physics based hooks for react-three-fiber
npm install @react-three/cannon



yarn add @react-three/cannon
React hooks for cannon-es. Use this in combination with react-three-fiber.
- [x] Doesn't block the main thread, runs in a web worker
- [x] Supports instancing out of the box
- [x] Least amount of friction you'll ever experience with a physics rig ... 🙈
Check out all of our examples at https://cannon.pmnd.rs
The code for the examples lives in ../react-three-cannon-examples
1. Get all the imports that you need.
``jsx`
import { Physics, useBox, ... } from '@react-three/cannon'
2. Create a physics world.
`jsx`
3. Pick a shape that suits your objects contact surface, it could be a box, plane, sphere, etc. Give it a mass, too.
`jsx`
const [ref, api] = useBox(() => ({ mass: 1 }))
4. Take your object, it could be a mesh, line, gltf, anything, and tie it to the reference you have just received. Et voilà , it will now be affected by gravity and other objects inside the physics world.
`jsx`
5. You can interact with it by using the api, which lets you apply positions, rotations, velocities, forces and impulses.
`jsx`
useFrame(({ clock }) => api.position.set(Math.sin(clock.getElapsedTime()) * 5, 0, 0))
6. You can use the body api to subscribe to properties to get updates on each frame.
`jsx`
const velocity = useRef([0, 0, 0])
useEffect(() => {
const unsubscribe = api.velocity.subscribe((v) => (velocity.current = v))
return unsubscribe
}, [])
Let's make a cube falling onto a plane. You can play with a sandbox here.
`jsx
import { Canvas } from '@react-three/fiber'
import { Physics, usePlane, useBox } from '@react-three/cannon'
function Plane(props) {
const [ref] = usePlane(() => ({ rotation: [-Math.PI / 2, 0, 0], ...props }))
return (
)
}
function Cube(props) {
const [ref] = useBox(() => ({ mass: 1, position: [0, 5, 0], ...props }))
return (
)
}
ReactDOM.render(
,
document.getElementById('root'),
)
`
You can debug your scene using the cannon-es-debugger. This will show you how cannon "sees" your scene. Do not use this in production as it will pull in cannon-es a second time!
`jsx
import { Physics, Debug } from '@react-three/cannon'
ReactDOM.render(
,
document.getElementById('root'),
)
`
`typescript
function Physics({
allowSleep = false,
axisIndex = 0,
broadphase = 'Naive',
defaultContactMaterial = { contactEquationStiffness: 1e6 },
gravity = [0, -9.81, 0],
isPaused = false,
iterations = 5,
maxSubSteps = 10,
quatNormalizeFast = false,
quatNormalizeSkip = 0,
shouldInvalidate = true,
// Maximum amount of physics objects inside your scene
// Lower this value to save memory, increase if 1000 isn't enough
size = 1000,
solver = 'GS',
stepSize = 1 / 60,
tolerance = 0.001,
}: React.PropsWithChildren
function Debug({ color = 'black', scale = 1 }: DebugProps): JSX.Element
function usePlane(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useBox(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useCylinder(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useHeightfield(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useParticle(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useSphere(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useTrimesh(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useConvexPolyhedron(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useCompoundBody(
fn: GetByIndex
fwdRef?: React.Ref
deps?: React.DependencyList,
): Api
function useRaycastVehicle(
fn: () => RaycastVehicleProps,
fwdRef?: React.Ref
deps: React.DependencyList[] = [],
): [React.RefObject
function usePointToPointConstraint(
bodyA: React.Ref
bodyB: React.Ref
optns: PointToPointConstraintOpts,
deps: React.DependencyList = [],
): ConstraintApi
function useConeTwistConstraint(
bodyA: React.Ref
bodyB: React.Ref
optns: ConeTwistConstraintOpts,
deps: React.DependencyList = [],
): ConstraintApi
function useDistanceConstraint(
bodyA: React.Ref
bodyB: React.Ref
optns: DistanceConstraintOpts,
deps: React.DependencyList = [],
): ConstraintApi
function useHingeConstraint(
bodyA: React.Ref
bodyB: React.Ref
optns: HingeConstraintOpts,
deps: React.DependencyList = [],
): ConstraintApi
function useLockConstraint(
bodyA: React.Ref
bodyB: React.Ref
optns: LockConstraintOpts,
deps: React.DependencyList = [],
): ConstraintApi
function useSpring(
bodyA: React.Ref
bodyB: React.Ref
optns: SpringOptns,
deps: React.DependencyList = [],
): void
function useRaycastClosest(
options: RayOptions,
callback: (e: RayhitEvent) => void,
deps: React.DependencyList = [],
): void
function useRaycastAny(
options: RayOptions,
callback: (e: RayhitEvent) => void,
deps: React.DependencyList = [],
): void
function useRaycastAll(
options: RayOptions,
callback: (e: RayhitEvent) => void,
deps: React.DependencyList = [],
): void
function useContactMaterial(
materialA: MaterialOptions,
materialB: MaterialOptions,
options: ContactMaterialOptions,
deps: React.DependencyList = [],
): void
`
`typescript
type WorkerApi = {
[K in AtomicName]: AtomicApi
} & {
[K in VectorName]: VectorApi
} & {
applyForce: (force: Triplet, worldPoint: Triplet) => void
applyImpulse: (impulse: Triplet, worldPoint: Triplet) => void
applyLocalForce: (force: Triplet, localPoint: Triplet) => void
applyLocalImpulse: (impulse: Triplet, localPoint: Triplet) => void
applyTorque: (torque: Triplet) => void
quaternion: QuaternionApi
rotation: VectorApi
scaleOverride: (scale: Triplet) => void
sleep: () => void
wakeUp: () => void
}
interface PublicApi extends WorkerApi {
at: (index: number) => WorkerApi
}
type Api = [React.RefObject
type AtomicName =
| 'allowSleep'
| 'angularDamping'
| 'collisionFilterGroup'
| 'collisionFilterMask'
| 'collisionResponse'
| 'fixedRotation'
| 'isTrigger'
| 'linearDamping'
| 'mass'
| 'material'
| 'sleepSpeedLimit'
| 'sleepTimeLimit'
| 'userData'
type AtomicApi
set: (value: AtomicProps[K]) => void
subscribe: (callback: (value: AtomicProps[K]) => void) => () => void
}
type QuaternionApi = {
set: (x: number, y: number, z: number, w: number) => void
copy: ({ w, x, y, z }: Quaternion) => void
subscribe: (callback: (value: Quad) => void) => () => void
}
type VectorName = 'angularFactor' | 'angularVelocity' | 'linearFactor' | 'position' | 'velocity'
type VectorApi = {
set: (x: number, y: number, z: number) => void
copy: ({ x, y, z }: Vector3 | Euler) => void
subscribe: (callback: (value: Triplet) => void) => () => void
}
type ConstraintApi = [
React.RefObject
React.RefObject
{
enable: () => void
disable: () => void
},
]
type HingeConstraintApi = [
React.RefObject
React.RefObject
{
enable: () => void
disable: () => void
enableMotor: () => void
disableMotor: () => void
setMotorSpeed: (value: number) => void
setMotorMaxForce: (value: number) => void
},
]
type SpringApi = [
React.RefObject
React.RefObject
{
setStiffness: (value: number) => void
setRestLength: (value: number) => void
setDamping: (value: number) => void
},
]
interface RaycastVehiclePublicApi {
applyEngineForce: (value: number, wheelIndex: number) => void
setBrake: (brake: number, wheelIndex: number) => void
setSteeringValue: (value: number, wheelIndex: number) => void
sliding: {
subscribe: (callback: (sliding: boolean) => void) => void
}
}
`
`typescript
type InitProps = {
allowSleep?: boolean
axisIndex?: 0 | 1 | 2
broadphase?: Broadphase
defaultContactMaterial?: ContactMaterialOptions
gravity?: Triplet
iterations?: number
quatNormalizeFast?: boolean
quatNormalizeSkip?: number
solver?: Solver
tolerance?: number
}
type ProviderProps = InitProps & {
isPaused?: boolean
maxSubSteps?: number
shouldInvalidate?: boolean
size?: number
stepSize?: number
}
type AtomicProps = {
allowSleep: boolean
angularDamping: number
collisionFilterGroup: number
collisionFilterMask: number
collisionResponse: number
fixedRotation: boolean
isTrigger: boolean
linearDamping: number
mass: number
material: MaterialOptions
sleepSpeedLimit: number
sleepTimeLimit: number
userData: {}
}
type Broadphase = 'Naive' | 'SAP'
type Triplet = [x: number, y: number, z: number]
type Quad = [x: number, y: number, z: number, w: number]
type VectorProps = Record
type BodyProps
Partial
args?: T
onCollide?: (e: CollideEvent) => void
onCollideBegin?: (e: CollideBeginEvent) => void
onCollideEnd?: (e: CollideEndEvent) => void
quaternion?: Quad
rotation?: Triplet
type?: 'Dynamic' | 'Static' | 'Kinematic'
}
type Event = RayhitEvent | CollideEvent | CollideBeginEvent | CollideEndEvent
type CollideEvent = {
op: string
type: 'collide'
body: THREE.Object3D
target: THREE.Object3D
contact: {
// the world position of the point of contact
contactPoint: number[]
// the normal of the collision on the surface of
// the colliding body
contactNormal: number[]
// velocity of impact along the contact normal
