Rapier and cannon-es

Physics with Rapier and cannon-es

Rapier (github.com/dimforge/rapier (https://github.com/dimforge/rapier 5,783 ), Apache-2.0) is a Rust physics engine compiled to WebAssembly; its -compat build embeds the .wasm as base64, so it loads from a CDN. The physics world knows nothing of Three.js 30,815 : give each mesh a rigid body and a collider, step the world, then copy each body's pose back to its mesh. BookNest's books stand on the plank and the first gets a push:

Six BookNest books toppling like dominoes in RapierHTML
<script src="three-map.js"></script>
<script type="module">
import RAPIER from 'https://cdn.jsdelivr.net/npm/@dimforge/rapier3d-compat@0.21.0/+esm';
import * as BN from './bookshelf.js';
await RAPIER.init();                                   // instantiates the embedded WASM
const world = new RAPIER.World({ x: 0, y: -9.81, z: 0 });
const stage = BN.createStage({ width: 640, height: 220 });
const bookcase = BN.createBookcase();
stage.scene.add(bookcase);
BN.lightBookcase(stage);
world.createCollider(RAPIER.ColliderDesc.cuboid(1.75, 0.03, 0.4).setTranslation(0, -0.52, 0));
const books = bookcase.children.slice(1);             // child 0 is the plank
const bodies = books.map((mesh, i) => {
  const t = BN.thickness(mesh.userData.book), h = 0.84 + 0.05 * (i % 3);
  const body = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic()
    .setTranslation(-1.2 + 0.3 * i, -0.49, 0.3));      // all six upright in a row
  world.createCollider(RAPIER.ColliderDesc.cuboid(t / 2, h / 2, 0.31)
    .setTranslation(0, h / 2, -0.31), body);           // half extents; the origin is the base
  return body;
});
bodies[0].setAngvel({ x: 0, y: 0, z: -6 }, true);      // tip the first book to the right
for (let step = 0; step < 240; step++) world.step();   // 4 s of 1/60 s steps
books.forEach((mesh, i) => {
  mesh.position.copy(bodies[i].translation());
  mesh.quaternion.copy(bodies[i].rotation());          // also resets the face-out book's turn
});
BN.renderFrames(stage.renderer, stage.scene, stage.camera);
</script>
Browser output of Listing 5.55
Browser output of 55

Afterwards all six bodies reported isSleeping(), so they cost nothing until touched. In an app, step inside setAnimationLoop() with a time accumulator for a fixed rate. cannon-es 2,060 (github.com/pmndrs/cannon-es (https://github.com/pmndrs/cannon-es 2,060 ), MIT), the pure-JavaScript engine behind older demos, still works but has had no release since August 2022.

Rapier physics: six books on the plank, the first pushed over like a dominoHTMLLive
<!doctype html>
<style>
  body { margin: 0; background: #f5f1e8; font: 13px system-ui, sans-serif; color: #263238; }
  canvas { display: block; max-width: 100%; }
  .ui { padding: 4px 8px; }
</style>
<script type="importmap">
{ "imports": {
  "three": "https://cdn.jsdelivr.net/npm/three@0.186.1/build/three.module.js",
  "three/addons/": "https://cdn.jsdelivr.net/npm/three@0.186.1/examples/jsm/" } }
</script>
<div class="ui"><button id="again">Push again</button> <span id="out"></span></div>
<script type="module">
import * as THREE from 'three';
import { mergeGeometries } from 'three/addons/utils/BufferGeometryUtils.js';
import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
// The -compat build embeds its WebAssembly as base64, so it loads from a CDN with no extra fetch
import RAPIER from 'https://cdn.jsdelivr.net/npm/@dimforge/rapier3d-compat@0.21.0/+esm';

const BOOKS = [
  { title: 'The Quiet Harbor', author: 'Elena Marsh', color: '#1f5f8b', rating: 4.6, pages: 312 },
  { title: 'Patterns of the Deep Web', author: 'Ravi Menon', color: '#5b3f99', rating: 4.3, pages: 428 },
  { title: 'Salt and Saffron', author: 'Leila Haddad', color: '#e09a10', rating: 4.8, pages: 256 },
  { title: 'Small Steps to Big Summits', author: 'Tom Okafor', color: '#3f7d3a', rating: 4.1, pages: 198 },
  { title: "The Clockmaker's Paradox", author: 'Iris Vale', color: '#b5452f', rating: 4.5, pages: 344 },
  { title: 'Gardens in Glass', author: 'June Park', color: '#2a9d8f', rating: 4.4, pages: 176 },
];

