with ammo.js. I'm using "Ammo.btConvexHullShape", but the object is closed. Can you help me please?
https://cotosystem.com.br/fechado.png "Original"
https://cotosystem.com.br/shape.png "Closed"
...ANSWER
Answered 2019-Feb-16 at 19:05Like any other bounding volume, a convex hull is always closed. So I'm afraid what you are looking for is not possible.
QUESTION
ANSWER
Answered 2018-Aug-18 at 00:33SOLVED I used a local web server (Three.js's reference)and changed this:
QUESTION
I am trying to get Physijs running with Angular. The Three Scene is working fine so far but I dont get any Physics effects.
I installed the following with npm:
https://www.npmjs.com/package/physijs-browserify
My corresponding Component.ts part for initializing Physijs looks as follows:
...ANSWER
Answered 2018-Jan-12 at 15:03The files are not available if they are not defined as an asset in the .angular-cli.json or they are located in the assets folder.
So you have two possibilities:
Put the files into the assets folder then your code should look like that:
QUESTION
As per the documentation of ammo.js, it says:
The most straightforward thing is if you want to write your code in C++, and run that on the web. If so, then compile your code into LLVM, link it with bullet, and compile that to JavaScript using emscripten.(The easiest way to link it is to add your .bc file to the llvm-link command in make.py.)
So how can I compile the following code written in C++ into LLVM bitcode, link it and run it on web? BulletHelloWorld example
How can I link it in make.py? Is it necessary to always use the ammo.idl file even if I want to compile a specific program and not want to expose the entire bullet library to JavaScript? Link to make.py
...ANSWER
Answered 2017-Dec-27 at 20:27So lets start with the basics. Incase you donot know about make and cmake, study it before proceeding.
First you need to build the Bullet Library from source to use it on the web. From what I can see, you need to pass in flags to build it independent of python. Study these flags and see what is required by you.
The Bullet Library is using cmake to generate the build files - so first get a makefile out of cmake and then you can “emcc make” the generated makefile.
The output of this step ie a .bc file, is to be “linked” to the output of the next step.
Now the example.cpp that you want to compile depends on some headers of the Bullet Library. So while compiling your main.cpp file you will need to pass the em++ binary the path to these headers. This once compiled should generate your main.bc
Now you need to call em++ again, but with the main.bc along with the .bc from the previous step as parameters and also provide the required output file ie js/html. In one sense we are now linking all the “.bc” files to generate js/html.
Lookout for some missing symbol “warnings” as that could mean your code wont run.
Btw all this is available on the official emscripten website, so incase of confusion you should refer it.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install ammo.js
Removing uneeded interfaces from ammo.idl. Some good examples of this are btIDebugDraw and DebugDrawer, which are both only needed if visual debug rendering is desired.
Removing methods from the -s EXPORTED_RUNTIME_METHODS=[] argument in make.py. For example, UTF8ToString is only needed if printable error messages are desired from DebugDrawer.
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