bevy_xpbd
bevy_xpbd copied to clipboard
2D and 3D physics engine based on Extended Position Based Dynamics for Bevy.
When porting some buoyancy mechanics from Rapier to XPBD I encountered an issue with a multi collider/rigid body setup with fixed joints (conceptually a raft with pontoons in each corner)....
I've uncountered some interesting collision handling behaviour and I am not sure if it is an error on my part, or a bug in `bevy_xpbd`. I have entities that have...
Request: Implement a component for entities to include to allow for large worlds to work with the physics simulation without dealing with precision errors. Example: Create a component using https://docs.rs/bevy/latest/bevy/prelude/struct.IVec3.html...
I've encountered an issue in the Bevy XPBD 3D plugin where applying a negative scale to an entity's transform seems to prevent its collider from interacting as expected. Specifically, when...
Would be nice since some use cases require a Sensor to be removed/added a lot.
brought this up in [discord](https://discord.com/channels/691052431525675048/1124043933886976171/1187493835354427483), just wanted to make some solid tracking for it :) from discord: ```rust // Every mesh in the scene will have a cuboid collider AsyncSceneCollider::from_collider(Collider::cuboid(1.0,...
### Discussed in https://github.com/Jondolf/bevy_xpbd/discussions/259 Originally posted by **dafteran4** November 21, 2023 Is there a way to disable collisions between bodies that are connected with a joint? I am reading through...
Approaching the corner of the dynamic bodies either sinks the body or yeets it across the screen. Doesn't happen consistently.  Here're my system specs in case that's relevant: `SystemInfo...
https://github.com/Jondolf/bevy_xpbd/assets/40173605/327633fd-fa88-441f-9281-9ca4370a883c When this situation occurs, the movement of the sphere feels a bit exaggerated. Is there an efficient way to limit this? I'm using the following approach to limit it:...
# Objective Currently, the following names are used for raycasting/shapecasting methods: - `cast_ray` - `ray_hits` - `ray_hits_callback` - `cast_shape` - `shape_hits` - `shape_hits_callback` While these are fine, they could be...