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.
- oimo.js (in progress)
- docs (in progress)
- Basic test
- Compound test (chair)
- Compound test (capsule)
- Ragdoll test
- Collision test
- Moving test
- Terrain test
- Car test
- Walker test
- Worker test
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() );
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