Physics Integration in Three.js: Canon.js, Rapier.js, Ammo.js

Description:

Three.js does not have built-in physics, but can integrate seamlessly with libraries like:

  • Cannon.js / cannon-es (lightweight, good for rigid bodies and VR).
  • Ammo.js (Bullet-based, accurate but heavier).
  • Rapier.js (WASM-based, high performance for complex interactions).

Physics simulation includes rigid bodies, constraints, raycasting, vehicle physics, collision detection, and more.

When integrating physics:

  • Use THREE.BufferGeometryUtils.mergeVertices() for mesh optimization.
  • Sync physics body and Three.js mesh via mesh.position.copy(body.position) on each frame.
  • Use ConvexPolyhedron or Trimesh for accurate mesh shapes.

Use Cases:

  • VR education platforms with robot assembly and simulations.
  • Interactive scenes with hoverboards, elevators, or vehicles.
  • Multiplayer physics-based games.

Advantages:

  • Enables real-world interactions and simulations.
  • Rapier.js and Ammo.js are optimized for large physics scenes.
  • Syncs well with animations, XR controls, and player controllers.

Limitations:

  • Physics sync adds CPU load in real-time.
  • Requires careful timestep and update strategy (fixed vs delta-based).
  • Trimesh shapes are expensive; should be used sparingly.

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