THREE.JS / FOUNDATIONS / AMMO CLOTH

A patch catches the wind.

This native Ammo study follows the pinned soft-body cloth example: a 20×15 patch is anchored to a motorized arm, simulated in a soft-rigid world, and written back into a lit Three.js surface.

Loading Ammo Preparing renderer

Preparing the native soft-body cloth world...

physics
-
rigid bodies
-
cloth nodes
-
anchors
-
normals
0
motor
0.00
steps
0
sample
-
Cloth controlssource-shaped native path
0.0

Q/A also move the source-style arm motor. Deterministic controls expose the native patch/anchor/normal path without claiming exact official texture, Stats, pixel, or whole-example fidelity.

Native contractAmmo/WASM soft-rigid dynamics
btSoftRigidDynamicsWorldsoft-body + rigid-body world
CreatePatch20×15 / 336 nodes
appendAnchortwo arm endpoints / 0.5 influence
enableAngularMotorsource Q/A arm movement
computeVertexNormalslive cloth surface normals

Direct Ammo bindings are used because the installed AmmoPhysics helper does not expose soft-body patch creation or anchor APIs.

Based on the pinned official Ammo cloth example. This is a native behavior lab with deterministic controls, not a claim of exact official page, grid texture, Stats, pixel, device/perf/stress, or whole-example fidelity.

THREE.JS FOUNDATIONS LAB