enzed/r3f-skills

r3f-physics

Add Rapier rigid bodies, colliders, forces, sensors, and joints to React Three Fiber.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/enzed/r3f-skills --skill r3f-physics

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

React Three Fiber physics

Check installed Fiber, React, and Rapier versions. Rapier 2 targets Fiber 9 / React 19; older projects need their compatible package line. Keep rendering and simulation ownership separate.

Falling and clickable body

Mount beneath Canvas with lighting. Physics loads WASM asynchronously; include Suspense. Cuboid collider arguments are half-extents, unlike BoxGeometry's full dimensions.

tsx
import { Suspense, useRef } from 'react'
import { CuboidCollider, Physics, RigidBody, type RapierRigidBody } from '@react-three/rapier'

function FallingBox() {
  const body = useRef<RapierRigidBody>(null)
  return (
    <RigidBody ref={body} position={[0, 2, 0]} colliders="cuboid" restitution={0.2}>
      <mesh name="physics-box" onClick={() => body.current?.applyImpulse({ x: 0, y: 3, z: 0 }, true)}>
        <boxGeometry />
        <meshStandardMaterial color="coral" />
      </mesh>
    </RigidBody>
  )
}

export default function Example() {
  return (
    <Suspense fallback={null}>
      <Physics timeStep={1 / 60}>
        <FallingBox />
        <RigidBody type="fixed" colliders={false}>
          <CuboidCollider args={[4, 0.25, 4]} position={[0, -0.25, 0]} />
          <mesh position={[0, -0.25, 0]}>
            <boxGeometry args={[8, 0.5, 8]} />
            <meshStandardMaterial color="slategray" />
          </mesh>
        </RigidBody>
      </Physics>
    </Suspense>
  )
}

Bodies and colliders

  • Dynamic bodies respond to forces. Fixed bodies represent static surfaces. Position-kinematic bodies use setNextKinematicTranslation/Rotation; velocity-kinematic bodies use linear/angular velocity setters.
  • Set initial transforms on RigidBody. Do not animate a simulated mesh's position in useFrame; the physics world remains authoritative and interpolation can overwrite it.
  • Prefer simple colliders or compound convex shapes. Use trimesh mainly for static concave environments; a hull closes holes and cannot preserve arbitrary concavity.
  • Set colliders={false} when supplying complete manual colliders, otherwise automatic colliders may be added as well. Collider sizes/transforms must match world scale; use debug rendering to inspect them.
  • Choose collider density/mass consistently and avoid accidental duplicate mass from overlapping auto/manual colliders.
  • For many repeated bodies, InstancedRigidBodies reduces rendering overhead, not the cost of simulating each body. Keep instance keys/transforms stable.

Forces and simulation time

  • An impulse is a one-time momentum change. A force persists until reset; repeated addForce calls accumulate. Do not add the same continuous force every render frame without an explicit force-management strategy.
  • Use useBeforePhysicsStep for input/forces that must align with simulation ticks. If a controller owns all user forces on a body, it can reset and reapply them per tick; coordinate with other force sources before resetting.
  • Kinematic targets should advance on physics steps. Teleporting with setTranslation is different from kinematic movement and can bypass expected collision response.
  • Prefer a fixed timestep for stable behavior. timeStep="vary" trades predictability for variable stepping; multiplying values by render delta does not make the physics deterministic.
  • For demand rendering, use Physics updateLoop="independent" so active bodies can request renders. A sleeping world should not force unnecessary rendering.
  • Let bodies sleep; explicitly wake them when applying actions that need it. Enable CCD for fast/small bodies when tunneling warrants its cost.

Events, sensors, and joints

  • Sensors report intersection enter/exit without contact response. Use sensor intersection events rather than expecting ordinary collision events.
  • Collision groups require compatible membership/filter masks on both colliders. Use interactionGroups instead of hand-building masks unless the format is needed.
  • Collision payloads may lack a rigidBodyObject for standalone colliders. Inspect the other collider/body safely; do not assume every hit is a named mesh.
  • Follow the installed Rapier callback restrictions. In contact-filter hooks, cache body state before the step rather than querying it during Rust's borrowed simulation state.
  • Joints connect body refs using local anchors and axes, not world coordinates. Check the hook's exact tuple shape for fixed, revolute, spherical, spring, or rope constraints.
  • Read controlled motion and joints for a step-aligned kinematic platform and correctly aligned hinge.
  • A collision-aware character controller is separate from moving a mesh or setting a dynamic body's position. Use the installed Rapier character-controller API and test stairs/slopes/grounding.
  • Restoring a world snapshot requires matching body creation/handle relationships; it is not a generic way to swap arbitrary scenes beneath existing React refs.

Verify

Check resting contact, collider alignment, impulses, sleeping/waking, and different render frame rates. Test sensor enter/exit, fast-body tunneling, and Strict Mode remounts for the paths used.

Sources

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