ammo.js | Direct port of the Bullet physics engine | Game Engine library

 by   kripken C++ Version: 0.0.10 License: Non-SPDX

kandi X-RAY | ammo.js Summary

kandi X-RAY | ammo.js Summary

ammo.js is a C++ library typically used in Gaming, Game Engine applications. ammo.js has no bugs, it has no vulnerabilities and it has medium support. However ammo.js has a Non-SPDX License. You can download it from GitHub.

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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              ammo.js has a medium active ecosystem.
              It has 3627 star(s) with 510 fork(s). There are 118 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 150 open issues and 119 have been closed. On average issues are closed in 154 days. There are 14 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of ammo.js is 0.0.10

            kandi-Quality Quality

              ammo.js has no bugs reported.

            kandi-Security Security

              ammo.js has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              ammo.js has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              ammo.js releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.

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            ammo.js Key Features

            No Key Features are available at this moment for ammo.js.

            ammo.js Examples and Code Snippets

            No Code Snippets are available at this moment for ammo.js.

            Community Discussions

            QUESTION

            How to build Ammo.js on Windows?
            Asked 2021-May-06 at 09:17

            I'm currently trying to build Ammo.js on Windows, following the Instructions in the README. I have

            • emcc in Path
            • cmake 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 09:17

            Had two separate Problems here

            1. 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"

            2. I had to actually run cmake --build builds after the first command, which I overlooked in the docs

            Source https://stackoverflow.com/questions/67402033

            QUESTION

            Why disabling world gravity has no effect on moving rigid body?
            Asked 2021-Jan-22 at 16:21

            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 16:21

            It'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.

            Source https://stackoverflow.com/questions/65837306

            QUESTION

            Cloth Simulaltion of a 3d obj cloth model
            Asked 2020-Apr-23 at 14:15

            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 14:44

            The 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

            Source https://stackoverflow.com/questions/61365561

            QUESTION

            Ammo.js custom mesh collision with sphere
            Asked 2020-Jan-09 at 22:27

            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 22:27

            The 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:

            Source https://stackoverflow.com/questions/59665854

            QUESTION

            Full Hull Shape of BufferGeometry
            Asked 2019-Feb-19 at 17:41

            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 19:05

            Like any other bounding volume, a convex hull is always closed. So I'm afraid what you are looking for is not possible.

            Source https://stackoverflow.com/questions/54726105

            QUESTION

            Error in loading physi.js and ammo.js
            Asked 2018-Aug-18 at 00:33

            I'm trying to develop a project with physijs. I have encountered this type of error (from mozilla firefox console):

            • NetworkError: Failed to load worker script at "js/libs/ammo.js"

            I'm trying to fix it but with no results. This is my code snippet on physijs setup:

            ...

            ANSWER

            Answered 2018-Aug-18 at 00:33

            SOLVED I used a local web server (Three.js's reference)and changed this:

            Source https://stackoverflow.com/questions/42873767

            QUESTION

            404 Error with PhysiJS in Angular
            Asked 2018-Jan-12 at 15:03

            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 15:03

            The 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:

            1. Put the files into the assets folder then your code should look like that:

            Source https://stackoverflow.com/questions/48228190

            QUESTION

            How to link .bc files compiled from cpp files using emcc, with bullet libraries?
            Asked 2017-Dec-27 at 20:27

            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 20:27

            So 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.

            Source https://stackoverflow.com/questions/47876679

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install ammo.js

            The size of the ammo.js builds can be reduced in several ways:.
            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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            Install
          • npm

            npm i ammo.js

          • CLONE
          • HTTPS

            https://github.com/kripken/ammo.js.git

          • CLI

            gh repo clone kripken/ammo.js

          • sshUrl

            git@github.com:kripken/ammo.js.git

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