// --- Book model: pages, two boards and a curved spine, merged with one group per part ---
const thickness = (book) => 0.05 + book.pages * 0.0003;          // metres, from the page count
function bookGeometry(book, height, depth = 0.62) {
  const t = thickness(book), b = 0.012, y = height / 2, z = -depth / 2;
  const box = (w, h, d, x, zz = z) => new THREE.BoxGeometry(w, h, d).translate(x, y, zz);
  const spine = new THREE.CylinderGeometry(t / 2, t / 2, height, 24, 1, true, -Math.PI / 2, Math.PI)
    .scale(1, 1, 0.5).translate(0, y, 0);
  return mergeGeometries([box(t - 2 * b, height - 0.03, depth - 0.02, 0, z + 0.01),
    box(b, height, depth, (b - t) / 2), box(b, height, depth, (t - b) / 2), spine], true);
}
function paint(book, width, height, draw) {
  const canvas = Object.assign(document.createElement('canvas'), { width, height });
  const g = canvas.getContext('2d');
  g.fillStyle = book.color;  g.fillRect(0, 0, width, height);
  g.fillStyle = '#ffffff';
  draw(g);
  const texture = new THREE.CanvasTexture(canvas);
  texture.colorSpace = THREE.SRGBColorSpace;
  return texture;
}
const coverArt = (book) => paint(book, 360, 520, (g) => {
  g.font = 'bold 50px Georgia, serif';
  book.title.split(' ').forEach((word, i) => g.fillText(word, 28, 84 + i * 56, 304));
  g.font = 'italic 28px Georgia, serif';
  g.fillText(`${book.author}, ${book.rating} / 5`, 28, 460);
});
const spineArt = (book) => paint(book, 128, 640, (g) => {
  g.rotate(Math.PI / 2);
  g.textBaseline = 'middle';
  g.font = 'bold 44px Georgia, serif';
  g.fillText(book.title, 24, -64, 440);
  g.font = '28px Georgia, serif';
  g.fillText(book.author.split(' ').at(-1), 490, -64, 130);
});
function createSpineBook(book, height = 0.9) {
  const material = (options) => new THREE.MeshStandardMaterial({ roughness: 0.6, ...options });
  const mesh = new THREE.Mesh(bookGeometry(book, height), [material({ color: '#f3ecdc' }),
    material({ color: book.color }), material({ map: coverArt(book) }), material({ map: spineArt(book) })]);
  return Object.assign(mesh, { name: book.title, userData: { book } });
}

// --- The arrangement ---
function createBookcase() {
  const bookcase = new THREE.Group();
  const plank = new THREE.Mesh(new THREE.BoxGeometry(3.5, 0.06, 0.8), new THREE.MeshStandardMaterial({ color: '#8d6e63' }));
  plank.name = 'plank';
  plank.position.set(0, -0.52, 0);
  bookcase.add(plank);
  const top = BOOKS.reduce((best, book) => (book.rating > best.rating ? book : best));
  let x = -0.85;
  BOOKS.forEach((book, i) => {
    const mesh = createSpineBook(book, 0.84 + 0.05 * (i % 3));   // three trim heights
    if (book === top) {
      mesh.position.set(0.3, -0.49, 0.05);
      mesh.rotation.y = -Math.PI / 2 + 0.35;                     // cover forward, turned a little
    } else {
      mesh.position.set(x + thickness(book) / 2, -0.49, 0.3);    // running x plus half a thickness
      x += thickness(book) + 0.005;
    }
    bookcase.add(mesh);
  });
  return bookcase;
}

