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--- | ||
title: Body Functions | ||
description: Detailed explanation of the Body functions in Angular Three Cannon | ||
--- | ||
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Angular Three Cannon provides various body functions to create different types of physics bodies. These functions are used to add physical properties to your 3D objects. | ||
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## Available Body Functions | ||
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All body functions are available from `angular-three-cannon/body`: | ||
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```angular-ts | ||
import { | ||
injectBox, | ||
injectSphere, | ||
injectPlane, | ||
injectCylinder, | ||
injectHeightfield, | ||
injectParticle, | ||
injectConvexPolyhedron, | ||
injectTrimesh, | ||
injectCompound | ||
} from 'angular-three-cannon/body'; | ||
``` | ||
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## Usage | ||
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The general pattern for using these functions is: | ||
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```angular-ts | ||
import { Component, ElementRef, viewChild } from '@angular/core'; | ||
import { injectBox } from 'angular-three-cannon/body'; | ||
import { NgtMesh } from 'angular-three'; | ||
@Component({ | ||
selector: 'app-physics-box', | ||
standalone: true, | ||
template: ` | ||
<ngt-mesh #mesh> | ||
<ngt-box-geometry /> | ||
<ngt-mesh-standard-material /> | ||
</ngt-mesh> | ||
`, | ||
}) | ||
export class PhysicsBox { | ||
mesh = viewChild.required<ElementRef<THREE.Mesh>>('mesh'); | ||
boxBody = injectBox( | ||
() => ({ | ||
mass: 1, | ||
position: [0, 5, 0], | ||
args: [1, 1, 1], | ||
}), | ||
this.mesh | ||
); | ||
} | ||
``` | ||
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## Body Functions | ||
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| Function | Description | Specific Options | | ||
|----------|-------------|------------------| | ||
| `injectBox` | Creates a box-shaped body | `args: [width, height, depth]` | | ||
| `injectSphere` | Creates a spherical body | `args: [radius]` | | ||
| `injectPlane` | Creates an infinite plane | No specific options | | ||
| `injectCylinder` | Creates a cylindrical body | `args: [radiusTop, radiusBottom, height, numSegments]` | | ||
| `injectHeightfield` | Creates a heightfield body | `args: [data, options]` | | ||
| `injectParticle` | Creates a particle (point mass) | No specific options | | ||
| `injectConvexPolyhedron` | Creates a convex polyhedron | `args: [vertices, faces]` | | ||
| `injectTrimesh` | Creates a triangular mesh body | `args: [vertices, indices]` | | ||
| `injectCompound` | Creates a compound body | `shapes: Array<{ type, args, position?, rotation? }>` | | ||
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## Common Options | ||
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All body functions accept a set of common options: | ||
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| Option | Type | Description | | ||
|--------|------|-------------| | ||
| `mass` | number | The mass of the body (0 for static bodies) | | ||
| `position` | [x: number, y: number, z: number] | Initial position of the body | | ||
| `rotation` | [x: number, y: number, z: number] | Initial rotation of the body (in radians) | | ||
| `velocity` | [x: number, y: number, z: number] | Initial velocity of the body | | ||
| `angularVelocity` | [x: number, y: number, z: number] | Initial angular velocity of the body | | ||
| `linearDamping` | number | Linear damping of the body (0 = no damping, 1 = full damping) | | ||
| `angularDamping` | number | Angular damping of the body | | ||
| `fixedRotation` | boolean | If true, body will not rotate | | ||
| `collisionFilterGroup` | number | The collision group the body belongs to | | ||
| `collisionFilterMask` | number | Which groups this body can collide with | | ||
| `trigger` | boolean | If true, body acts as a trigger (no collision response) | | ||
| `onCollide` | function | Callback function when collision occurs | | ||
| `onCollideBegin` | function | Callback function when collision begins | | ||
| `onCollideEnd` | function | Callback function when collision ends | | ||
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## Advanced Usage | ||
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You can dynamically update body properties using the returned API: | ||
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```angular-ts | ||
import { Component, ElementRef, viewChild, signal } from '@angular/core'; | ||
import { injectBox } from 'angular-three-cannon/body'; | ||
import { NgtMesh } from 'angular-three'; | ||
@Component({ | ||
selector: 'app-physics-box', | ||
standalone: true, | ||
template: ` | ||
<ngt-mesh #mesh> | ||
<ngt-box-geometry /> | ||
<ngt-mesh-standard-material /> | ||
</ngt-mesh> | ||
<button (click)="jump()">Jump</button> | ||
`, | ||
}) | ||
export class PhysicsBox { | ||
