Inferring physics shape parameters from three.js objects? #182
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Hi @donmccurdy! Hoping I can re-spark some discussion around this! One difficulty I found using But this is a little wasteful in generating a shape, only to take its properties and send them to a web worker to reconstruct the shape there again. I'd be interested in hearing your opinions on whether |
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I'm currently maintaining a library (https://github.com/donmccurdy/three-to-cannon) that creates cannon.js shapes, given three.js objects and some user input on e.g. cylinder orientation. That library is aging (needs significant updates for Geometry -> BufferGeometry changes in recent three.js versions) and would probably benefit from a port to TypeScript. The library was originally written for A-Frame, which I'm much less involved with these days. So I'm trying to get a sense of what r3f users are doing here and whether there's overlap, rather than starting a major refactor based only on my earlier experiences with A-Frame.
Does
use-cannoninfer cannon.js shape parameters, or does the user configure this? If inferred, is that happening at runtime or somewhere offline like gltf2jsx? Basically wondering if there's something in this project I should try to reuse, or if you'd have any opinions on the direction of three-to-cannon.Thanks!
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