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@rzmps/rapier

v2.0.0

Published

Rapier physics engine extension for rzmps.

Readme

@rzmps/rapier

Rapier collision support for @rzmps/rzmps.

@rzmps/rapier allows particles using the @rzmps/rzmps Collision module to collide with bodies in an existing Rapier physics world.

It uses @dimforge/rapier3d-compat, which provides Rapier's official 3D JavaScript bindings with the WebAssembly binary embedded for broader bundler compatibility.

Installation

npm install @rzmps/rapier @dimforge/rapier3d-compat

@rzmps/rzmps, three, and @dimforge/rapier3d-compat are peer dependencies.

Usage

Initialize Rapier and create your world normally:

import RAPIER from "@dimforge/rapier3d-compat";
import { RapierCollisionBackend } from "@rzmps/rapier";
import { Collision } from "@rzmps/rzmps";

await RAPIER.init();

const world = new RAPIER.World({
  x: 0,
  y: -9.81,
  z: 0,
});

const collision = new Collision({
  backend: new RapierCollisionBackend({
    RAPIER,
    world,
  }),
});

The initialized RAPIER module should be the same module instance used to create the supplied World.

The backend does not create, step, or manage the Rapier simulation itself.

Particle impulses

If a particle has a non-zero mass, collisions can transfer momentum to dynamic Rapier rigid bodies.

initialValues: {
  mass: 0.1,
}

A mass of 0 disables rigid-body interaction and is the default.

Static and kinematic bodies are unaffected by particle impulses.