Lightweight 2D rigid body physics engine based on physicsRus by Lee Ju Hyung
- Iterative impulse based solver
- Constraints/Joints
- SAT collision detection
- Supported shapes are circle, segment(thick rounded line segment), convex polygons
- Build-in WebGL/SVG/Canvas renderer based on Two.js
- Touch-friendly interactions manager
- ES-modules / CommonJS / IIFE
For educational purposes 🎓
- Broad phase collision detection
- CCD (Continuous Collision Detection)
- World editor
<!DOCTYPE html>
<html>
<head>
<script src="newton.js"></script>
</head>
<body>
<main style="width:800px;height:600px;"></main>
<script>
const { Body, ShapeBox, ShapeCircle, vec2 } = Newton;
const myInitWorld = world => {
const staticBody = new Body(Body.STATIC);
staticBody.addShape(new ShapeBox(0, 0.2, 20.48, 0.4));
staticBody.addShape(new ShapeBox(0, 15.16, 20.48, 0.4));
staticBody.addShape(new ShapeBox(-10.04, 7.68, 0.4, 14.56));
staticBody.addShape(new ShapeBox(10.04, 7.68, 0.4, 14.56));
staticBody.resetMassData();
world.addBody(staticBody);
for (var i = 0; i <= 10; i ) {
const body = new Body(Body.DYNAMIC, new vec2(-6 i * 1.2, 8));
const shape = new ShapeCircle(0, 0, 0.4);
shape.e = i / 10;
shape.u = 1.0;
shape.density = 1;
body.addShape(shape);
body.resetMassData();
world.addBody(body);
}
};
const { TwoRenderer, Runner, Interaction } = Newton;
const renderer = new TwoRenderer(Newton, document.querySelector('main'));
const runner = new Runner(renderer, {
init: myInitWorld
});
const interaction = new Interaction(runner);
runner.renderer.camera.moveCameraTo(0, 7);
</script>
</body>
</html>
import Newton from './newton.esm.js';
//...
npm i newton.js
(The MIT License)
Copyright (c) 2024 Dmitrii Vasilev