A way to connect bodies together..
<a-scene physics="workerUrl:./oimoWorker.js; gravity:0 -5 0;">
<a-sky color="lightblue"></a-sky>
<a-box id="torso" body="type:kinematic;" position="0 2 -4" animation="property:position; to:0 2 -5; loop:true; easing:linear; dir:alternate;" animation__2="property:rotation; to:0 360 0; loop:true; easing:linear; dur:30000;" width="1" height="1.75" depth="0.5"></a-box>
<a-sphere id="head" body="type:dynamic;" joint="type:point; body2:#torso; pivot1:0 -0.5 0; pivot2:0 0.875 0;" position="0 4 -4" radius="0.5"></a-sphere>
<a-cylinder id="leftArm" body="type:dynamic;" joint="type:point; body2:#torso; pivot1:0 -0.6 0; pivot2:-0.6 0.875 0;" position="-1.5 3 -4" radius="0.25" height="1" rotation="0 0 90"></a-cylinder>
<a-cylinder id="leftForeArm" body="type:dynamic;" joint="type:point; body2:#leftArm; pivot1:0 -0.6 0; pivot2:0 0.5 0;" position="-2.5 3 -4" radius="0.25" height="1" rotation="0 0 90"></a-cylinder>
<a-cylinder id="rightArm" body="type:dynamic;" joint="type:point; body2:#torso; pivot1:0 -0.6 0; pivot2:0.6 0.875 0;" position="1.5 3 -4" radius="0.25" height="1" rotation="0 0 -90"></a-cylinder>
<a-cylinder id="rightForeArm" body="type:dynamic;" joint="type:point; body2:#rightArm; pivot1:0 -0.6 0; pivot2:0 0.5 0;" position="2.5 3 -4" radius="0.25" height="1" rotation="0 0 -90"></a-cylinder>
<a-cylinder id="leftThigh" body="type:dynamic;" joint="type:point; body2:#torso; pivot1:0 0.6 0; pivot2:-0.5 -0.75 0;" position="-0.5 0 -4" radius="0.25" height="1"></a-cylinder>
<a-cylinder id="leftLeg" body="type:dynamic;" joint="type:point; body2:#leftThigh; pivot1:0 0.6 0; pivot2:0 -0.5 0;" position="-0.5 -1 -4" radius="0.25" height="1"></a-cylinder>
<a-cylinder id="rightThigh" body="type:dynamic;" joint="type:point; body2:#torso; pivot1:0 0.6 0; pivot2:0.5 -0.75 0;" position="0.5 0 -4" radius="0.25" height="1"></a-cylinder>
<a-cylinder id="rightLeg" body="type:dynamic;" joint="type:point; body2:#rightThigh; pivot1:0 0.6 0; pivot2:0 -0.5 0;" position="0.5 -1 -4" radius="0.25" height="1"></a-cylinder>
</a-scene>
Property | Description | Default |
---|---|---|
type | distance , hinge , lock or point |
point |
body1 | first body to join | this one |
body2 | second body to join | null |
pivot1 | pivot point of first body | 0 0 0 |
pivot2 | pivot point of second body | 0 0 0 |
axis1 | axis of first body | 0 1 0 |
axis2 | axis of second body | 0 1 0 |
min | minimum distance between bodies | 0 |
max | maximum distance between bodies | 1 |
collision | connected bodies allowed to collide | true |
Method | Description |
---|---|
eval(expression) | Evaluate an expression in the worker, where world and joint refer to their native instances. |
Note: the eval
method depends on the specific physics engine that the worker is based on..