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

bvhecctrl

v0.0.18

Published

A simple bvh character controller for R3F

Downloads

515

Readme

🕹️ BVHEcctrl

Demo Preview

BVHEcctrl is a lightweight, plug-and-play character controller designed for react-three-fiber. It requires no physics engine, and utilizes three-mesh-bvh for highly efficient, triangle-accurate collision detection and response.

🧠 Ideal for web-based 3D experiences such as games, interactive portfolios, and virtual worlds.


📸 Examples


✨ Features

  • No physics engine required
  • Fast BVH-based collision detection
  • Smooth floating capsule movement for stairs, slopes, and uneven surfaces
  • Built-in support for:
    • StaticCollider
    • KinematicCollider
    • InstancedStaticCollider

📦 Installation

npm install bvhecctrl

⚙️ How to Use

Step 1: Setup Keyboard Controls and Character Controller

import BVHEcctrl from "bvhecctrl";
import { KeyboardControls } from "@react-three/drei";

const keyboardMap = [
  { name: "forward", keys: ["ArrowUp", "KeyW"] },
  { name: "backward", keys: ["ArrowDown", "KeyS"] },
  { name: "leftward", keys: ["ArrowLeft", "KeyA"] },
  { name: "rightward", keys: ["ArrowRight", "KeyD"] },
  { name: "jump", keys: ["Space"] },
  { name: "run", keys: ["Shift"] },
];

return (
  <KeyboardControls map={keyboardMap}>
    <BVHEcctrl ref={ecctrlRef}>
      <CharacterModel />
    </BVHEcctrl>
  </KeyboardControls>
);

Step 2: Add Colliders to Your Map

import {
  StaticCollider,
  KinematicCollider,
  InstancedStaticCollider,
} from "bvhecctrl";

useFrame((_, delta) => {
  if (kinematicRef.current) kinematicRef.current.rotation.y += delta;
});

return (
  <>
    <StaticCollider>
      <MapModel />
    </StaticCollider>

    <KinematicCollider ref={kinematicRef}>
      <MapModel />
    </KinematicCollider>

    <InstancedStaticCollider>
      <InstancedMapModel />
    </InstancedStaticCollider>
  </>
);

Step 3: Handle Camera Movement

You can use any camera control system that fits your needs — such as <OrbitControls>, <PointerLockControls>, <CameraControls>, or your own custom setup. For smooth and flexible control, I highly recommend using <CameraControls> from @react-three/drei. It even offers built-in camera collision support.

Here’s a simple example using <CameraControls> to follow the character:

useFrame(() => {
  camControlRef.current.moveTo(
    ecctrlRef.current.group.position.x,
    ecctrlRef.current.group.position.y + 0.3,
    ecctrlRef.current.group.position.z,
    true
  );
});

🧱 BVHEcctrl Props

| Prop | Type | Default | Description | | ---------------------------- | ---------------------------------------- | ------------------ | ------------------------------------------------------------- | | debug | boolean | false | Enables visual debugging. | | colliderCapsuleArgs | [number, number, number, number] | [0.3, 0.6, 4, 8] | Capsule shape: [radius, height, capSegments, radialSegments]. | | paused | boolean | false | Freezes character physics and collision response. | | delay | number | 1.5 | Physics delay after initialization (in seconds). | | gravity | number | 9.81 | World gravity. | | fallGravityFactor | number | 4 | Multiplier to increase falling speed. | | maxFallSpeed | number | 50 | Maximum fall velocity cap. | | mass | number | 1 | Virtual mass, affects float behavior. | | sleepTimeout | number | 10 | Time before character enters sleep state when idle. | | slowMotionFactor | number | 1 | Global time scaling (e.g., 0.5 = half-speed). | | turnSpeed | number | 15 | Turn speed when changing direction. | | maxWalkSpeed | number | 3 | Max speed when walking. | | maxRunSpeed | number | 5 | Max speed when running. | | acceleration | number | 30 | Speed increase per second. | | deceleration | number | 20 | Speed decrease when input is released. | | counterAccFactor | number | 0.5 | Extra acceleration multiplier when changing direction. | | airDragFactor | number | 0.3 | Simulated drag while in air. | | jumpVel | number | 5 | Upward velocity when jumping. | | floatCheckType | "RAYCAST" | "SHAPECAST" | "BOTH" | BOTH | Able to switch between different float check type. | | maxSlope | number | 1 | Max walkable surface slope (in radians). | | floatHeight | number | 0.2 | Desired float height above ground. | | floatPullBackHeight | number | 0.25 | Additional distance below ground used to pull character down. | | floatSensorRadius | number | 0.12 | Radius of the sensor used to sense the ground. | | floatSpringK | number | 600 | Spring constant for floating. | | floatDampingC | number | 28 | Damping factor for float spring (prevents oscillation). | | collisionCheckIteration | number | 3 | Number of collision check per frame. | | collisionPushBackVelocity | number | 3 | Extra velocity applied to resolve penetration. | | collisionPushBackDamping | number | 0.1 | Damping applied to the pushback force. | | collisionPushBackThreshold | number | 0.005 | Minimum depth before pushback activates. |

