Fast Physics hooks for use with react-three-fiber.
Achieved by running the ammo.js physics library in a web-worker. Ammo itself is a WebAssembly wrapper around the powerful Bullet Physics engine. Data is synced with SharedArrayBuffers having minimal impact on the main thread.
yarn add use-ammojs
npm i use-ammojs
Built on top of three-ammo and its related work.
⚠️ Note that the codesandbox examples do not support SharedArrayBuffers due to missing cross-origin isolation and use regular ArrayBuffers as a fallback. Currently the debug-drawer has no ArrayBuffer fallback implemented and will not render anything.
use-cannon is great and a inspiration for this package, but it is missing features like soft-bodies and lacks performance in scenes with large triangle meshes. ammo.js is a direct wrapper around the powerful Bullet Physics engine, which solves these problems.
At the time of writing however use-cannon is more mature and great for most projects.
application/wasm
Content-Type in their own deployment. There should be a bundle available without the inlined wasm for that use-case.import { Physics } from "use-ammojs";
<Physics drawDebug>[...]</Physics>;
Automatically parse Shape parameters from the three Mesh (courtesy of three-to-ammo):
import { Box } from "@react-three/drei";
import { useRigidBody, ShapeType } from "use-ammojs";
import { Mesh } from "three";
function MyBox() {
// If you need a ref with a narrower type than Object3D, provide a generic argument here
const [ref] = useRigidBody<Mesh>(() => ({
mass: 1,
position: [0, 2, 4],
shapeType: ShapeType.BOX,
}));
return (
<Box ref={ref}>
<meshBasicMaterial attach="material" color="red" />
</Box>
);
}
or define Collision Shapes manually:
const [playerCapsuleRef] = useRigidBody(() => ({
bodyType: BodyType.DYNAMIC,
shapeType: ShapeType.CAPSULE,
angularFactor: new Vector3(0, 0, 0),
shapeConfig: {
fit: ShapeFit.MANUAL,
halfExtents: new Vector3(0.3, 0.6, 0.3),
},
}));
or add collisions to an imported gltf scene:
useRigidBody(
() => ({
shapeType: ShapeType.MESH,
bodyType: BodyType.STATIC,
}),
gltf.scene
);
const [ref] = useSoftBody(() => ({
type: SoftBodyType.TRIMESH,
}));
return (
<Sphere position={[0, 2, 7]} args={[1, 16, 16]} ref={ref}>
<meshPhysicalMaterial attach="material" color="blue" />
</Sphere>
);
TODO;
const { rayTest } = useAmmo();
[...]
const hits = await rayTest({
from: new Vector3(0, 5, 7),
to: new Vector3(0, -1, 7),
multiple: true
})
if (hits.length) {
console.log(hits[0].object.name, hits[0].hitPosition)
}
const [playerRef, api] = useRigidBody(() => ({
bodyType: BodyType.DYNAMIC,
shapeType: ShapeType.CAPSULE,
angularFactor: new Vector3(0, 0, 0),
shapeConfig: {
fit: ShapeFit.MANUAL,
halfExtents: new Vector3(0.3, 0.6, 0.3),
},
}));
function handleRespawn() {
api.setPosition(new Vector3(0, 0, 0));
api.setLinearVelocity(new Vector3(0, 0, 0));
}
<Physics />
Phyiscs Context. Use to wrap all physical objects within the same physics world.
<PhysicsStats />
Shows a stats.js panel with physics timing info. Use within a <Physics />
Context
const { rayTest } = useAmmo();
Utility funcionts available anywhere in the <Physics />
context.
const [ref, api] = useRigidBody();
const [ref, api] = useSoftBody();
To use SharedArrayBuffers
for better communication between the main-thread and the web-worker-thread, a cross-origin isolated environment is necessary in modern browsers.
This requires sending the following HTTP headers in the response of the main html document (Learn more):
Cross-Origin-Embedder-Policy: require-corp
Cross-Origin-Opener-Policy: same-origin
use-ammojs will fallback to using ArrayBuffers
and postMessage()
transfers if SharedArrayBuffers
are not available. This is not as bad as a full copy on each transfer, but it does not allow the data to be availble on both threads at the same time.
yarn link
in use-ammojs root directoryyarn link use-ammojs
in your project's directoryyarn start
in use-ammojs to start the development bundler