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Threejs Impl Physics

skill-impertio-studio-three-js-claude-skill-package-threejs-impl-physics · by Impertio-Studio

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Install

$ agentstack add skill-impertio-studio-three-js-claude-skill-package-threejs-impl-physics

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No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

threejs-impl-physics

Quick Reference

Engine Selection Decision Tree

| Criterion | cannon-es | Rapier | |-----------|-----------|--------| | Scene size | 100 bodies. Use cannon-es for prototyping and simple scenes.

Critical Warnings

NEVER forget to call world.step() in the animation loop — physics bodies will NOT move without it.

NEVER use mesh.position.copy(body.position) with Rapier — Rapier returns plain {x, y, z} objects, NOT CANNON.Vec3. ALWAYS use mesh.position.set(pos.x, pos.y, pos.z).

NEVER use Rapier APIs before await RAPIER.init() completes — ALL Rapier classes are undefined until WASM loads.

NEVER use Trimesh / trimesh colliders on dynamic bodies — triangle meshes are STATIC only in both engines. Use ConvexPolyhedron / convexHull for dynamic concave geometry.

NEVER create physics bodies without corresponding Three.js meshes unless intentionally creating invisible colliders — orphaned bodies waste simulation budget.


cannon-es

World Setup

import * as CANNON from 'cannon-es';

const world = new CANNON.World();
world.gravity.set(0, -9.82, 0);
world.broadphase = new CANNON.SAPBroadphase(world);
world.solver.iterations = 10;
world.allowSleep = true;

ALWAYS set world.allowSleep = true — sleeping bodies skip simulation and dramatically improve performance.

ALWAYS use SAPBroadphase for scenes with > 20 bodies. NaiveBroadphase is O(n^2).

Body Types

| Type | Mass | Behavior | |------|------|----------| | CANNON.Body.DYNAMIC | > 0 | Affected by forces and collisions | | CANNON.Body.STATIC | 0 | Immovable, infinite mass | | CANNON.Body.KINEMATIC | 0 | Moved programmatically, pushes dynamic bodies |

const body = new CANNON.Body({
  mass: 5,
  position: new CANNON.Vec3(0, 10, 0),
  shape: new CANNON.Box(new CANNON.Vec3(1, 1, 1)), // half-extents
  linearDamping: 0.01,
  angularDamping: 0.01,
});
world.addBody(body);

Shape Types

| Shape | Constructor | Notes | |-------|------------|-------| | Box | new CANNON.Box(halfExtents: Vec3) | Axis-aligned box | | Sphere | new CANNON.Sphere(radius) | Cheapest collision shape | | Cylinder | new CANNON.Cylinder(rTop, rBottom, height, segments) | Cylinder | | Plane | new CANNON.Plane() | Infinite ground plane | | ConvexPolyhedron | new CANNON.ConvexPolyhedron({vertices, faces}) | Custom convex hull | | Trimesh | new CANNON.Trimesh(vertices, indices) | STATIC only | | Heightfield | new CANNON.Heightfield(data, {elementSize}) | Terrain | | Particle | new CANNON.Particle() | Point particle |

Materials and Contacts

const groundMat = new CANNON.Material('ground');
const ballMat = new CANNON.Material('ball');
const contact = new CANNON.ContactMaterial(groundMat, ballMat, {
  friction: 0.4,
  restitution: 0.6,
});
world.addContactMaterial(contact);

// Assign materials to bodies
groundBody.material = groundMat;
ballBody.material = ballMat;

ALWAYS assign materials to bodies after creating ContactMaterial — without assignment, the ContactMaterial has NO effect.

Constraints

| Constraint | Constructor | Use Case | |-----------|------------|----------| | PointToPointConstraint | (bodyA, pivotA, bodyB, pivotB) | Ball joint | | DistanceConstraint | (bodyA, bodyB, distance) | Fixed distance rod | | HingeConstraint | (bodyA, bodyB, {pivotA, axisA, pivotB, axisB}) | Door hinge | | LockConstraint | (bodyA, bodyB) | Rigid lock | | ConeTwistConstraint | (bodyA, bodyB, options) | Ragdoll joints | | Spring | (bodyA, bodyB, options) | Damped spring |

const hinge = new CANNON.HingeConstraint(bodyA, bodyB, {
  pivotA: new CANNON.Vec3(0, 0, 0),
  axisA: new CANNON.Vec3(0, 1, 0),
  pivotB: new CANNON.Vec3(-2, 0, 0),
  axisB: new CANNON.Vec3(0, 1, 0),
});
world.addConstraint(hinge);

Events

body.addEventListener('collide', (event) => {
  const { contact } = event;
  // contact.ni = contact normal
  // contact.ri = contact point relative to bodyA
  // contact.rj = contact point relative to bodyB
});
body.addEventListener('sleep', () => { /* body went to sleep */ });
body.addEventListener('wakeup', () => { /* body woke up */ });

Stepping

// ALWAYS use three-argument step for deterministic simulation
const fixedTimeStep = 1 / 60;
const maxSubSteps = 3;

function animate() {
  const delta = clock.getDelta();
  world.step(fixedTimeStep, delta, maxSubSteps);
}

Rapier

WASM Initialization

import RAPIER from '@dimforge/rapier3d-compat';

await RAPIER.init(); // MUST await — ALL APIs undefined before this resolves

const gravity = { x: 0.0, y: -9.81, z: 0.0 };
const world = new RAPIER.World(gravity);

ALWAYS wrap Rapier usage in an async function or top-level await. Calling ANY Rapier constructor before init() resolves throws a runtime error.

