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Three.js / node_modules / cannon / demos / hinge.html
@Tsubasa Tsubasa on 4 Aug 5 KB add
<!DOCTYPE html>
<html>
  <head>
    <title>cannon.js - hinge demo</title>
    <meta charset="utf-8">
    <link rel="stylesheet" href="css/style.css" type="text/css"/>
    <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  </head>
  <body>
    <script src="../build/cannon.js"></script>
    <script src="../build/cannon.demo.js"></script>
    <script src="../libs/dat.gui.js"></script>
    <script src="../libs/Three.js"></script>
    <script src="../libs/TrackballControls.js"></script>
    <script src="../libs/Detector.js"></script>
    <script src="../libs/Stats.js"></script>
    <script src="../libs/smoothie.js"></script>
    <script>

        /**
         * Demonstrates how to use the HingeConstraint.
         * A hinge constraint makes sure that two bodies can rotate around a common axis. For example, think of a door hinge.
         */

        var demo = new CANNON.Demo();
        var mass = 1;

        demo.addScene("car",function(){
            var world = demo.getWorld();
            world.gravity.set(0,0,-20);

            var groundMaterial = new CANNON.Material("groundMaterial");
            var wheelMaterial = new CANNON.Material("wheelMaterial");
            var wheelGroundContactMaterial = new CANNON.ContactMaterial(groundMaterial,wheelMaterial, { friction: 0.5, restitution: 0.3 });
            world.addContactMaterial(wheelGroundContactMaterial);

            var wheelShape =      new CANNON.Sphere(1.2);
            var leftFrontWheel =  new CANNON.Body({ mass: mass, material: wheelMaterial });
            leftFrontWheel.addShape(wheelShape);
            var rightFrontWheel = new CANNON.Body({ mass: mass, material: wheelMaterial });
            rightFrontWheel.addShape(wheelShape);
            var leftRearWheel =   new CANNON.Body({ mass: mass, material: wheelMaterial });
            leftRearWheel.addShape(wheelShape);
            var rightRearWheel =  new CANNON.Body({ mass: mass, material: wheelMaterial });
            rightRearWheel.addShape(wheelShape);

            var chassisShape = new CANNON.Box(new CANNON.Vec3(5,2,0.5));
            var chassis = new CANNON.Body({ mass: mass });
            chassis.addShape(chassisShape);

            // Position constrain wheels
            var zero = new CANNON.Vec3();
            leftFrontWheel .position.set(  5,  5, 0);
            rightFrontWheel.position.set(  5, -5, 0);
            leftRearWheel  .position.set( -5,  5, 0);
            rightRearWheel .position.set( -5, -5, 0);

            // Constrain wheels
            var constraints = [];

            // Hinge the wheels
            var leftAxis =       new CANNON.Vec3(0,1,0);
            var rightAxis =      new CANNON.Vec3(0,-1,0);
            var leftFrontAxis =  new CANNON.Vec3(0,1,0);
            var rightFrontAxis = new CANNON.Vec3(0,-1,0);
            if(true){
                leftFrontAxis =  new CANNON.Vec3(0.3,0.7,0);
                rightFrontAxis = new CANNON.Vec3(-0.3,-0.7,0);
                leftFrontAxis.normalize();
                rightFrontAxis.normalize();
            }

            constraints.push(new CANNON.HingeConstraint(chassis, leftFrontWheel,  { pivotA: new CANNON.Vec3( 5, 5, 0), axisA: leftFrontAxis,  pivotB: zero, axisB: leftAxis }));
            constraints.push(new CANNON.HingeConstraint(chassis, rightFrontWheel, { pivotA: new CANNON.Vec3( 5,-5, 0), axisA: rightFrontAxis, pivotB: zero, axisB: rightAxis }));
            constraints.push(new CANNON.HingeConstraint(chassis, leftRearWheel,   { pivotA: new CANNON.Vec3(-5, 5, 0), axisA: leftAxis,       pivotB: zero, axisB: leftAxis }));
            constraints.push(new CANNON.HingeConstraint(chassis, rightRearWheel,  { pivotA: new CANNON.Vec3(-5,-5, 0), axisA: rightAxis,      pivotB: zero, axisB: rightAxis }));

            for(var i=0; i<constraints.length; i++)
                world.addConstraint(constraints[i]);

            var bodies = [chassis,leftFrontWheel,rightFrontWheel,leftRearWheel,rightRearWheel];
            for(var i=0; i<bodies.length; i++){
                world.add(bodies[i]);
                demo.addVisual(bodies[i]);
            }

            // Ground
            var groundShape = new CANNON.Plane();
            var ground = new CANNON.Body({ mass: 0, material: groundMaterial });
            ground.addShape(groundShape);
            ground.position.z = -3;
            world.add(ground);
            demo.addVisual(ground);

            // Enable motors and set their velocities
            var frontLeftHinge = constraints[2];
            var frontRightHinge = constraints[3];
            frontLeftHinge.enableMotor();
            frontRightHinge.enableMotor();
            var v = -14;
            frontLeftHinge.setMotorSpeed(v);
            frontRightHinge.setMotorSpeed(-v);

        });


        demo.addScene("hinge",function(){
            var world = demo.getWorld();
            world.gravity.set(0,5,-20);

            var s = 5, d = 0.1*s;
            var shape = new CANNON.Box(new CANNON.Vec3(s*0.5,s*0.1,s*0.5));
            var body = new CANNON.Body({ mass: mass });
            body.addShape(shape);
            var staticBody = new CANNON.Body({ mass: 0 });
            staticBody.addShape(shape);
            staticBody.position.z = s + d*2;

            // Hinge it
            var c = new CANNON.HingeConstraint(staticBody, body, {
                pivotA: new CANNON.Vec3(0,0,-s*0.5-d),
                axisA: new CANNON.Vec3(1,0,0),
                pivotB: new CANNON.Vec3(0,0,s*0.5+d),
                axisB: new CANNON.Vec3(1,0,0)
            });
            world.addConstraint(c);

            world.add(body);
            world.add(staticBody);
            demo.addVisual(body);
            demo.addVisual(staticBody);
        });

        demo.start();

    </script>
  </body>
</html>