Esempio n. 1
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    /**
     * Sets the global gravity force applied to the entire dynamics scene.
     * @param {number} x
     * @param {number} y
     * @param {number} z
     */
    setGravity(x, y, z) {
        ammoVec.x = x;
        ammoVec.y = y;
        ammoVec.z = z;

        this.dynamicsWorld.setGravity(ammoVec);
    }
Esempio n. 2
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    constructor() {
        this.collisionConfiguration = new Ammo.btDefaultCollisionConfiguration();
        this.dispatcher = new Ammo.btCollisionDispatcher(this.collisionConfiguration);
        this.overlappingPairCache = new Ammo.btDbvtBroadphase();
        this.solver = new Ammo.btSequentialImpulseConstraintSolver();
        this.dynamicsWorld = new Ammo.btDiscreteDynamicsWorld(
            this.dispatcher,
            this.overlappingPairCache,
            this.solver,
            this.collisionConfiguration
        );

        this.dynamicsWorld.setGravity(EARTH_GRAVITY);
    }
Esempio n. 3
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 /**
  * Steps the dynamics scene using the supplied information.
  * @param {UpdateArgs} updateArgs
  */
 onUpdate(updateArgs) {
     // Args: timeStep, maximum number of sub-steps.
     this.dynamicsWorld.stepSimulation(updateArgs.deltaTime, 2);
 }