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Bullet Physics for Node.js

This is a part of Node3D project.

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npm i -s bullet-raub

This addon is ABI-compatible across Node.js versions. There is no compilation during npm i.

Node.js addon providing a Bullet-driven physics API.

This library is a simplified interpretation of Bullet Physics. Only rigid bodies and DOF-6 constraint are supported.

Details

Only rigid body primitives are supported. The API is simplified to just 3 classes: Scene, Body, Joint. Body can be static or dynamic and with different shapes. Joint is a DOF6 that you can set up in many possible ways.

See TypeScript declarations for more details.

Creating Scenes:

const scene = new Scene();
scene.gravity = [0, -9.8, 0];
const frame = () => {
	scene.update(); // <-- call update() to progress simulation!
	setTimeout(frame, 15);
};
frame();

The scene contains all bodies and joints. It is a high-level wrapper that initializes:

  • btDefaultCollisionConfiguration
  • btCollisionDispatcher
  • btBroadphaseInterface
  • btConstraintSolver
  • btDynamicsWorld

From scene you can also run ray hits or traces. It should be possible to use many scenes in parallel.

const { body } = scene.hit(start, end);

Here body is whatever Body the ray hits first on its path. For subclasses of Body, this will respect the dynamic type. I.e. for class House extends Body {...} the expression body instanceof House will be true. See scene.hit and scene.trace in the example.

Adding Bodies

const plane = new Body({ scene }); // static box
plane.type = 'plane'; // change shape to ("ground") plane

const box = new Body({ scene }); // 'box' is default type
box.pos = [0, 100, 0]; // 100 meters above
box.mass = 1; // becomes dynamic

Pass scene as a required constructor option. All bodies always exist within their parent scenes.

Connecting Joints

const joint = new Joint();
joint.minl = [0, 1, 0];
joint.maxl = [0, 1, 0];
joint.a = bodyA;
joint.b = bodyB;

This will connect bodyA and bodyB and constrain their origins to always be 1 meter apart. You can also change the origin offsets, add rotation constraints and many other joint parameters.

Events

Objects of Scene, Body, Joint - all have events for every property modification. E.g. as soon as you set scene.gravity=[0,0,0], and event will fire for scene.on('gravity', () => {...}).

You should call scene.update(dt: number = 0.0) in order for the scene to progress. Here dt is optional delta time in seconds. If not provided, dt will be calculated from internal timers. It is during this call to scene.update() the below 'update' events will fire.

Objects of Body will fire 'update' events every tick while not sleeping:

body.on('update', (event) => {
	event.pos; // position of body origin (usually center)
	event.quat; // rotation quaternion
	event.vell; // linear velocity (where it goes)
	event.vela; // angular velocity (how much it spins)
});

This is mostly designed to be fed into visualization APIs (such as Three.js), therefore a Quaternion is used to represent rotation. You may need linear/angular velocity for interpolation, shading, networking, etc.

Objects of Joint will fire 'update' events every tick while not sleeping:

joint.on('update', (event) => {
	event.posa; // current position of body A
	event.posb; // current position of body B
	event.broken; // boolean, is this joint broken
});

Joints can be broken when overwhelmed with impulse. This is controlled by joint.maximp - by default it's very high. But you can lower it so that, for instance, car wheels fall off upon extreme impact.