--- name: particles-physics description: Physics simulation for particle systems—forces (gravity, wind, drag), attractors/repulsors, velocity fields, turbulence, and collision. Use when particles need realistic or artistic motion, swarm behavior, or field-based animation. --- # Particle Physics Apply forces, fields, and constraints to create dynamic particle motion. ## Quick Start ```tsx // Simple gravity + velocity useFrame((_, delta) => { for (let i = 0; i < count; i++) { // Apply gravity velocities[i * 3 + 1] -= 9.8 * delta; // Update position positions[i * 3] += velocities[i * 3] * delta; positions[i * 3 + 1] += velocities[i * 3 + 1] * delta; positions[i * 3 + 2] += velocities[i * 3 + 2] * delta; } geometry.attributes.position.needsUpdate = true; }); ``` ## Force Types ### Gravity (Constant Force) ```tsx function applyGravity( velocities: Float32Array, count: number, gravity: THREE.Vector3, delta: number ) { for (let i = 0; i < count; i++) { velocities[i * 3] += gravity.x * delta; velocities[i * 3 + 1] += gravity.y * delta; velocities[i * 3 + 2] += gravity.z * delta; } } // Usage const gravity = new THREE.Vector3(0, -9.8, 0); applyGravity(velocities, count, gravity, delta); ``` ### Wind (Directional + Noise) ```tsx function applyWind( velocities: Float32Array, positions: Float32Array, count: number, direction: THREE.Vector3, strength: number, turbulence: number, time: number, delta: number ) { for (let i = 0; i < count; i++) { const x = positions[i * 3]; const y = positions[i * 3 + 1]; const z = positions[i * 3 + 2]; // Base wind let wx = direction.x * strength; let wy = direction.y * strength; let wz = direction.z * strength; // Add turbulence (using simple noise approximation) const noise = Math.sin(x * 0.5 + time) * Math.cos(z * 0.5 + time); wx += noise * turbulence; wy += Math.sin(y * 0.3 + time * 1.3) * turbulence * 0.5; wz += Math.cos(x * 0.4 + time * 0.7) * turbulence; velocities[i * 3] += wx * delta; velocities[i * 3 + 1] += wy * delta; velocities[i * 3 + 2] += wz * delta; } } ``` ### Drag (Velocity Damping) ```tsx function applyDrag( velocities: Float32Array, count: number, drag: number, // 0-1, higher = more drag delta: number ) { const factor = 1 - drag * delta; for (let i = 0; i < count; i++) { velocities[i * 3] *= factor; velocities[i * 3 + 1] *= factor; velocities[i * 3 + 2] *= factor; } } // Quadratic drag (more realistic) function applyQuadraticDrag( velocities: Float32Array, count: number, coefficient: number, delta: number ) { for (let i = 0; i < count; i++) { const vx = velocities[i * 3]; const vy = velocities[i * 3 + 1]; const vz = velocities[i * 3 + 2]; const speed = Math.sqrt(vx * vx + vy * vy + vz * vz); if (speed > 0) { const dragForce = coefficient * speed * speed; const factor = Math.max(0, 1 - (dragForce * delta) / speed); velocities[i * 3] *= factor; velocities[i * 3 + 1] *= factor; velocities[i * 3 + 2] *= factor; } } } ``` ## Attractors & Repulsors ### Point Attractor ```tsx function applyAttractor( velocities: Float32Array, positions: Float32Array, count: number, attractorPos: THREE.Vector3, strength: number, // Positive = attract, negative = repel delta: number ) { for (let i = 0; i < count; i++) { const dx = attractorPos.x - positions[i * 3]; const dy = attractorPos.y - positions[i * 3 + 1]; const dz = attractorPos.z - positions[i * 3 + 2]; const distSq = dx * dx + dy * dy + dz * dz; const dist = Math.sqrt(distSq); if (dist > 0.1) { // Avoid division by zero // Inverse square falloff const force = strength / distSq; velocities[i * 3] += (dx / dist) * force * delta; velocities[i * 3 + 1] += (dy / dist) * force * delta; velocities[i * 3 + 2] += (dz / dist) * force * delta; } } } ``` ### Orbit Attractor ```tsx function applyOrbitAttractor( velocities: Float32Array, positions: Float32Array, count: number, center: THREE.Vector3, orbitStrength: number, pullStrength: number, delta: number ) { for (let i = 0; i < count; i++) { const dx = positions[i * 3] - center.x; const dy = positions[i * 3 + 1] - center.y; const dz = positions[i * 3 + 2] - center.z; const dist = Math.sqrt(dx * dx + dy * dy + dz * dz); if (dist > 0.1) { // Tangential force (orbit) const tx = -dz / dist; const tz = dx / dist; velocities[i * 3] += tx * orbitStrength * delta; velocities[i * 3 + 2] += tz * orbitStrength * delta; // Radial force (pull toward center) velocities[i * 3] -= (dx / dist) * pullStrength * delta; velocities[i * 3 + 1] -= (dy / dist) * pullStrength * delta; velocities[i * 3 + 2] -= (dz / dist) * pullStrength * delta; } } } ``` ### Multiple Attractors ```tsx interface Attractor { position: THREE.Vector3; strength: number; radius: number; // Influence radius } function applyAttractors( velocities: Float32Array, positions: Float32Array, count: number, attractors: Attractor[], delta: number ) { for (let i = 0; i < count; i++) { const px = positions[i * 3]; const py = positions[i * 3 + 1]; const pz = positions[i * 3 + 2]; for (const attractor of attractors) { const dx = attractor.position.x - px; const dy = attractor.position.y - py; const dz = attractor.position.z - pz; const dist = Math.sqrt(dx * dx + dy * dy + dz * dz); if (dist > 0.1 && dist < attractor.radius) { // Smooth falloff within radius const falloff = 1 - dist / attractor.radius; const force = attractor.strength * falloff * falloff; velocities[i * 3] += (dx / dist) * force * delta; velocities[i * 3 + 1] += (dy / dist) * force * delta; velocities[i * 3 + 2] += (dz / dist) * force * delta; } } } } ``` ## Velocity Fields ### Curl Noise Field ```tsx // In shader (GPU) vec3 curlNoise(vec3 p) { const float e = 0.1; vec3 dx = vec3(e, 0.0, 0.0); vec3 dy = vec3(0.0, e, 0.0); vec3 dz = vec3(0.0, 0.0, e); float n1 = snoise(p + dy) - snoise(p - dy); float n2 = snoise(p + dz) - snoise(p - dz); float n3 = snoise(p + dx) - snoise(p - dx); float n4 = snoise(p + dz) - snoise(p - dz); float n5 = snoise(p + dx) - snoise(p - dx); float n6 = snoise(p + dy) - snoise(p - dy); return normalize(vec3(n1 - n2, n3 - n4, n5 - n6)); } // Usage in vertex shader vec3 velocity = curlNoise(position * 0.5 + uTime * 0.1); position += velocity * delta; ``` ### Flow Field (2D/3D Grid) ```tsx class FlowField { private field: THREE.Vector3[]; private resolution: number; private size: number; constructor(resolution: number, size: number) { this.resolution = resolution; this.size = size; this.field = []; for (let i = 0; i < resolution ** 3; i++) { this.field.push(new THREE.Vector3()); } } // Generate field from noise generate(time: number, scale: number) { for (let x = 0; x < this.resolution; x++) { for (let y = 0; y < this.resolution; y++) { for (let z = 0; z < this.resolution; z++) { const index = x + y * this.resolution + z * this.resolution * this.resolution; // Use noise to generate flow direction const wx = x / this.resolution * scale; const wy = y / this.resolution * scale; const wz = z / this.resolution * scale; const angle1 = noise3D(wx, wy, wz + time) * Math.PI * 2; const angle2 = noise3D(wx + 100, wy, wz + time) * Math.PI * 2; this.field[index].set( Math.cos(angle1) * Math.cos(angle2), Math.sin(angle2), Math.sin(angle1) * Math.cos(angle2) ); } } } } // Sample field at position sample(position: THREE.Vector3): THREE.Vector3 { const halfSize = this.size / 2; const x = Math.floor(((position.x + halfSize) / this.size) * this.resolution); const y = Math.floor(((position.y + halfSize) / this.size) * this.resolution); const z = Math.floor(((position.z + halfSize) / this.size) * this.resolution); const cx = Math.max(0, Math.min(this.resolution - 1, x)); const cy = Math.max(0, Math.min(this.resolution - 1, y)); const cz = Math.max(0, Math.min(this.resolution - 1, z)); const index = cx + cy * this.resolution + cz * this.resolution * this.resolution; return this.field[index]; } } ``` ### Vortex Field ```tsx function applyVortex( velocities: Float32Array, positions: Float32Array, count: number, center: THREE.Vector3, axis: THREE.Vector3, // Normalized strength: number, falloff: number, delta: number ) { for (let i = 0; i < count; i++) { const dx = positions[i * 3] - center.x; const dy = positions[i * 3 + 1] - center.y; const dz = positions[i * 3 + 2] - center.z; // Project onto plane perpendicular to axis const dot = dx * axis.x + dy * axis.y + dz * axis.z; const px = dx - dot * axis.x; const py = dy - dot * axis.y; const pz = dz - dot * axis.z; const dist = Math.sqrt(px * px + py * py + pz * pz); if (dist > 0.1) { // Tangent direction (cross product with axis) const tx = axis.y * pz - axis.z * py; const ty = axis.z * px - axis.x * pz; const tz = axis.x * py - axis.y * px; const tLen = Math.sqrt(tx * tx + ty * ty + tz * tz); const force = strength * Math.exp(-dist * falloff); velocities[i * 3] += (tx / tLen) * force * delta; velocities[i * 3 + 1] += (ty / tLen) * force * delta; velocities[i * 3 + 2] += (tz / tLen) * force * delta; } } } ``` ## Turbulence ### Simplex-Based Turbulence ```glsl // GPU turbulence in vertex shader vec3 turbulence(vec3 p, float time, float scale, int octaves) { vec3 result = vec3(0.0); float amplitude = 1.0; float frequency = scale; for (int i = 0; i < octaves; i++) { vec3 samplePos = p * frequency + time; result.x += snoise(samplePos) * amplitude; result.y += snoise(samplePos + vec3(100.0)) * amplitude; result.z += snoise(samplePos + vec3(200.0)) * amplitude; frequency *= 2.0; amplitude *= 0.5; } return result; } ``` ### CPU Turbulence ```tsx function applyTurbulence( velocities: Float32Array, positions: Float32Array, count: number, strength: number, scale: number, time: number, delta: number ) { for (let i = 0; i < count; i++) { const x = positions[i * 3] * scale; const y = positions[i * 3 + 1] * scale; const z = positions[i * 3 + 2] * scale; // Simple noise approximation const nx = Math.sin(x + time) * Math.cos(z + time * 0.7); const ny = Math.sin(y + time * 1.3) * Math.cos(x + time * 0.5); const nz = Math.sin(z + time * 0.9) * Math.cos(y + time * 1.1); velocities[i * 3] += nx * strength * delta; velocities[i * 3 + 1] += ny * strength * delta; velocities[i * 3 + 2] += nz * strength * delta; } } ``` ## Collision ### Plane Collision ```tsx function collidePlane( positions: Float32Array, velocities: Float32Array, count: number, planeY: number, bounce: number // 0-1 ) { for (let i = 0; i < count; i++) { if (positions[i * 3 + 1] < planeY) { positions[i * 3 + 1] = planeY; velocities[i * 3 + 1] *= -bounce; } } } ``` ### Sphere Collision ```tsx function collideSphere( positions: Float32Array, velocities: Float32Array, count: number, center: THREE.Vector3, radius: number, bounce: number, inside: boolean // true = contain inside, false = repel from outside ) { for (let i = 0; i < count; i++) { const dx = positions[i * 3] - center.x; const dy = positions[i * 3 + 1] - center.y; const dz = positions[i * 3 + 2] - center.z; const dist = Math.sqrt(dx * dx + dy * dy + dz * dz); const collision = inside ? dist > radius : dist < radius; if (collision && dist > 0) { const nx = dx / dist; const ny = dy / dist; const nz = dz / dist; // Move to surface const targetDist = inside ? radius : radius; positions[i * 3] = center.x + nx * targetDist; positions[i * 3 + 1] = center.y + ny * targetDist; positions[i * 3 + 2] = center.z + nz * targetDist; // Reflect velocity const dot = velocities[i * 3] * nx + velocities[i * 3 + 1] * ny + velocities[i * 3 + 2] * nz; velocities[i * 3] = (velocities[i * 3] - 2 * dot * nx) * bounce; velocities[i * 3 + 1] = (velocities[i * 3 + 1] - 2 * dot * ny) * bounce; velocities[i * 3 + 2] = (velocities[i * 3 + 2] - 2 * dot * nz) * bounce; } } } ``` ## Integration Methods ### Euler (Simple) ```tsx // Fastest, least accurate position += velocity * delta; velocity += acceleration * delta; ``` ### Verlet (Better for constraints) ```tsx // Store previous position const newPos = position * 2 - prevPosition + acceleration * delta * delta; prevPosition = position; position = newPos; ``` ### RK4 (Most accurate) ```tsx // Runge-Kutta 4th order (for high precision) function rk4(position: number, velocity: number, acceleration: (p: number, v: number) => number, dt: number) { const k1v = acceleration(position, velocity); const k1x = velocity; const k2v = acceleration(position + k1x * dt/2, velocity + k1v * dt/2); const k2x = velocity + k1v * dt/2; const k3v = acceleration(position + k2x * dt/2, velocity + k2v * dt/2); const k3x = velocity + k2v * dt/2; const k4v = acceleration(position + k3x * dt, velocity + k3v * dt); const k4x = velocity + k3v * dt; return { position: position + (k1x + 2*k2x + 2*k3x + k4x) * dt / 6, velocity: velocity + (k1v + 2*k2v + 2*k3v + k4v) * dt / 6 }; } ``` ## File Structure ``` particles-physics/ ├── SKILL.md ├── references/ │ ├── forces.md # All force types │ └── integration.md # Integration methods comparison └── scripts/ ├── forces/ │ ├── gravity.ts # Gravity implementations │ ├── attractors.ts # Point/orbit attractors │ └── fields.ts # Flow/velocity fields └── collision/ ├── planes.ts # Plane collision └── shapes.ts # Sphere, box collision ``` ## Reference - `references/forces.md` — Complete force implementations - `references/integration.md` — When to use which integration method