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2 and 3-dimensional collision detection library in Rust.

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The examples in the examples directories have few or no comments on them. This makes it harder to read them

P-medium
good first issue
documentation

We should add methods like the ones from the `RayCast` [trait](https://www.ncollide.org/rustdoc/ncollide3d/query/trait.RayCast.html) to the `CollisionWorld` so that it is easy to retrieve the closest object intersecting with a given ray. In...

enhancement
P-medium
good first issue

First of all, it's very cool that you implemented this great algorithm! However, it kinda fails when I try to decompose the following simple mesh: ![p1](https://user-images.githubusercontent.com/14802542/37856209-83554fa8-2ef3-11e8-8785-04173e8a38b1.png) `hacd` here doesn't result...

bug
P-low

This method of the `BoundingVolume` trait would return a three-variants-enum that tells if the bounding volumes are exactly touching, penetrating, or disjoint. I do not know what name such method...

enhancement
P-low
good first issue

For example, it could be useful to be able to do an intersection test between a frustrum and an AABB tree. This can be simulated with `ConvexHull` structures but this...

enhancement
P-low
good first issue

I have found that penetration queries seem to only sometimes work for compound shapes against compound shapes. I'm not sure what the circumstance is when they *do* work, but I...

bug
P-low

Raycasting against 2D shapes such as `ConvexPolygon` and `Polyline` are failing spuriously with very small shifts in the origin of the ray. The problem appears to be something with the...

bug
P-medium

[`toi_with_ray`](https://www.ncollide.org/rustdoc/ncollide3d/query/trait.RayCast.html#method.toi_with_ray) takes an isometry which is the transformation to apply to the object. Unfortunately, isometrys do not involve scaling, so if I wanted to query rays against a objects of...

enhancement
P-low
breaking change

Currently, the user has to call `CollisionWorld::set_position(...)` to change the position of a collision object. Calling `CollisionObject::set_position` directly instead will result in the collision world not being aware of the...

enhancement
P-low

Now that `nphysics` no longer supports cylinder and cones, it could be very useful to let the user create a `ConvexHull` approximation of: - [ ] Cylinders. - [ ]...

enhancement
P-high
good first issue