Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learn Three.js

You're reading from   Learn Three.js Program 3D animations and visualizations for the web with JavaScript and WebGL

Arrow left icon
Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Length 554 pages
Edition 4th Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
Arrow right icon
View More author details
Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Getting Up and Running
2. Chapter 1: Creating Your First 3D Scene with Three.js FREE CHAPTER 3. Chapter 2: The Basic Components that Make up a Three.js Application 4. Chapter 3: Working with Light Sources in Three.js 5. Part 2: Working with the Three.js Core Components
6. Chapter 4: Working with Three.js Materials 7. Chapter 5: Learning to Work with Geometries 8. Chapter 6: Exploring Advanced Geometries 9. Chapter 7: Points and Sprites 10. Part 3: Particle Clouds, Loading and Animating Models
11. Chapter 8: Creating and Loading Advanced Meshes and Geometries 12. Chapter 9: Animation and Moving the Camera 13. Chapter 10: Loading and Working with Textures 14. Part 4: Post-Processing, Physics, and Sounds
15. Chapter 11: Render Postprocessing 16. Chapter 12: Adding Physics and Sounds to Your Scene 17. Chapter 13: Working with Blender and Three.js 18. Chapter 14: Three.js Together with React, TypeScript, and Web-XR 19. Index 20. Other Books You May Enjoy

Using joints to limit the movement of objects

Up until now, we’ve seen some basic physics in action. We’ve seen how various shapes respond to gravity, friction, and restitution, and how this affects collision. Rapier also provides advanced constructs that allow you to limit the movement of your objects. In Rapier, these objects are called joints. The following list gives an overview of the joints that are available in Rapier:

  • Fixed joint: A fixed joint makes sure that two bodies don’t move relative to one another. This means that the distance and rotation between these two objects will always be the same.
  • Spherical joint: A spherical joint makes sure that the distance between two bodies stays the same. The bodies, however, can move around one another on all three axes.
  • Revolute joint: With this joint, the distance between the two bodies stays the same, and they are allowed to rotate on a single axis – for instance, a steering wheel, which...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime