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Physics integration with Rapier for R3F game development
---
name: dev-r3f-r3f-physics
description: Physics integration with Rapier for R3F game development
category: r3f
---
# R3F Physics
> "Physics makes games feel real – Rapier is fast and reliable."
## When to Use This Skill
Use when:
- Adding physics simulation to objects
- Implementing collision detection
- Creating vehicles or character controllers
- Building interactive environments
## Quick Start
```tsx
import { Physics, RigidBody } from '@react-three/rapier';
function PhysicsScene() {
return (
<Physics>
{/* Falling cube */}
<RigidBody>
<mesh>
<boxGeometry />
<meshStandardMaterial />
</mesh>
</RigidBody>
{/* Static floor */}
<RigidBody type="fixed">
<mesh position={[0, -2, 0]}>
<boxGeometry args={[10, 0.5, 10]} />
<meshStandardMaterial />
</mesh>
</RigidBody>
</Physics>
);
}
```
## Decision Framework
| Need | RigidBody Type |
| ------------------ | ------------------- |
| Player/Vehicle | `dynamic` |
| Ground/Walls | `fixed` |
| Platforms (moving) | `kinematicPosition` |
| Triggers | `fixed` + sensor |
| Collision Shape | Use For |
| --------------- | ----------------------------- |
| `cuboid` | Boxes, buildings |
| `ball` | Spheres, wheels |
| `capsule` | Characters |
| `convexHull` | Complex convex shapes |
| `trimesh` | Complex concave (static only) |
## Progressive Guide
### Level 1: Basic Physics
```tsx
import { Physics, RigidBody } from '@react-three/rapier';
function BasicPhysics() {
return (
<Physics gravity={[0, -9.81, 0]}>
{/* Dynamic body - affected by physics */}
<RigidBody position={[0, 5, 0]}>
<mesh>
<boxGeometry />
<meshStandardMaterial color="red" />
</mesh>
</RigidBody>
{/* Fixed body - doesn't move */}
<RigidBody type="fixed">
<mesh position={[0, -1, 0]} rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[20, 20]} />
<meshStandardMaterial color="green" />
</mesh>
</RigidBody>
</Physics>
);
}
```
### Level 2: Collision Events
```tsx
import { RigidBody } from '@react-three/rapier';
function CollisionBox() {
const handleCollisionEnter = (event) => {
console.log('Collision with:', event.colliderObject);
};
const handleCollisionExit = (event) => {
console.log('Collision ended with:', event.colliderObject);
};
return (
<RigidBody onCollisionEnter={handleCollisionEnter} onCollisionExit={handleCollisionExit}>
<mesh>
<boxGeometry />
<meshStandardMaterial />
</mesh>
</RigidBody>
);
}
```
### Level 3: Sensors (Triggers)
```tsx
import { RigidBody, CuboidCollider } from '@react-three/rapier';
function TriggerZone() {
const handleIntersection = (event) => {
console.log('Something entered the zone!');
};
return (
<RigidBody type="fixed">
<CuboidCollider args={[2, 2, 2]} sensor onIntersectionEnter={handleIntersection} />
{/* Visual representation (optional) */}
<mesh>
<boxGeometry args={[4, 4, 4]} />
<meshStandardMaterial color="blue" transparent opacity={0.3} />
</mesh>
</RigidBody>
);
}
```
### Level 4: Applying Forces
```tsx
import { useRef } from 'react';
import { RigidBody, RapierRigidBody } from '@react-three/rapier';
import { useFrame } from '@react-three/fiber';
function JumpingBall() {
const rigidBodyRef = useRef<RapierRigidBody>(null);
const jump = () => {
rigidBodyRef.current?.applyImpulse({ x: 0, y: 10, z: 0 }, true);
};
useFrame(() => {
// Apply continuous force (e.g., for movement)
// rigidBodyRef.current?.applyForce({ x: 5, y: 0, z: 0 }, true);
});
return (
<RigidBody ref={rigidBodyRef} onClick={jump}>
<mesh>
<sphereGeometry />
<meshStandardMaterial color="orange" />
</mesh>
</RigidBody>
);
}
```
### Level 5: Vehicle Physics
```tsx
import { useRef } from 'react';
import { RigidBody, useRapier } from '@react-three/rapier';
import { useFrame } from '@react-three/fiber';
function Vehicle() {
const chassisRef = useRef();
