npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2026 – Pkg Stats / Ryan Hefner

@orillusion/physics-rapier

v0.1.0

Published

Orillusion Physics Plugin, Powered by Rapier (Rust → WASM).

Readme

@orillusion/physics-rapier

Rapier-backed physics plugin for Orillusion (WebGPU engine).

Independent of @orillusion/physics (which uses Bullet/ammo). Both packages can coexist in one project — physics-rapier is the recommended path for new work; physics remains supported for soft-body cases until a GPU XPBD plugin ships.

Why Rapier

| | @orillusion/physics (ammo) | @orillusion/physics-rapier | |---|---|---| | Backend | Bullet 2.x via Emscripten asm.js | Rapier (Rust → WASM) | | Bundle size | ~1.95 MB | ~600 KB (compat) | | TypeScript | Community .d.ts | Official .d.ts | | Determinism | No | Yes | | Public raycast / sweep / overlap | Missing | PhysicsQuery.* | | Character controller | Missing | CharacterController | | Vehicle | Bare btRaycastVehicle | VehicleController | | Soft body | Yes (cloth, rope) | No (use ammo, or future XPBD) | | Snapshots / replay | Partial | Physics.snapshot/restore |

Quick start

import { Engine3D, Object3D, MeshRenderer, BoxGeometry, LitMaterial, Vector3 } from '@orillusion/core';
import { Physics, Rigidbody, BodyType, CollisionShapeUtil } from '@orillusion/physics-rapier';

await Physics.init();
const engine = await Engine3D.init({ renderLoop: () => Physics.update() });

const cube = new Object3D();
cube.y = 5;
const mr = cube.addComponent(MeshRenderer);
mr.geometry = new BoxGeometry(1, 1, 1);
mr.material = new LitMaterial();

const rb = cube.addComponent(Rigidbody);
rb.bodyType = BodyType.Dynamic;
rb.mass = 1;
rb.shape = CollisionShapeUtil.createBoxShape(cube, new Vector3(1, 1, 1));

Module map

| Path | Class | Purpose | |---|---|---| | Physics | Physics (singleton) | World, step, snapshot, gravity | | rigidbody/Rigidbody | Rigidbody | Dynamic/Static/Kinematic body component | | rigidbody/RigidbodyEnum | BodyType | Body kind enum | | shape/CollisionShapeUtil | CollisionShapeUtil | Box / Sphere / Capsule / Cylinder / Cone / Plane / ConvexHull / Trimesh / Heightfield / Compound | | joint/HingeJoint | HingeJoint | 1 angular DOF (revolute) | | joint/SliderJoint | SliderJoint | 1 linear DOF (prismatic) | | joint/FixedJoint | FixedJoint | All 6 DOFs locked | | joint/SphericalJoint | SphericalJoint | Ball-and-socket (replaces P2P + ConeTwist) | | joint/GenericJoint | GenericJoint | 6-DOF, axis mask | | joint/RopeJoint | RopeJoint | Max distance constraint | | joint/SpringJoint | SpringJoint | Hooke's law spring | | character/CharacterController | CharacterController | Kinematic character with slope/step/snap | | vehicle/VehicleController | VehicleController | Raycast vehicle (chassis + N wheels) | | query/PhysicsQuery | PhysicsQuery | raycast / raycastAll / sweep / overlap / closestPoint | | debug/PhysicsDebugDrawer | PhysicsDebugDrawer | Live wireframe via Graphic3D | | utils/PhysicsDragger | PhysicsDragger | Mouse drag for dynamic bodies | | utils/TempPhyMath | TempPhyMath | Vector3/Quaternion ↔ Rapier POJO helpers |

Triggers and events

const sensor = obj.addComponent(Rigidbody);
sensor.bodyType = BodyType.Static;
sensor.shape = CollisionShapeUtil.createBoxShape(obj, new Vector3(2, 2, 2));
sensor.isSensor = true;        // must be set before start()
sensor.enableEvents = true;    // must be set before start()
sensor.onTriggerEnter = (other) => console.log('entered', other.object3D.name);
sensor.onTriggerExit  = (other) => console.log('left',    other.object3D.name);

// On a dynamic body, the same flag plus contact callbacks:
const rb = body.addComponent(Rigidbody);
rb.enableEvents = true;
rb.onContactBegin = (other) => { /* one-shot */ };
rb.onContactStay  = (other) => { /* every frame while touching */ };
rb.onContactEnd   = (other) => { /* one-shot */ };

Queries

import { PhysicsQuery } from '@orillusion/physics-rapier';

const hit = PhysicsQuery.raycast(origin, dir, { maxDistance: 100 });
if (hit) console.log(hit.rigidbody, hit.point, hit.normal);

const overlapping = PhysicsQuery.overlap(
    CollisionShapeUtil.createBoxShape(obj, new Vector3(2, 2, 2)),
    pos, rot, { excludeSensors: true },
);

Snapshot / replay

const blob = Physics.snapshot();      // Uint8Array
// ... time passes ...
Physics.restore(blob);                // world rewound
// NOTE: engine-side Rigidbody bindings are not restored automatically.
// See samples/physics-rapier/Sample_RapierSnapshot.ts for the pattern.

Migration from @orillusion/physics (ammo)

For most projects:

- import { Physics, Rigidbody, ColliderComponent, BoxColliderShape, ... } from '@orillusion/physics';
+ import { Physics, Rigidbody, BodyType, CollisionShapeUtil } from '@orillusion/physics-rapier';

Behavioral differences:

| ammo | physics-rapier | |---|---| | rb.mass = 0 for static | rb.bodyType = BodyType.Static (or mass = 0, both work) | | ColliderComponent + BoxColliderShape | rb.shape = CollisionShapeUtil.createBoxShape(obj) (no separate collider component) | | setCcdMotionThreshold(t) + setCcdSweptSphereRadius(r) | rb.enableCcd(true) | | setLinearFactor(x, y, z) | rb.lockTranslations(x === 0, y === 0, z === 0) | | Physics.world.rayTest(...) (private) | PhysicsQuery.raycast(origin, dir, { ... }) | | Ammo.btRaycastVehicle raw API | VehicleController component | | Soft body (ClothSoftbody, RopeSoftbody) | NOT SUPPORTED — keep using @orillusion/physics | | Joints: HingeConstraint, SliderConstraint, ... | Renamed to HingeJoint, SliderJoint, ... | | PointToPointConstraint + ConeTwistConstraint | Both replaced by SphericalJoint | | Generic6DofConstraint + Generic6DofSpringConstraint | Replaced by GenericJoint (spring built-in) + SpringJoint |

Escape hatches

When you need a Rapier-only feature that the engine wrapper doesn't expose:

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

const native = rb.native;             // Rapier RigidBody
native.setEnabledRotations(true, false, true, true);

const world = Physics.world;          // Rapier World
world.integrationParameters.numSolverIterations = 8;

Touching .native or Physics.world opts out of cross-backend portability.

Roadmap

  • Done (P0–P2): rigid bodies, 7 joints, character, vehicle, queries, events, debug, dragger, snapshot, deterministic flag.
  • Future: Web Worker mode (Physics.init({ worker: true }) is API-stable; landing pending COOP/COEP infrastructure).
  • Future: GPU XPBD soft body / cloth / fluid as a separate @orillusion/physics-xpbd package.

License

MIT