rapier
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2D and 3D physics engines focused on performance.
### Edit You can fix this by adding the `CollisionGroups` component to the entity as well as setting the `filter_groups` feild inside of the `KinematicCharacterController`. ### Overview The `KinematicCharacterController` collision...
Usage of magic numbers is discouraged in rust in favor of enums. I've replaced magic numbers that denote axes with an enum that can be converted to an integer when...
Hi, In my project I would like reuse some rigid body, so stop them, move and sleep, I tried with: ```ts reset(world :World) { let collider = world.getCollider(this.colliderId); let rigidBody...
When standing on top of a vertically moving platform, the kinematic character controller doesn't stay stuck to the platform. Instead it kind of bounces and dips into the platform. This...
It seems in order to use the `vector![]` macro one has to import the whole prelude, would be nice if the macro used fully qualified paths. ![image](https://user-images.githubusercontent.com/123374/235445300-59397a95-ed7f-4530-894f-1b3b99da079a.png)
**Issue** We have a moving kinematic rigidbody. And this rigidbody can push our KinematicCharacterController around. As in, the character controller gets lushed away when something moves into it. However, when...
in rapier3d 0.17.2, i was having a bug that slows down my game state from 120fps + to 30 fps (the same effect as a memory leak, it keeps lowering...
It looks like we are taking the dot product of the movement and up direction here to ensure the vector is negative to the up direction. Is this necessary? I...
The documentation of setters is quite terse and does not add information that isn't already in the function name. As a fresh new user, I'm still unfamiliar with the conventions...
The error message is that an index out of bounds error is happening here in `interaction_groups.rs` line 440: ```rs let mask1 = if !is_fixed1 { self.body_masks[i1] } else { 0...