mesh = viewChild.required<ElementRef<THREE.Mesh>>('mesh'); | ||
boxBody = injectBox( | ||
() => ({ | ||
mass: 1, | ||
position: [0, 5, 0], | ||
args: [1, 1, 1], | ||
}), | ||
this.mesh | ||
); | ||
jump() { | ||
const api = this.boxBody(); | ||
if (api) { | ||
api.applyImpulse([0, 5, 0], [0, 0, 0]); | ||
} | ||
} | ||
} | ||
``` | ||
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This example shows how to apply an impulse to make the box "jump" when a button is clicked. |
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apps/astro-docs/src/content/docs/cannon/constraints.mdx
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--- | ||
title: Constraint Functions | ||
description: Detailed explanation of the Constraint functions in Angular Three Cannon | ||
--- | ||
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Angular Three Cannon provides various constraint functions to create different types of physical constraints between bodies. These functions are used to limit and control the relative movement of physics bodies. | ||
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## Available Constraint Functions | ||
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All constraint functions are available from `angular-three-cannon/constraint`: | ||
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```angular-ts | ||
import { | ||
injectPointToPoint, | ||
injectConeTwist, | ||
injectDistance, | ||
injectLock, | ||
injectHinge | ||
} from 'angular-three-cannon/constraint'; | ||
``` | ||
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## Usage | ||
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The general pattern for using these functions is: | ||
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```angular-ts | ||
import { Component, ElementRef, viewChild } from '@angular/core'; | ||
import { injectHinge } from 'angular-three-cannon/constraint'; | ||
import { NgtMesh } from 'angular-three'; | ||
@Component({ | ||
selector: 'app-hinge-constraint', | ||
standalone: true, | ||
template: ` | ||
<ngt-mesh #bodyA> | ||
<!-- Mesh for body A --> | ||
</ngt-mesh> | ||
<ngt-mesh #bodyB> | ||
<!-- Mesh for body B --> | ||
</ngt-mesh> | ||
`, | ||
}) | ||
export class HingeConstraint { | ||
bodyA = viewChild.required<ElementRef<THREE.Mesh>>('bodyA'); | ||
bodyB = viewChild.required<ElementRef<THREE.Mesh>>('bodyB'); | ||
hingeConstraint = injectHinge( | ||
this.bodyA, | ||
this.bodyB, | ||
{ | ||
pivotA: [1, 0, 0], | ||
pivotB: [-1, 0, 0], | ||
axisA: [0, 1, 0], | ||
axisB: [0, 1, 0], | ||
} | ||
); | ||
} | ||
``` | ||
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## Constraint Functions | ||
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| Function | Description | Specific Options | | ||
|----------|-------------|------------------| | ||
| `injectPointToPoint` | Creates a point-to-point constraint | `pivotA`, `pivotB` | | ||
| `injectConeTwist` | Creates a cone twist constraint | `pivotA`, `pivotB`, `axisA`, `axisB` | | ||
| `injectDistance` | Creates a distance constraint | `distance` | | ||
| `injectLock` | Creates a lock constraint | `maxForce` | | ||
| `injectHinge` | Creates a hinge constraint | `pivotA`, `pivotB`, `axisA`, `axisB` | | ||
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## Common Options | ||
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All constraint functions accept two bodies as the first two arguments, followed by an options object. Common options include: | ||
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| Option | Type | Description | | ||
|--------|------|-------------| | ||
| `pivotA` | [x: number, y: number, z: number] | The pivot point for body A in local space | | ||
| `pivotB` | [x: number, y: number, z: number] | The pivot point for body B in local space | | ||
| `axisA` | [x: number, y: number, z: number] | The axis for body A (for certain constraints) | | ||
| `axisB` | [x: number, y: number, z: number] | The axis for body B (for certain constraints) | | ||
| `maxForce` | number | The maximum force that can be applied to maintain the constraint | | ||
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## Specific Options | ||
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### PointToPoint Constraint | ||
- No additional specific options | ||
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### ConeTwist Constraint | ||
- `angle`: number - The maximum cone angle in radians | ||
- `twistAngle`: number - The maximum twist angle in radians | ||
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### Distance Constraint | ||
- `distance`: number - The fixed distance between the bodies | ||
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### Lock Constraint | ||
- No additional specific options | ||
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### Hinge Constraint | ||
- `collideConnected`: boolean - Whether the connected bodies should collide with each other | ||
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## Advanced Usage | ||
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You can dynamically control constraints using the returned API: | ||
