bevy_xpbd
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2D and 3D physics engine based on Extended Position Based Dynamics for Bevy.
Currently trying to make a 3d first person character. i have given the entity with the collider a restitution of 0.0. Although this does not work, the player character still...
# Objective The row and column counts in `Collider::heightfield` seem to be the wrong way around! This makes heightfields with a different number of rows and columns behave incorrectly in...
In 3D in a chain of multiple dynamic bodies connected via revolute joints with specified angle limits (in a setup similar to `crates/avian3d/examples/chain_3d.rs` where the first body kinematic), the bodies...
I'm experiencing an issue where collisions do not work when a [Collider](vscode-file://vscode-app/Applications/Visual%20Studio%20Code.app/Contents/Resources/app/out/vs/code/electron-sandbox/workbench/workbench.html) is inside a hollow ring. The dynamic rigid body passes through the hollow ring without detecting any collision....
I would like a position-based kinematic rigidbody type.
The `Friction` component stores coefficients of both dynamic and static friction. However, only dynamic (i.e. "sliding") friction is currently accounted for, and the static coefficient does nothing. This is a...
It seems that if a compound collider has a offset position and the parent has a negative scale the collider's offset position won't be scaled negatively. Seems to be related...
OGC can guarantee fast penetration-less collision. Especially useful for cloth and such. It is cheap, highly parallelizable, and seems to benefit greatly from ECS. I'm not expert, so don't take...
After updating to Bevy `0.17` and Avian `0.4.1`, when I use `PhysicsDebugPlugin` the debug mesh shown for `Collider::half_space(Vec3::Y)` gives glitchy lines extending in the cardinal directions. As I move around...
# Objective Whenever a Collider is disabled and moved away from a position, the collisions that it was triggering will come back to being active as soon as the Disabled...