# AmmoPhysics

Can be used to include Ammo.js as a Physics engine into `three.js` apps. Make sure to include `ammo.wasm.js` first:

It is then possible to initialize the API via:

    const physics = await AmmoPhysics();

## Code Example

    <script src="jsm/libs/ammo.wasm.js"></script>

## Import

AmmoPhysics is an addon, and must be imported explicitly, see Installation#Addons.

    import { AmmoPhysics } from 'three/addons/physics/AmmoPhysics.js';

## Methods

### .addMesh ( mesh : Mesh, mass : number, restitution : number )

Adds the given mesh to this physics simulation.

mesh | The mesh to add.
mass | The mass in kg of the mesh. Default is `0`.
restitution | The restitution of the mesh, usually from 0 to 1. Represents how "bouncy" objects are when they collide with each other. Default is `0`.

### .addScene ( scene : Object3D )

Adds the given scene to this physics simulation. Only meshes with a `physics` object in their Object3D#userData field will be honored. The object can be used to store the mass of the mesh. E.g.:

    box.userData.physics = { mass: 1 };

scene | The scene or any type of 3D object to add.

### .setMeshPosition ( mesh : Mesh, position : Vector3, index : number )

Set the position of the given mesh which is part of the physics simulation. Calling this method will reset the current simulated velocity of the mesh.

mesh | The mesh to update the position for.
position | The new position.
index | If the mesh is instanced, the index represents the instanced ID. Default is `0`.

## Source

examples/jsm/physics/AmmoPhysics.js