🧱 Collider Component Props

| Prop | Type | Default | Description | | ----------------------- | --------- | ------------- | ------------------------------------------------------------ | | debug | boolean | false | Shows BVH bounds for debugging. | | debugVisualizeDepth | number | 10 | Depth level of BVH to visualize (debug only). | | restitution | number | 0.05 | Bounciness on impact. | | friction | number | 0.8 | Surface friction against character movement. | | excludeFloatHit | boolean | false | If true, this collider is ignored in float sensor checks. | | excludeCollisionCheck | boolean | false | If true, this collider is excluded from collision detection. | | BVHOptions | object | (see below) | Configuration for building the internal BVH tree. |

Default BVHOptions:

{
  strategy: SAH,
  verbose: false,
  setBoundingBox: true,
  maxDepth: 40,
  maxLeafTris: 10,
  indirect: false
}

🎮 Virtual Joystick and Button Integration

BVHEcctrl provides mobile-friendly UI components to control character movement and actions using touch input. Simply import and place <Joystick /> and <VirtualButton /> outside the <Canvas> component:

import { Joystick, VirtualButton } from "bvhecctrl";

<Joystick />

<VirtualButton
  id="run"
  label="RUN"
  buttonWrapperStyle={{ right: "100px", bottom: "40px" }}
/>

<VirtualButton
  id="jump"
  label="JUMP"
  buttonWrapperStyle={{ right: "40px", bottom: "100px" }}
/>

You can define additional components beyond the built-in "run" and "jump" ones, such as:

import { VirtualButton, useButtonStore } from "bvhecctrl";

<VirtualButton id="dance" />;

// Later access it in your logic
const { buttons } = useButtonStore.getState();
console.log(buttons.dance); // true or false

🧱 Joystick Component Props

| Prop | Type | Default | Description | | ---------------------- | --------------------- | ------- | --------------------------------- | | joystickMaxRadius | number | 50 | Maximum drag radius. | | joystickWrapperStyle | React.CSSProperties | - | CSS style for the outer wrapper. | | joystickBaseStyle | React.CSSProperties | - | CSS style for the joystick base. | | joystickKnobStyle | React.CSSProperties | - | CSS style for the draggable knob. |

🧱 VirtualButton Component Props

| Prop | Type | Default | Description | | -------------------- | --------------------- | ------- | --------------------------------------------------------- | | id | string | - | Unique ID to map to actions ("run" & "jump" are handled). | | label | string | - | Optional label text on the button. | | buttonWrapperStyle | React.CSSProperties | - | CSS style for the wrapper container. | | buttonCapStyle | React.CSSProperties | - | CSS style for the button cap. |

🧩 Extra Utilities

Accessing the Controller Ref:

// Access the character group (THREE.Group)
ecctrlRef.current.group;

// Access the character model (THREE.Group)
ecctrlRef.current.model;

// Reset current velocity to zero
ecctrlRef.current.resetLinVel();

// Add linear velocity directly
ecctrlRef.current.addLinVel(THREE.Vector3);

// Set linear velocity directly
ecctrlRef.current.setLinVel(THREE.Vector3);

// Set character movement, can have one or more inputs
ecctrlRef.current.setMovement({
  forward: boolean,
  backward: boolean,
  leftward: boolean,
  rightward: boolean,
  joystick: { x: number; y: number },
  run: boolean,
  jump: boolean,
});

Read-only Character Status:

import { characterStatus } from "bvhecctrl";

characterStatus.position; // THREE.Vector3
characterStatus.linvel; // THREE.Vector3
characterStatus.quaternion; // THREE.Quaternion
characterStatus.inputDir; // THREE.Vector3
characterStatus.movingDir; // THREE.Vector3
characterStatus.isOnGround; // boolean
characterStatus.isOnMovingPlatform; // boolean
characterStatus.animationStatus; // "IDLE" | "WALK" | "RUN" | "JUMP_START" | "JUMP_IDLE" | "JUMP_FALL" | "JUMP_LAND"

Accessing Character Animation Status (global store)

// You can track the current animation state of the character using the global animation store
import { useAnimationStore } from "bvhecctrl";

const animationStatus = useAnimationStore((state) => state.animationStatus); // "IDLE" | "WALK" | "RUN" | "JUMP_START" | "JUMP_IDLE" | "JUMP_FALL" | "JUMP_LAND"

// This value updates reactively and can be used in a useEffect:
useEffect(() => {
  console.log("Animation changed to:", animationStatus);
}, [animationStatus]);

💰 Support This Project

If you find BVHEcctrl helpful, please consider supporting the project.

Your support means a lot and will help me dedicate more time to development, improvements, and documentation.

Every bit of support helps! Whether it’s a donation, a star, or simply sharing the project. Thank you for helping me keep this project moving forward! 🙏

💡 What Add-ons Would You Like to See?

I’m considering offering additional features or paid extensions.
If you're interested, feel free to vote or leave feedback:

  • A vanilla three.js version of BVHEcctrl
  • Custom gravity support (move on spheres)
  • Tutorials on building this controller from scratch
  • More experimental features and playground demos

💬 Leave your thoughts on GitHub or join the discussion on the pmndrs Discord.