JoltPhysics

Can be used to include Jolt as a Physics engine into three.js apps. The API can be initialized via:

The component automatically imports Jolt from a CDN so make sure to use the component with an active Internet connection.

Code Example

const physics = await JoltPhysics();

Import

JoltPhysics is an addon, and must be imported explicitly, see Installation#Addons.

import { JoltPhysics } from 'three/addons/physics/JoltPhysics.js';

Methods

.addMesh( mesh : Mesh, mass : number, restitution : number )

Adds the given mesh to this physics simulation.

mesh

The mesh to add.

mass

The mass in kg of the mesh.

Default is 0.

restitution

The restitution of the mesh, usually from 0 to 1. Represents how "bouncy" objects are when they collide with each other.

Default is 0.

.addScene( scene : Object3D )

Adds the given scene to this physics simulation. Only meshes with a physics object in their Object3D#userData field will be honored. The object can be used to store the mass and restitution of the mesh. E.g.:

box.userData.physics = { mass: 1, restitution: 0 };
scene

The scene or any type of 3D object to add.

.setMeshPosition( mesh : Mesh, position : Vector3, index : number )

Set the position of the given mesh which is part of the physics simulation. Calling this method will reset the current simulated velocity of the mesh.

mesh

The mesh to update the position for.

position

The new position.

index

If the mesh is instanced, the index represents the instanced ID.

Default is 0.

Source

examples/jsm/physics/JoltPhysics.js