From bbeierle12-skill-mcp-claude
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.
npx claudepluginhub joshuarweaver/cascade-code-languages-misc-1 --plugin bbeierle12-skill-mcp-claudeThis skill uses the workspace's default tool permissions.
Apply forces, fields, and constraints to create dynamic particle motion.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Apply forces, fields, and constraints to create dynamic particle motion.
// 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;
});
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);
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;
}
}
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;
}
}
}
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;
}
}
}
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;
}
}
}
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;
}
}
}
}
// 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;
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];
}
}
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;
}
}
}
// 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;
}
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;
}
}
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;
}
}
}
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;
}
}
}
// Fastest, least accurate
position += velocity * delta;
velocity += acceleration * delta;
// Store previous position
const newPos = position * 2 - prevPosition + acceleration * delta * delta;
prevPosition = position;
position = newPos;
// 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
};
}
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
references/forces.md — Complete force implementationsreferences/integration.md — When to use which integration method