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2 and 3-dimensional rigid body physics engine for Rust.

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Hello, the `boundary_collider_desc` in `FEMVolume` method calls `renumber_dofs` under the hood, which appears to neglect to update the `kinematic_nodes`, causing the kinematic nodes to be scattered throughout the volume. Minimal...

As the [Parallel axis theorem](https://en.wikipedia.org/wiki/Moment_of_inertia#Inertia_tensor_of_translation) shows, one cannot just add inertia tensors of two "objects" whose CoM isn't overlapping. The method `::add_local_inertia_and_com` just adds the given inertia to the local...

Hey all, I am curious if support exists, or will in the future, for the loading of URDF, SDF and/or MJCF model files into nphysics. This functionality would make nphysics...

enhancement
good first issue
P-low

For context, I am writing a level editor that uses `interferences_with_point` to determine the entities the user are clicking on. When the user moves an entity, the underlying body's position...

The current API for the broad phase pair filter cannot access any information about the bodies that are colliding. The filter has access to the handles via the `BroadPhasePairFilter` trait...

Web stuff bloats the dependency graph for downstream crates who don't need it.

Not sure if this is only reproducible with a `Ball` hitting a `Cuboid`, but I have not tested two `Cuboid`s or other shapes. Essentially, with my cuboid colliders and ball...

I was implementing an Ellipsoid Shape, but when I got to the Volumetric trait, I realized that it is hardcoded for the specific Shapes that ship with nphysics: ``` macro_rules!...

enhancement
P-low

I have created a simulator based on nphysics and I've noticed that after 6 days the mechanical world stops ticking correctly. This seems to be a floating point precision issue...