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```angular-ts | ||
import { Component, ElementRef, viewChild, signal } from '@angular/core'; | ||
import { injectHinge } from 'angular-three-cannon/constraint'; | ||
import { NgtMesh } from 'angular-three'; | ||
@Component({ | ||
selector: 'app-hinge-constraint', | ||
standalone: true, | ||
template: ` | ||
<ngt-mesh #bodyA> | ||
<!-- Mesh for body A --> | ||
</ngt-mesh> | ||
<ngt-mesh #bodyB> | ||
<!-- Mesh for body B --> | ||
</ngt-mesh> | ||
<button (click)="toggleMotor()">Toggle Motor</button> | ||
`, | ||
}) | ||
export class HingeConstraint { | ||
bodyA = viewChild.required<ElementRef<THREE.Mesh>>('bodyA'); | ||
bodyB = viewChild.required<ElementRef<THREE.Mesh>>('bodyB'); | ||
motorEnabled = signal(false); | ||
hingeConstraint = injectHinge( | ||
this.bodyA, | ||
this.bodyB, | ||
{ | ||
pivotA: [1, 0, 0], | ||
pivotB: [-1, 0, 0], | ||
axisA: [0, 1, 0], | ||
axisB: [0, 1, 0], | ||
} | ||
); | ||
toggleMotor() { | ||
const api = this.hingeConstraint(); | ||
if (api) { | ||
if (this.motorEnabled()) { | ||
api.disableMotor(); | ||
} else { | ||
api.enableMotor(); | ||
api.setMotorSpeed(1); | ||
api.setMotorMaxForce(10); | ||
} | ||
this.motorEnabled.update(value => !value); | ||
} | ||
} | ||
} | ||
``` | ||
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This example demonstrates how to toggle a motor on a hinge constraint, showing the advanced control you have over constraints during runtime. |
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--- | ||
title: NgtcPhysics | ||
description: Detailed explanation of the NgtcPhysics component and its options | ||
--- | ||
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The `NgtcPhysics` component is the core of Angular Three Cannon. It sets up the physics world and manages the simulation. All physics-enabled objects should be children of this component. | ||
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## Usage | ||
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```angular-ts | ||
import { NgtcPhysics } from 'angular-three-cannon'; | ||
import { Component, signal } from '@angular/core'; | ||
@Component({ | ||
standalone: true, | ||
imports: [NgtcPhysics], | ||
template: ` | ||
<ngtc-physics [options]="{ gravity: [0, -9.81, 0], iterations: 5 }"> | ||
<!-- physics-enabled objects go here --> | ||
</ngtc-physics> | ||
`, | ||
}) | ||
export class PhysicsScene {} | ||
``` | ||
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## Options | ||
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The `NgtcPhysics` component accepts an `options` input with the following properties: | ||
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| Option | Type | Default | Description | | ||
|--------|------|---------|-------------| | ||
| `allowSleep` | boolean | `false` | If true, allows bodies to fall asleep for better performance | | ||
| `axisIndex` | number | `0` | Axis index for broadphase optimization | | ||
| `broadphase` | string | `'Naive'` | Broadphase algorithm to use. Options: 'Naive', 'SAP' | | ||
| `defaultContactMaterial` | object | `{ contactEquationStiffness: 1e6 }` | Default contact material properties | | ||
| `frictionGravity` | number[] \| null | `null` | Gravity to use for friction calculations | | ||
| `gravity` | number[] | `[0, -9.81, 0]` | Gravity force applied to all bodies | | ||
| `iterations` | number | `5` | Number of solver iterations per step | | ||
| `quatNormalizeFast` | boolean | `false` | If true, uses fast quaternion normalization | | ||
| `quatNormalizeSkip` | number | `0` | Number of steps to skip before normalizing quaternions | | ||
| `size` | number | `1000` | Maximum number of physics bodies | | ||
| `solver` | string | `'GS'` | Constraint solver to use. Options: 'GS' (Gauss-Seidel) | | ||
| `tolerance` | number | `0.001` | Solver tolerance | | ||
| `isPaused` | boolean | `false` | If true, pauses the physics simulation | | ||
| `maxSubSteps` | number | `10` | Maximum number of sub-steps per frame | | ||
| `shouldInvalidate` | boolean | `true` | If true, forces a re-render after each physics step | | ||
| `stepSize` | number | `1/60` | Fixed time step size | | ||
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## Advanced Usage | ||
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You can dynamically update physics options using Angular Signals: | ||
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```angular-ts | ||
import { Component, signal } from '@angular/core'; | ||
import { NgtcPhysics } from 'angular-three-cannon'; | ||
@Component({ | ||
standalone: true, | ||
imports: [NgtcPhysics], | ||
template: ` | ||
<ngtc-physics [options]="{ gravity: gravity() }"> | ||
<!-- physics-enabled objects --> | ||
</ngtc-physics> | ||
`, | ||
}) | ||
export class PhysicsScene { | ||
gravity = signal([0, -9.81, 0]); | ||
toggleGravity() { | ||
this.gravity.update((current) => [0, current[1] * -1, 0]); | ||
} | ||
} | ||
``` |
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