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  1. The testscene simulate the situation, where the ball never stop!? I think we can solve it with the Brownian Motion in intensity and tween or easing type http://easings.net/en, http://www.greensock.com/gsap-js/ 3dDemo More infos: http://de.wikipedia.org/wiki/1/f%C2%B2-Rauschen http://en.wikipedia.org/wiki/Brownian_noise http://en.wikipedia.org/wiki/Brownian_motion Testscene: <!DOCTYPE html><html xmlns="http://www.w3.org/1999/xhtml"><head><title>BABYLON - physics</title> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link rel="stylesheet" href="lib/css/babylon.css"> <script src="lib/js/babylon.1.9.0.js"></script> <script src="lib/js/hand.js"></script> <script src="lib/js/stats.js"></script> <script src="lib/js/cannon.js"></script> <script type="text/javascript">window.onload=function(){ this.canvas = document.getElementById("webgl"); if (!BABYLON.Engine.isSupported()){window.alert('Your browser do not support WebGL'); }else{ var engine = new BABYLON.Engine(canvas,true); scene = createScene(engine); scene.activeCamera.attachControl(canvas); engine.runRenderLoop(function(){ scene.render(); stats(scene,"stats"); // call the statistics }); this.addEventListener("resize", function () { engine.resize(); }); } };var createScene= function (engine){ var scene = new BABYLON.Scene(engine); var camera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(0, 3, -40), scene); camera.position.y = -12; camera.checkCollisions = true; camera.applyGravity = true; var light = new BABYLON.DirectionalLight("dir02", new BABYLON.Vector3(0.2, -1, 0), scene); light.position = new BABYLON.Vector3(0, 80, 0); var materialAmiga = new BABYLON.StandardMaterial("amiga", scene); materialAmiga.diffuseTexture = new BABYLON.Texture("lib/media/amiga.jpg", scene); materialAmiga.emissiveColor = new BABYLON.Color3(0.5, 0.5, 0.5); materialAmiga.diffuseTexture.uScale = 5; materialAmiga.diffuseTexture.vScale = 5; var materialAmiga2 = new BABYLON.StandardMaterial("amiga", scene); materialAmiga2.diffuseTexture = new BABYLON.Texture("lib/media/ground.jpg", scene); materialAmiga2.emissiveColor = new BABYLON.Color3(0.5, 0.5, 0.5); var box = BABYLON.Mesh.CreateBox("Box", 10, scene); box.position.x = -8; box.material = materialAmiga2; box.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(0, .21, .43); var sphere = BABYLON.Mesh.CreateSphere("Sphere", 9, 10.0, scene); sphere.position.x = 6; sphere.material = materialAmiga; var ground = BABYLON.Mesh.CreatePlane("Plane", 164.0, scene); ground.material = materialAmiga2; ground.position.y = -30; ground.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(0, Math.PI/2, 0); // Physics scene.enablePhysics(); scene.setGravity(new BABYLON.Vector3(0, -98.1, 0)); sphere.setPhysicsState({ impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 1, }); box.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 5 }); ground.setPhysicsState({ impostor: BABYLON.PhysicsEngine.BoxImpostor, mass: 0, friction: 1, restitution: 0.1 }) return scene; };</script></head><body> <canvas id="webgl"></canvas></body></html>
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