How to Create a Box Collision Shape in Ammo.js
This guide explains how to instantiate a simple box collision shape in the ammo.js physics engine. You will learn how to define the shape’s dimensions using half-extents, initialize the physics object, and properly manage memory to prevent leaks in your JavaScript application.
To create a box collision shape in ammo.js, follow these steps:
1. Define the Box Dimensions
Ammo.js defines box shapes using half-extents rather than full dimensions. Half-extents represent the distance from the center of the box to its outer edges along the X, Y, and Z axes (essentially, half of the width, height, and depth).
2. Instantiate the Shape
First, create a btVector3 to hold the half-extents, and
then pass this vector into the btBoxShape constructor.
// Define full dimensions
const width = 2.0;
const height = 4.0;
const depth = 2.0;
// Calculate half-extents (half of width, height, depth)
const halfExtents = new Ammo.btVector3(width * 0.5, height * 0.5, depth * 0.5);
// Instantiate the box collision shape
const boxShape = new Ammo.btBoxShape(halfExtents);3. Clean Up Memory
Because ammo.js is a WebAssembly/asm.js port of the C++ Bullet
Physics engine, you must manually manage memory for temporary objects.
Once the box shape is instantiated, the temporary btVector3
used for half-extents is no longer needed and should be destroyed to
prevent memory leaks.
// Free the memory allocated for the temporary vector
Ammo.destroy(halfExtents);The resulting boxShape object is now ready to be
assigned to a rigid construction info object
(btRigidBodyConstructionInfo) to create a physical rigid
body in your simulation.