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angular-three-cannon

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angular-three-cannon

Physics Cannon for Angular Three

  • 2.0.0-beta.284
  • Source
  • npm
  • Socket score

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angular-three-cannon

This library is a wrapper around the Cannon.js physics engine for use with Angular Three.

Installation

npm install angular-three-cannon cannon-es @pmndrs/cannon-worker-api
# yarn add angular-three-cannon cannon-es @pmndrs/cannon-worker-api
# pnpm add angular-three-cannon cannon-es @pmndrs/cannon-worker-api

Make sure to already have angular-three installed

Usage

@Component({
	template: `
		<ngt-mesh #mesh>
			<ngt-box-geometry />
		</ngt-mesh>
	`,
})
export class Box {
	mesh = viewChild.required<ElementRef<Mesh>>('mesh');

	constructor() {
		// Make this mesh a Box body in Physics. Only works within ngtc-physics
		injectBox(() => ({ mass: 10000, position: [0, 0, 0], args: [1, 1, 1] }), this.mesh);
	}
}

@Component({
	template: `
		<ngtc-physics>
			<app-box />
		</ngtc-physics>
	`,
	imports: [NgtcPhysics, Box],
})
export class SceneGraph {}

Inputs

  • allowSleep?: boolean
  • axisIndex?: 0 | 1 | 2
  • broadphase?: 'Naive' | 'SAP'
  • defaultContactMaterial?: ContactMaterialOptions
  • frictionGravity?: Vector3 | null
  • gravity?: Vector3
  • isPaused?: boolean
  • iterations?: number
  • maxSubSteps?: number
  • quatNormalizeFast?: boolean
  • quatNormalizeSkip?: number
  • shouldInvalidate?: boolean
  • size?: number
  • solver?: 'GS' | 'Split'
  • stepSize?: number
  • tolerance?: number

Debug

Read the debug documentation for more information on how to enable debug mode and view debug information.

Bodies

Read the body documentation for more information on how to create physics bodies and apply forces.

Constraints

Read the constraint documentation for more information on how to create constraints between physics bodies.

Keywords

FAQs

Package last updated on 05 Aug 2024

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