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@threenative/physics

v0.1.0

Published

Thin Rapier physics bindings for ThreeNative games.

Readme

@threenative/physics

Godot-shaped physics nodes backed by Rapier: RigidBody3D, Area3D, CharacterBody3D, and CollisionShape3D.

Backend portability

Browser and desktop builds use Rapier WASM 0.19.3. Android and iOS builds select the ThreeNative runtime's native Rapier 0.30.0 adapter through the threenative-native export condition. Physics replays and snapshots are repeatable only within the exact pinned runtime that recorded them; they are not portable between web/desktop and mobile-native builds, Rapier versions, operating systems, or architectures.

world.raw, body.raw, collider.raw, and CollisionShape3D.raw are backend-specific. They expose Rapier objects on web and opaque handles on native, so code that uses raw is not portable. Per-frame movement belongs in PhysicsSimulation.step()'s reusable typed-array input; visible transforms are returned in bulk through readVisibleTransforms().