📄 threejs/Addons/Physics/JoltPhysics

File: JoltPhysics.md | Updated: 11/15/2025


title: JoltPhysics category: Addons layout: docs

JoltPhysics

Can be used to include Jolt as a Physics engine into three.js apps. The API can be initialized via:

The component automatically imports Jolt from a CDN so make sure to use the component with an active Internet connection.

Code Example

const physics = await JoltPhysics();

Import

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

import { JoltPhysics } from 'three/addons/physics/JoltPhysics.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/friction of the mesh. 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 and restitution of the mesh. E.g.:

box.userData.physics = { mass: 1, restitution: 0 };

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/JoltPhysics.js