Comments (3)
Actually, seeing this use case makes me think that writing your own wrapper will most likely save you time in the long run since Physijs was not really intended to be run inside a React application in the first place (it probably would work if you embedded it inside the webview with your three.js code for your 3D objects - I really don’t know, never used React nor React Native before).
Also, I’m pretty sure that you’ll need your own wrapper anyways if you go with an OpenGL view / Unity view since Physijs is JavaScript and in that case your rendering framework is native code, right?
The wrapper doesn’t have to be as complicated as the one for Physijs though - all you need to do is create a “physics model” replica for each 3D object, then sync position / rotation / etc with your 3D objects in your render loop.
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Off the top of my head, the only thing which has a Physijs-like integration is Whitestorm.js, but it's more of a complete framework rather than just being a small plugin. It is based on three.js though, so it might be what you're looking for. Although I haven't seen much activity, it should still work.
That aside, the only alternative at this point is to roll out your own Physijs interface for your project which calls some JavaScript physics engine, such as ammo.js (lots of features included, even has softbodies), cannon.js (small size) or Oimo.js (fairly fast). You could even take this repo's code as a starting point, as I'm pretty sure the worker code will work without many modifications, if any.
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I'm aiming to use React Native Desktop (Windows an MacOS forks) as a base an use a webview to interact with 3D objects(I don't know if there's any other way to it besides cramping in the Unity view which is too hacky afaik and has licensing problems) Something like a native openGL view would be nice but I have no idea how's that done.
So basically I'll have to write my own wrapper around the physics engine of choice? That sounds terrifying :D
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Related Issues (20)
- Refused to execute script (from xyz) because its MIME type ('text/js') is not executable. HOT 1
- How to deform an Physijs.SphereMesh like a WaterDrop?
- PhysijsWorker is not a constructor HOT 2
- How to move blocks out of blocks faster HOT 1
- how to load GLTF model ? HOT 2
- THREE.InstancedMesh is not supported
- How do I get the number of layers and roots with a mouse click HOT 1
- Objects after coming to rest are stuck in that state.
- Scenegraph Skipping collision checks - possible issue or me being silly
- How to check for an overlap event
- applyImpulse to object: vector: NaN ? HOT 1
- Use physijs to give three.js Questions about adding physical effects?
- When I used concavemesh to transform the externally introduced obj model, the browser reported an error
- Uncaught TypeError: class constructors must be invoked with 'new' when trying to create Physijs Scene HOT 3
- Vehicle physics HOT 1
- How to use it in vue-cli3?
- Döner alike fractal terrain rolled up
- Physi
- Is it possible to set restitution on objects?
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