Use Svelte components to build a cannon-es physics simulation.
npm install svelte-cannon # or yarn add svelte-cannonThis example uses svelte-cubed to display the objects, but svelte-cannon is renderer engine agnostic.
<script lang="ts">
import * as CANNON from "cannon-es";
import * as PE from "svelte-cannon";
import * as THREE from "three";
import * as SC from "svelte-cubed";
let position = new CANNON.Vec3(0, 4, 0);
</script>
<PE.World gravity={[0, -9.81, 0]}>
<PE.Body mass={1} bind:position>
<PE.Sphere radius={1} />
</PE.Body>
</PE.World>
<SC.Canvas>
<SC.PerspectiveCamera position={[0, 2, 10]} />
<SC.Mesh
position={[position.x, position.y, position.z]}
geometry={new THREE.SphereGeometry(1)}
/>
</SC.Canvas>Using the import * as PE is helpfull to avoid naming conflicts, three, cannon-es and svelte-cannon all export a Sphere for example.
(PE is short for Physics Engine)
Generally you'd want the nest the SC.Canvas inside the PE.World, because that allows subcomponents to create both the physics engine and the render engine components.
Allowed values for setting a 3D vector are:
[1, 2, 3]new CANNON.Vec3(1, 2, 3)new THREE.Vector3(1, 2, 3){x: 1, y: 2, z: 3}
This allows for reusing existing variables and reduces boilerplate.
bind:property=for 3D vectors only works when anCANNON.Vec3object is passed.
This restriction allows svelte-cannon to detect which properties you're interested in.
Due to the nature of physics engines a lot of properties could change every on frame, recalculating the velocity of the ground plane would be wasteful.
- When the body is awake
bind:property=will trigger updates, but the value might not have changed.
Syncing position the THREE.Mesh is a fast operation.
$: mesh.position.copy(position); ( CANNON.Vec3 is compatible with THREE.Vector3 )
Creating shadow values, recalculating and checking and for changes would be overhead.
writableVec3 creates store, but when you're setting the value with a CANNON.Vec3 that has roughly the same value it won't trigger an update.
<script>
import * as PE from "svelte-cannon";
import * as SC from "svelte-cubed";
const position = PE.writableVec3(0, 4, 0);
position.precision = 0.001; // 1mm (default)
</script>
<PE.Body bind:position={$position} />
<SC.Mesh position={$position.toArray()} />This allows you to prevent resending values to the renderer that haven't changed.
From a usage perspective it acts as a writable(new Vec3(0, 4, 0)) but also allows shorthand notations:
position.set(1, 2, 3)position.set(new CANNON.Vec3(1, 2, 3))$position = new CANNON.Vec3(1, 2, 3)$position = new THREE.Vector3(1, 2, 3)$position = {x: 1, y: 2, z: 3}$position = [1, 2, 3]$position.x = 1; $position.x = 2; $position.x = 3;
As bodies can have multiple constrains and forces can affect multiple bodies it doesn't translate well to a component hierarchy. HTML also has this problem with <input>s and <label>s, svelte-cannon approach is based on the id= and for= solution:
<PE.Body id="anchor" position={[0, 3, 0]} />
<PE.Body id="ball" mass={1} bind:position>...</PE.Body>
<PE.Spring forA="anchor" forB="ball" stiffness={50} />Note: These id's not related the numerical id's of the cannon-es Bodies.
yarn install
yarn devyarn lint # or npm run lintyarn package # or npm run package