Calculate Velocity in Ammo.js with btTransformUtil
This article explains how to use the btTransformUtil
class in ammo.js to calculate linear and angular velocities between two
transforms over a given time step. You will learn the purpose of this
utility class, the mathematical context behind its velocity calculation
method, and how to implement it directly in your JavaScript 3D physics
projects.
Understanding btTransformUtil
In physics-based applications, you often need to manually move an
object (such as a kinematic body) and have the physics engine compute
the corresponding velocities. Instead of manually calculating delta
positions and quaternion differences, ammo.js provides the static
utility class btTransformUtil.
The primary method used for this is calculateVelocity,
which takes a starting transform, an ending transform, and a time delta
to compute the exact linear and angular velocity vectors required to
move an object from the first transform to the second.
Implementation Steps
To calculate velocities using btTransformUtil, you must
prepare two btTransform instances representing the start
and end states, define the time step, and allocate
btVector3 instances to receive the calculated outputs.
1. Initialize the Transforms and Vectors
First, instantiate the necessary ammo.js objects. You need the starting transform, the target transform, and two empty vectors to store the calculated linear and angular velocities.
// Assume Ammo has already been initialized
// Create the starting transform (Position: 0, 0, 0)
const transformStart = new Ammo.btTransform();
transformStart.setIdentity();
transformStart.setOrigin(new Ammo.btVector3(0, 0, 0));
// Create the ending transform (Position: 2, 0, 0 - moved 2 units on X-axis)
const transformEnd = new Ammo.btTransform();
transformEnd.setIdentity();
transformEnd.setOrigin(new Ammo.btVector3(2, 0, 0));
// Define the time difference between the two transforms (e.g., 1/60th of a second)
const timeStep = 1 / 60;
// Create vector objects to hold the output velocities
const linearVelocity = new Ammo.btVector3();
const angularVelocity = new Ammo.btVector3();2. Execute the Velocity Calculation
Use the static calculateVelocity method of
Ammo.btTransformUtil to perform the math. This method
modifies the linearVelocity and
angularVelocity vectors in place.
Ammo.btTransformUtil.prototype.calculateVelocity(
transformStart,
transformEnd,
timeStep,
linearVelocity,
angularVelocity
);
// Access the calculated values
console.log(`Linear Velocity: X=${linearVelocity.x()}, Y=${linearVelocity.y()}, Z=${linearVelocity.z()}`);
console.log(`Angular Velocity: X=${angularVelocity.x()}, Y=${angularVelocity.y()}, Z=${angularVelocity.z()}`);Note: Depending on your specific build of ammo.js, the utility
functions might be bound directly to the global Ammo scope.
If the prototype method call throws an error, try calling it directly
via Ammo.btTransformUtil.calculateVelocity(...).
3. Apply the Velocities
Once calculated, you can apply these velocities directly to a rigid body. This is highly useful for matching the physics simulation of kinematic bodies to custom gameplay animations.
// Example: Applying the calculated velocity to a rigid body
rigidBody.setLinearVelocity(linearVelocity);
rigidBody.setAngularVelocity(angularVelocity);4. Memory Management
Because ammo.js is a WebAssembly/asm.js port of the C++ Bullet Physics library, you must manually free the allocated memory to prevent memory leaks in your application.
Ammo.destroy(transformStart);
Ammo.destroy(transformEnd);
Ammo.destroy(linearVelocity);
Ammo.destroy(angularVelocity);