threejs-physics
Skill13 starsChanged 7 months agoMITView on GitHub
Integrates physics engines with Three.js — cannon-es, Rapier (WASM), and Ammo.js. Covers rigid bodies, constraints, collision detection, character controllers, and physics-visual sync. Use when the user asks about physics, collisions, rigid bodies, gravity, constraints, joints, or physics simulation. Trigger keywords: physics, cannon-es, rapier, ammo.js, rigid body, collision, gravity, constraint, character controller.
- Installs packages
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 181
Don't use Trimesh for dynamic bodies in cannon-es — only static.
≈ “Common” is an estimate: at least 1 in 5 of the 308,232 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Three.js Physics
cannon-es (simplest, JavaScript)
npm install cannon-esSee CANNON.md for complete reference.
import * as CANNON from "cannon-es";
// 1. Physics world
const world = new CANNON.World({ gravity: new CANNON.Vec3(0, -9.81, 0) });
world.broadphase = new CANNON.NaiveBroadphase();
world.solver.iterations = 10;
// 2. Ground (static)
const groundBody = new CANNON.Body({ mass: 0 }); // mass 0 = static
groundBody.addShape(new CANNON.Plane());
groundBody.quaternion.setFromEuler(-Math.PI / 2, 0, 0);
world.addBody(groundBody);
// 3. Box (dynamic)
const boxBody = new CANNON.Body({
mass: 1,
position: new CANNON.Vec3(0, 5, 0),
shape: new CANNON.Box(new CANNON.Vec3(0.5, 0.5, 0.5)), // half-extents
});
world.addBody(boxBody);
// 4. Sync Three.js mesh to physics body
const boxMesh = new THREE.Mesh(
new THREE.BoxGeometry(1, 1, 1),
new THREE.MeshStandardMaterial(),
);
scene.add(boxMesh);
// 5. Render loop — step world, sync visuals
const fixedTimeStep = 1 / 60;
const maxSubSteps = 3;
const clock = new THREE.Clock();
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
world.step(fixedTimeStep, delta, maxSubSteps);
// Sync mesh to body
boxMesh.position.copy(boxBody.position);
boxMesh.quaternion.copy(boxBody.quaternion);
renderer.render(scene, camera);
}Rapier (WASM, most accurate)
npm install @dimforge/rapier3d-compatSee RAPIER.md for complete reference.
import RAPIER from "@dimforge/rapier3d-compat";
await RAPIER.init(); // WASM init — must await before use
const world = new RAPIER.World({ x: 0, y: -9.81, z: 0 });
// Ground
const groundDesc = RAPIER.RigidBodyDesc.fixed();
const groundBody = world.createRigidBody(groundDesc);
const groundCollider = world.createCollider(
RAPIER.ColliderDesc.cuboid(10, 0.1, 10),
groundBody,
);
// Dynamic box
const boxDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(0, 5, 0);
const boxBody = world.createRigidBody(boxDesc);
const boxCollider = world.createCollider(
RAPIER.ColliderDesc.cuboid(0.5, 0.5, 0.5),
boxBody,
);
// Sync in loop
function animate() {
requestAnimationFrame(animate);
world.step();
const pos = boxBody.translation();
const rot = boxBody.rotation();
boxMesh.position.set(pos.x, pos.y, pos.z);
boxMesh.quaternion.set(rot.x, rot.y, rot.z, rot.w);
renderer.render(scene, camera);
}cannon-es: Common Shapes
new CANNON.Sphere(radius);
new CANNON.Box(new CANNON.Vec3(hw, hh, hd)); // half-extents
new CANNON.Plane(); // infinite flat plane
new CANNON.Cylinder(rTop, rBottom, height, segments);
new CANNON.Trimesh(vertices, indices); // concave — expensive
new CANNON.ConvexPolyhedron(points, faces); // convex — preferred for custom
new CANNON.Heightfield(data, { elementSize: 1 }); // terraincannon-es: Constraints & Joints
// Lock two bodies together at a point
const constraint = new CANNON.PointToPointConstraint(
bodyA,
new CANNON.Vec3(0, 0.5, 0),
bodyB,
new CANNON.Vec3(0, -0.5, 0),
);
world.addConstraint(constraint);
// Hinge (door, wheel)
const hinge = new CANNON.HingeConstraint(bodyA, bodyB, {
pivotA: new CANNON.Vec3(0.5, 0, 0),
pivotB: new CANNON.Vec3(-0.5, 0, 0),
axisA: new CANNON.Vec3(0, 1, 0),
axisB: new CANNON.Vec3(0, 1, 0),
});
world.addConstraint(hinge);
// Lock constraint (weld)
const lock = new CANNON.LockConstraint(bodyA, bodyB);
world.addConstraint(lock);cannon-es: Collision Events
boxBody.addEventListener("collide", (event) => {
const contact = event.contact;
const velocity = contact.getImpactVelocityAlongNormal();
if (Math.abs(velocity) > 1.5) {
playImpactSound();
}
});cannon-es: Materials & Friction
const iceMaterial = new CANNON.Material("ice");
const groundMaterial = new CANNON.Material("ground");
const iceGroundContact = new CANNON.ContactMaterial(
iceMaterial,
groundMaterial,
{ friction: 0.0, restitution: 0.3 }, // restitution = bounciness
);
world.addContactMaterial(iceGroundContact);
boxBody.material = iceMaterial;
groundBody.material = groundMaterial;Common Gotchas
- cannon-es
Boxuses half-extents —new CANNON.Box(new CANNON.Vec3(0.5, 0.5, 0.5))for a 1×1×1 cube - Rapier must be
await RAPIER.init()before any use — WASM needs to load mass: 0in cannon-es = static body (never moves)world.step(fixedTimeStep, delta, maxSubSteps)— use fixed step for determinism- Don't use
Trimeshfor dynamic bodies in cannon-es — only static. UseConvexPolyhedroninstead. - Sync mesh quaternion as
mesh.quaternion.copy(body.quaternion)— both use the same XYZW format - Rapier
cuboidalso uses half-extents:ColliderDesc.cuboid(0.5, 0.5, 0.5)for 1×1×1
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 1
- FkennedyFox/claude-skills★ 0100% same
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository15 other files it gives its agents.
- AGENTS.mdAGENTS.md
- skills/llms.txtllms.txt
- threejs-animationSkill
- threejs-audioSkill
- threejs-cameraSkill
- threejs-coreSkill
- threejs-geometrySkill
- threejs-lightingSkill
- threejs-loadersSkill
- threejs-materialsSkill
- threejs-performanceSkill
- threejs-postprocessingSkill
- threejs-reactSkill
- threejs-shadersSkill
- threejs-xrSkill
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