A lightweight 3D physics engine.
- Press
E
orQ
to change demos - Click or tap texts on the left to control
- Written in Haxe
- Exported as JavaScript (see bin/js/)
- Public classes and methods are exposed through
window.OIMO
. - e.g.
new OIMO.Vec3(1, 2, 3)
to create an instance ofVec3
class.
- Public classes and methods are exposed through
- Exported as JavaScript (module) with TypeScript Declaration (see package.json and bin/js_modules)
- Rigid body with motion types
- Dynamic
- Static
- Kinematic
- Fast collision detection with bounding volume hierarchy (BVH)
- Contacts with friction and restitution
- Collision geometries
- Sphere
- Box
- Cylinder
- Cone
- Capsule
- Convex hull
- Joints with springs, limits and motors
- Spherical (a.k.a. ball and socket, point to point)
- Revolute (a.k.a. hinge)
- Cylindrical
- Prismatic (a.k.a. slider)
- Universal
- Ragdoll (a.k.a. cone twist, character)
- Generic (a.k.a. 6-DoF joint)
- Breakable joints
- Constraint solvers
- Direct block MLCP solver
- Projected Gauss-Seidel solver
- Sleepings with island splittings
- Rotation limits
- Collision event callbacks
- Collision filterings
- Collision queries
- AABB query
- Ray casting
- Convex casting
Haxe 4.3.4 or later is required.
- Use
build-js.hxml
to compile for JavaScript library. - Use
build-js-demos.hxml
to compile JavaScript demos. - Use
build-doc.hxml
to generate API documentation. dox is required. - Use
build-js-ts.hxml
to compile for JavaScript (modules) library with TypeScript declarations. Requireshxtsdgen
library. Check comments in that file.
The MIT License
- Written in ActionScript 3.0
- Supports spheres and boxes as collision shapes
- Supports various joints (ball and socket, distance, hinge, prismatic, etc...)
- Fast and stable collision solver
- Available in old/ directory