impactVelocity: number
// a unique ID for each contact event
id: string
// these are lower-level properties from cannon:
// bi: one of the bodies involved in contact
bi: THREE.Object3D
// bj: the other body involved in contact
bj: THREE.Object3D
// ni: normal of contact relative to bi
ni: number[]
// ri: the point of contact relative to bi
ri: number[]
// rj: the point of contact relative to bj
rj: number[]
}
collisionFilters: {
bodyFilterGroup: number
bodyFilterMask: number
targetFilterGroup: number
targetFilterMask: number
}
}
type CollideBeginEvent = {
op: 'event'
type: 'collideBegin'
target: Object3D
body: Object3D
}
type CollideEndEvent = {
op: 'event'
type: 'collideEnd'
target: Object3D
body: Object3D
}
type RayhitEvent = {
op: string
type: 'rayhit'
body: THREE.Object3D
target: THREE.Object3D
}
type CylinderArgs = [radiusTop?: number, radiusBottom?: number, height?: number, numSegments?: number]
type SphereArgs = [radius: number]
type TrimeshArgs = [vertices: ArrayLike
type HeightfieldArgs = [
data: number[][],
options: { elementSize?: number; maxValue?: number; minValue?: number },
]
type ConvexPolyhedronArgs
vertices?: V[],
faces?: number[][],
normals?: V[],
axes?: V[],
boundingSphereRadius?: number,
]
interface PlaneProps extends BodyProps {}
interface BoxProps extends BodyProps
interface CylinderProps extends BodyProps
interface ParticleProps extends BodyProps {}
interface SphereProps extends BodyProps
interface TrimeshProps extends BodyPropsArgsRequired
interface HeightfieldProps extends BodyPropsArgsRequired
interface ConvexPolyhedronProps extends BodyProps
interface CompoundBodyProps extends BodyProps {
shapes: BodyProps & { type: ShapeType }[]
}
interface ConstraintOptns {
maxForce?: number
maxMultiplier?: number
collideConnected?: boolean
wakeUpBodies?: boolean
}
interface PointToPointConstraintOpts extends ConstraintOptns {
pivotA: Triplet
pivotB: Triplet
}
interface ConeTwistConstraintOpts extends ConstraintOptns {
pivotA?: Triplet
axisA?: Triplet
pivotB?: Triplet
axisB?: Triplet
angle?: number
twistAngle?: number
}
interface DistanceConstraintOpts extends ConstraintOptns {
distance?: number
}
interface HingeConstraintOpts extends ConstraintOptns {
pivotA?: Triplet
axisA?: Triplet
pivotB?: Triplet
axisB?: Triplet
}
interface LockConstraintOpts extends ConstraintOptns {}
interface SpringOptns {
restLength?: number
stiffness?: number
damping?: number
worldAnchorA?: Triplet
worldAnchorB?: Triplet
localAnchorA?: Triplet
localAnchorB?: Triplet
}
interface WheelInfoOptions {
radius?: number
directionLocal?: Triplet
suspensionStiffness?: number
suspensionRestLength?: number
maxSuspensionForce?: number
maxSuspensionTravel?: number
dampingRelaxation?: number
dampingCompression?: number
frictionSlip?: number
rollInfluence?: number
axleLocal?: Triplet
chassisConnectionPointLocal?: Triplet
isFrontWheel?: boolean
useCustomSlidingRotationalSpeed?: boolean
customSlidingRotationalSpeed?: number
}
interface RaycastVehicleProps {
chassisBody: React.Ref
wheels: React.Ref
wheelInfos: WheelInfoOptions[]
indexForwardAxis?: number
indexRightAxis?: number
indexUpAxis?: number
}
``
#### Broadphases
- NaiveBroadphase is as simple as it gets. It considers every body to be a potential collider with every other body. This results in the maximum number of narrowphase checks.
- SAPBroadphase sorts bodies along an axis and then moves down that list finding pairs by looking at body size and position of the next bodies. Control what axis to sort along by setting the axisIndex property.
#### Types
- A dynamic body is fully simulated. Can be moved manually by the user, but normally they move according to forces. A dynamic body can collide with all body types. A dynamic body always has finite, non-zero mass.
- A static body does not move during simulation and behaves as if it has infinite mass. Static bodies can be moved manually by setting the position of the body. The velocity of a static body is always zero. Static bodies do not collide with other static or kinematic bodies.
- A kinematic body moves under simulation according to its velocity. They do not respond to forces. They can be moved manually, but normally a kinematic body is moved by setting its velocity. A kinematic body behaves as if it has infinite mass. Kinematic bodies do not collide with other static or kinematic bodies.