Apply Angular Torque to Ammo.js Rigid Body
This article explains how to apply angular torque to a rigid body in Ammo.js, the JavaScript port of the Bullet physics engine. You will learn the difference between continuous torque and torque impulses, how to wake up sleeping physics bodies, and how to write the exact code needed to make your 3D objects spin.
To make a rigid body spin in Ammo.js, you must apply rotational force
using a three-dimensional vector (btVector3). This vector
defines the axis of rotation and the strength of the force. Ammo.js
provides two primary methods for this: applyTorque and
applyTorqueImpulse.
Step 1: Activate the Rigid Body
Before applying any force or torque, you must activate the rigid body. Ammo.js puts objects to sleep (deactivates them) when they stop moving to save CPU cycles. If an object is sleeping, applying torque will have no effect.
rigidBody.activate();Step 2: Define the Torque Vector
Create a btVector3 to represent the axis and magnitude
of the spin. For example, to make an object spin around its Y-axis
(upwards), define the Y value of the vector.
const torque = new Ammo.btVector3(0, 5.0, 0); Step 3: Choose the Right Method
Method A: Continuous
Torque (applyTorque)
Use applyTorque if you want to apply a constant
rotational force over time. Because this force is applied per physics
step, you must call this method inside your physics simulation loop.
// Run this inside your render/physics update loop
rigidBody.activate();
rigidBody.applyTorque(torque);Method B: Instant Spin
(applyTorqueImpulse)
Use applyTorqueImpulse if you want to apply an instant
burst of rotational energy, such as a sudden flick, an explosion, or a
jump start. This only needs to be called once.
// Run this once to instantly spin the object
rigidBody.activate();
rigidBody.applyTorqueImpulse(torque);Step 4: Clean Up Memory
Ammo.js is a C++ wrapper, meaning it does not automatically garbage
collect objects created with the new keyword. To prevent
memory leaks, you must destroy the torque vector once you are done using
it.
Ammo.destroy(torque);