const { rapier, world } = useRapier();
useFrame(() => {
if (!chassisRef.current) return;
// Get velocity
const vel = chassisRef.current.linvel();
const speed = Math.sqrt(vel.x ** 2 + vel.z ** 2);
// Apply steering based on input
// ... implement steering logic
});
return (
<RigidBody
ref={chassisRef}
colliders="cuboid"
mass={1500}
linearDamping={0.5}
angularDamping={0.5}
>
<mesh>
<boxGeometry args={[2, 0.5, 4]} />
<meshStandardMaterial color="blue" />
</mesh>
</RigidBody>
);
}
```
## Collision Groups
```tsx
// Define collision groups (bitmask)
const GROUPS = {
PLAYER: 0b0001,
ENEMY: 0b0010,
GROUND: 0b0100,
PROJECTILE: 0b1000,
};
// Player collides with ground and enemy, not projectiles
<RigidBody
collisionGroups={interactionGroups(
GROUPS.PLAYER,
GROUPS.GROUND | GROUPS.ENEMY
)}
>
```
## Anti-Patterns
**DON'T:**
- Use `trimesh` for dynamic bodies (not supported)
- Apply forces every frame without deltaTime
- Create/destroy RigidBodies frequently
- Use physics for non-interactive decorations
- Ignore collision layers (performance)
**DO:**
- Use appropriate collider shapes (simpler = faster)
- Use `fixed` for static environment
- Pool physics objects when possible
- Use collision groups for filtering
- Dispose physics world on scene change
## Physics Debugging
```tsx
import { Physics, Debug } from '@react-three/rapier';
function DebugScene() {
return (
<Physics>
<Debug /> {/* Shows collision shapes */}
{/* Your physics objects */}
</Physics>
);
}
```
## Checklist
Before implementing physics:
- [ ] Appropriate RigidBody type selected
- [ ] Collision shapes match visual reasonably
- [ ] Collision groups configured
- [ ] Events handled (if needed)
- [ ] Forces scaled by deltaTime
- [ ] Physics debug visualized during development
## Reference
- [Rapier documentation](https://rapier.rs/docs/)
- [@react-three/rapier docs](https://github.com/pmndrs/react-three-rapier)
- `developer/r3f/r3f-fundamentals.md` — R3F basics
---
name: dev-r3f-r3f-physics
description: Physics integration with Rapier for R3F game development
category: r3f
---
# R3F Physics
> "Physics makes games feel real – Rapier is fast and reliable."
## When to Use This Skill
Use when:
- Adding physics simulation to objects
- Implementing collision detection
- Creating vehicles or character controllers
- Building interactive environments
## Quick Start
```tsx
import { Physics, RigidBody } from '@react-three/rapier';
function PhysicsScene() {
return (
<Physics>
{/* Falling cube */}
<RigidBody>
<mesh>
<boxGeometry />
<meshStandardMaterial />
</mesh>
</RigidBody>
{/* Static floor */}
<RigidBody type="fixed">
<mesh position={[0, -2, 0]}>
<boxGeometry args={[10, 0.5, 10]} />
<meshStandardMaterial />
</mesh>
</RigidBody>
</Physics>
);
}
```
## Decision Framework
| Need | RigidBody Type |
| ------------------ | ------------------- |
| Player/Vehicle | `dynamic` |
| Ground/Walls | `fixed` |
| Platforms (moving) | `kinematicPosition` |
| Triggers | `fixed` + sensor |
| Collision Shape | Use For |
| --------------- | ----------------------------- |
| `cuboid` | Boxes, buildings |
| `ball` | Spheres, wheels |
| `capsule` | Characters |
| `convexHull` | Complex convex shapes |
| `trimesh` | Complex concave (static only) |
## Progressive Guide
### Level 1: Basic Physics
```tsx
import { Physics, RigidBody } from '@react-three/rapier';
function BasicPhysics() {
return (
<Physics gravity={[0, -9.81, 0]}>
{/* Dynamic body - affected by physics */}
<RigidBody position={[0, 5, 0]}>
<mesh>
<boxGeometry />
<meshStandardMaterial color="red" />
</mesh>
</RigidBody>
{/* Fixed body - doesn't move */}
<RigidBody type="fixed">
<mesh position={[0, -1, 0]} rotation={[-Math.PI / 2, 0, 0]}>
<planeGeometry args={[20, 20]} />
<meshStandardMaterial color="green" />
</mesh>
</RigidBody>
</Physics>
);
}
```
### Level 2: Collision Events
```tsx