// --- Stage and lighting: sun and hemisphere, RoomEnvironment fill, Neutral tone mapping, shadows ---
function createStage(width, height, renderer = new THREE.WebGLRenderer({ antialias: true })) {
  renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
  renderer.setSize(width, height);
  document.body.prepend(renderer.domElement);
  const scene = new THREE.Scene();
  scene.background = new THREE.Color('#eceff1');
  const camera = new THREE.PerspectiveCamera(35, width / height, 0.1, 50);
  scene.add(new THREE.HemisphereLight('#ffffff', '#8d6e63', 1));
  const sun = new THREE.DirectionalLight('#ffffff', 2.5);
  sun.name = 'sun';
  scene.add(sun);
  return { renderer, scene, camera };
}
function lightBookcase({ renderer, scene, camera }, PMREM = THREE.PMREMGenerator) {
  renderer.toneMapping = THREE.NeutralToneMapping;
  const pmrem = new PMREM(renderer);
  scene.environment = pmrem.fromScene(new RoomEnvironment(), 0.04).texture;
  scene.environmentIntensity = 0.5;
  pmrem.dispose();
  const wall = new THREE.Mesh(new THREE.PlaneGeometry(12, 6), new THREE.MeshStandardMaterial({ color: '#eceff1' }));
  wall.name = 'wall';
  wall.position.set(0, 1, -0.45);
  scene.add(wall);
  renderer.shadowMap.enabled = true;
  const sun = scene.getObjectByName('sun');
  sun.castShadow = true;
  sun.shadow.mapSize.set(1024, 1024);
  sun.shadow.normalBias = 0.02;
  Object.assign(sun.shadow.camera, { left: -2, right: 2, top: 1.5, bottom: -1.5 });
  scene.traverse((o) => { if (o.isMesh) o.castShadow = o.receiveShadow = true; });
  sun.position.set(-1.5, 3, 4);                        // light from the left, shadows fall right
  camera.position.set(0.15, 0.45, 2.75);
  camera.lookAt(-0.1, -0.05, 0);
}

await RAPIER.init();                                   // instantiates the embedded WASM
const stage = createStage(600, 260);
const bookcase = createBookcase();
stage.scene.add(bookcase);
lightBookcase(stage);
const books = bookcase.children.slice(1);             // child 0 is the plank

// The physics world knows nothing of Three.js: bodies and colliders, stepped, then copied back
let world, bodies;
function setup() {
  world = new RAPIER.World({ x: 0, y: -9.81, z: 0 });
  world.createCollider(RAPIER.ColliderDesc.cuboid(1.75, 0.03, 0.4).setTranslation(0, -0.52, 0));   // the plank
  bodies = books.map((mesh, i) => {
    const t = thickness(mesh.userData.book), h = 0.84 + 0.05 * (i % 3);
    const body = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic()
      .setTranslation(-1.2 + 0.3 * i, -0.49, 0.3));   // all six upright in a row
    world.createCollider(RAPIER.ColliderDesc.cuboid(t / 2, h / 2, 0.31)
      .setTranslation(0, h / 2, -0.31), body);         // half extents; the mesh origin is at its base
    return body;
  });
  bodies[0].setAngvel({ x: 0, y: 0, z: -6 }, true);   // tip the first book to the right
}
setup();
document.getElementById('again').onclick = setup;

let accumulator = 0, last = performance.now();
stage.renderer.setAnimationLoop((now) => {
  accumulator += Math.min((now - last) / 1000, 0.1);
  last = now;
  while (accumulator >= 1 / 60) { world.step(); accumulator -= 1 / 60; }   // a fixed 60 Hz step
  books.forEach((mesh, i) => {
    mesh.position.copy(bodies[i].translation());
    mesh.quaternion.copy(bodies[i].rotation());
  });
  const sleeping = bodies.filter((b) => b.isSleeping()).length;
  document.getElementById('out').textContent = `${sleeping} of 6 bodies asleep`;
  stage.renderer.render(stage.scene, stage.camera);
});
</script>