cannon

A lightweight 3D physics engine written in JavaScript.

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Readme

cannon.js

Lightweight 3D physics for the web

Inspired by three.js and ammo.js, and driven by the fact that the web lacks a physics engine, here comes cannon.js. The rigid body physics engine includes simple collision detection, various body shapes, contacts, friction and constraints.
Demos - Documentation - Rendering hints - NPM package - CDN

Browser install

Just include cannon.js or cannon.min.js in your html and you're done:
<script src="cannon.min.js"></script>

Node.js install

Install the cannon package via NPM:
npm install --save cannon

Alternatively, point to the Github repo directly to get the very latest version:
npm install --save schteppe/cannon.js

Example

The sample code below creates a sphere on a plane, steps the simulation, and prints the sphere simulation to the console. Note that Cannon.js uses SI units (metre, kilogram, second, etc.).
// Setup our world
var world = new CANNON.World({
   gravity: new CANNON.Vec3(0, 0, -9.82) // m/s²
});

// Create a sphere
var radius = 1; // m
var sphereBody = new CANNON.Body({
   mass: 5, // kg
   position: new CANNON.Vec3(0, 0, 10), // m
   shape: new CANNON.Sphere(radius)
});
world.addBody(sphereBody);

// Create a plane
var groundBody = new CANNON.Body({
    mass: 0 // mass == 0 makes the body static
});
var groundShape = new CANNON.Plane();
groundBody.addShape(groundShape);
world.addBody(groundBody);

var fixedTimeStep = 1.0 / 60.0; // seconds
var maxSubSteps = 3;

// Start the simulation loop
var lastTime;
(function simloop(time){
  requestAnimationFrame(simloop);
  if(lastTime !== undefined){
     var dt = (time - lastTime) / 1000;
     world.step(fixedTimeStep, dt, maxSubSteps);
  }
  console.log("Sphere z position: " + sphereBody.position.z);
  lastTime = time;
})();

If you want to know how to use cannon.js with a rendering engine, for example Three.js, see the Examples.

Features

  • Rigid body dynamics
  • Discrete collision detection
  • Contacts, friction and restitution
  • Constraints
* PointToPoint (a.k.a. ball/socket joint)
* Distance
* Hinge (with optional motor)
* Lock
* ConeTwist
  • Gauss-Seidel constraint solver and an island split algorithm
  • Collision filters
  • Body sleeping
  • Experimental SPH / fluid support
  • Various shapes and collision algorithms (see table below)

| | Sphere | Plane | Box | Convex | Particle | Heightfield | Trimesh | | :-----------|:------:|:-----:|:---:|:------:|:--------:|:-----------:|:-------:| | Sphere | Yes | Yes | Yes | Yes | Yes | Yes | Yes | | Plane | - | - | Yes | Yes | Yes | - | Yes | | Box | - | - | Yes | Yes | Yes | Yes | (todo) | | Cylinder | - | - | Yes | Yes | Yes | Yes | (todo) | | Convex | - | - | - | Yes | Yes | Yes | (todo) | | Particle | - | - | - | - | - | (todo) | (todo) | | Heightfield | - | - | - | - | - | - | (todo) | | Trimesh | - | - | - | - | - | - | - |

Todo

The simpler todos are marked with ``@todo`` in the code. Github Issues can and should also be used for todos.

Help

Create an issue if you need help.