RigidBody Creation (Builder Pattern)

// Dynamic body
const bodyDesc = RAPIER.RigidBodyDesc.dynamic()
  .setTranslation(0, 10, 0)
  .setLinvel(0, 0, 0)
  .setAngvel({ x: 0, y: 0, z: 0 })
  .setLinearDamping(0.01)
  .setAngularDamping(0.01)
  .setCcdEnabled(true);
const rigidBody = world.createRigidBody(bodyDesc);

// Static body
const staticDesc = RAPIER.RigidBodyDesc.fixed().setTranslation(0, 0, 0);
const staticBody = world.createRigidBody(staticDesc);

// Kinematic (position-based)
const kinDesc = RAPIER.RigidBodyDesc.kinematicPositionBased();
const kinBody = world.createRigidBody(kinDesc);

// Kinematic (velocity-based)
const kinVelDesc = RAPIER.RigidBodyDesc.kinematicVelocityBased();

Collider Shapes

const colliderDesc = RAPIER.ColliderDesc.cuboid(1, 1, 1)
  .setRestitution(0.5)
  .setFriction(0.7);
world.createCollider(colliderDesc, rigidBody);

| Shape | Constructor | Notes | |-------|------------|-------| | ColliderDesc.cuboid(hx, hy, hz) | Box half-extents | Most common | | ColliderDesc.ball(radius) | Sphere | Cheapest shape | | ColliderDesc.capsule(halfHeight, radius) | Capsule | Good for characters | | ColliderDesc.cylinder(halfHeight, radius) | Cylinder | | | ColliderDesc.cone(halfHeight, radius) | Cone | | | ColliderDesc.convexHull(vertices) | Convex hull | From Float32Array | | ColliderDesc.trimesh(vertices, indices) | Triangle mesh | STATIC only | | ColliderDesc.heightfield(nrows, ncols, heights, scale) | Terrain | | | ColliderDesc.roundCuboid(hx, hy, hz, borderRadius) | Rounded box | |

Ray Casting

const ray = new RAPIER.Ray({ x: 0, y: 10, z: 0 }, { x: 0, y: -1, z: 0 });
const hit = world.castRay(ray, 100, true);
if (hit) {
  const hitPoint = ray.pointAt(hit.timeOfImpact);
  const hitCollider = world.getCollider(hit.colliderHandle);
}

CCD (Continuous Collision Detection)

ALWAYS enable CCD on fast-moving bodies to prevent tunneling through thin geometry:

const desc = RAPIER.RigidBodyDesc.dynamic().setCcdEnabled(true);

Collision Events

const eventQueue = new RAPIER.EventQueue(true);
world.step(eventQueue);

eventQueue.drainCollisionEvents((handle1, handle2, started) => {
  // started === true: collision began
  // started === false: collision ended
});

eventQueue.drainContactForceEvents((event) => {
  const force = event.totalForceMagnitude();
});

Debug Rendering

const { vertices, colors } = world.debugRender();
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
geometry.setAttribute('color', new THREE.Float32BufferAttribute(colors, 4));
const material = new THREE.LineBasicMaterial({ vertexColors: true });
const lines = new THREE.LineSegments(geometry, material);
scene.add(lines);

Three.js Sync Pattern

cannon-es Sync

// Store body-mesh pairs
const pairs = [];

function addPhysicsObject(mesh, body) {
  scene.add(mesh);
  world.addBody(body);
  pairs.push({ mesh, body });
}

function updatePhysics(delta) {
  world.step(1 / 60, delta, 3);
  for (const { mesh, body } of pairs) {
    mesh.position.copy(body.position);       // Vec3 → Vector3 (compatible)
    mesh.quaternion.copy(body.quaternion);    // Quaternion → Quaternion (compatible)
  }
}

cannon-es Vec3 and Quaternion are directly compatible with Three.js .copy().

Rapier Sync

const pairs = [];

function addPhysicsObject(mesh, rigidBody) {
  scene.add(mesh);
  pairs.push({ mesh, rigidBody });
}

function updatePhysics() {
  world.step();
  for (const { mesh, rigidBody } of pairs) {
    const pos = rigidBody.translation();   // returns {x, y, z}
    const rot = rigidBody.rotation();      // returns {x, y, z, w}
    mesh.position.set(pos.x, pos.y, pos.z);
    mesh.quaternion.set(rot.x, rot.y, rot.z, rot.w);
  }
}

NEVER use .copy() with Rapier return values — they are plain objects, NOT Three.js types.


React Three Fiber Integration

@react-three/rapier

import { Physics, RigidBody } from '@react-three/rapier';

function Scene() {
  return (
    
      
        
          
          
        
      
      
        
          
          
        
      
    
  );
}

@react-three/cannon

import { Physics, useBox, useSphere } from '@react-three/cannon';

function Floor() {
  const [ref] = useBox(() => ({ mass: 0, args: [20, 1, 20], position: [0, -1, 0] }));
  return (
    
      
      
    
  );
}

Performance Comparison

| Feature | cannon-es | Rapier | |---------|-----------|--------| | Language | JavaScript | Rust compiled to WASM | | Real-time bodies | ~1,000 | ~10,000+ | | Bundle size | ~100 KB | ~300–600 KB | | CCD | Limited | Full support | | Deterministic | No | Yes (cross-platform) | | Debug rendering | Manual | Built-in world.debugRender() | | API style | Constructor-based | Builder pattern |


Reference Links

  • [references/methods.md](references/methods.md) — API signatures for cannon-es and Rapier
  • [references/examples.md](references/examples.md) — Working integration examples
  • [references/anti-patterns.md](references/anti-patterns.md) — Common physics mistakes and fixes

Official Sources

  • https://pmndrs.github.io/cannon-es/docs/
  • https://rapier.rs/docs/userguides/javascript/gettingstarted
  • https://github.com/pmndrs/react-three-rapier
  • https://github.com/pmndrs/use-cannon

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.