import { RigidBody } from '@react-three/rapier';
function CollisionBox() {
const handleCollisionEnter = (event) => {
console.log('Collision with:', event.colliderObject);
};
const handleCollisionExit = (event) => {
console.log('Collision ended with:', event.colliderObject);
};
return (
<RigidBody onCollisionEnter={handleCollisionEnter} onCollisionExit={handleCollisionExit}>
<mesh>
<boxGeometry />
<meshStandardMaterial />
</mesh>
</RigidBody>
);
}
```
### Level 3: Sensors (Triggers)
```tsx
import { RigidBody, CuboidCollider } from '@react-three/rapier';
function TriggerZone() {
const handleIntersection = (event) => {
console.log('Something entered the zone!');
};
return (
<RigidBody type="fixed">
<CuboidCollider args={[2, 2, 2]} sensor onIntersectionEnter={handleIntersection} />
{/* Visual representation (optional) */}
<mesh>
<boxGeometry args={[4, 4, 4]} />
<meshStandardMaterial color="blue" transparent opacity={0.3} />
</mesh>
</RigidBody>
);
}
```
### Level 4: Applying Forces
```tsx
import { useRef } from 'react';
import { RigidBody, RapierRigidBody } from '@react-three/rapier';
import { useFrame } from '@react-three/fiber';
function JumpingBall() {
const rigidBodyRef = useRef<RapierRigidBody>(null);
const jump = () => {
rigidBodyRef.current?.applyImpulse({ x: 0, y: 10, z: 0 }, true);
};
useFrame(() => {
// Apply continuous force (e.g., for movement)
// rigidBodyRef.current?.applyForce({ x: 5, y: 0, z: 0 }, true);
});
return (
<RigidBody ref={rigidBodyRef} onClick={jump}>
<mesh>
<sphereGeometry />
<meshStandardMaterial color="orange" />
</mesh>
</RigidBody>
);
}
```
### Level 5: Vehicle Physics
```tsx
import { useRef } from 'react';
import { RigidBody, useRapier } from '@react-three/rapier';
import { useFrame } from '@react-three/fiber';
function Vehicle() {
const chassisRef = useRef();
const { rapier, world } = useRapier();
useFrame(() => {
if (!chassisRef.current) return;
// Get velocity
const vel = chassisRef.current.linvel();
const speed = Math.sqrt(vel.x ** 2 + vel.z ** 2);
// Apply steering based on input
// ... implement steering logic
});
return (
<RigidBody
ref={chassisRef}
colliders="cuboid"
mass={1500}
linearDamping={0.5}
angularDamping={0.5}
>
<mesh>
<boxGeometry args={[2, 0.5, 4]} />
<meshStandardMaterial color="blue" />
</mesh>
</RigidBody>
);
}
```
## Collision Groups
```tsx
// Define collision groups (bitmask)
const GROUPS = {
PLAYER: 0b0001,
ENEMY: 0b0010,
GROUND: 0b0100,
PROJECTILE: 0b1000,
};
// Player collides with ground and enemy, not projectiles
<RigidBody
collisionGroups={interactionGroups(
GROUPS.PLAYER,
GROUPS.GROUND | GROUPS.ENEMY
)}
>
```
## Anti-Patterns
**DON'T:**
- Use `trimesh` for dynamic bodies (not supported)
- Apply forces every frame without deltaTime
- Create/destroy RigidBodies frequently
- Use physics for non-interactive decorations
- Ignore collision layers (performance)
**DO:**
- Use appropriate collider shapes (simpler = faster)
- Use `fixed` for static environment
- Pool physics objects when possible
- Use collision groups for filtering
- Dispose physics world on scene change
## Physics Debugging
```tsx
import { Physics, Debug } from '@react-three/rapier';
function DebugScene() {
return (
<Physics>
<Debug /> {/* Shows collision shapes */}
{/* Your physics objects */}
</Physics>
);
}
```
## Checklist
Before implementing physics:
- [ ] Appropriate RigidBody type selected
- [ ] Collision shapes match visual reasonably
- [ ] Collision groups configured
- [ ] Events handled (if needed)
- [ ] Forces scaled by deltaTime
- [ ] Physics debug visualized during development
## Reference
- [Rapier documentation](https://rapier.rs/docs/)
- [@react-three/rapier docs](https://github.com/pmndrs/react-three-rapier)
- `developer/r3f/r3f-fundamentals.md` — R3F basics
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by feliperyba