rapier
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2D and 3D physics engines focused on performance.
`RigidBody::set_next_kinematic_position` presently allows kinematic bodies to integrate gracefully with continuous collision detection in global coordinates. If a kinematic body is instead positioned relative to a dynamic body, this breaks down,...
While attempting a sort of height-clamping I noticed my bodies were colliding when I set them to the given TOI result. I narrowed down the issue and noticed the same...
Ball-trimesh collisions seem to be slightly misbehaved. Sometimes they will produce collisions even though they are not touching. When this happens, I get a `CollisionEvent` but no `ContactForceEvent`, even though...
_From [this Discord thread](https://discord.com/channels/507548572338880513/748627261384556715/1044454804908412948). (Please fix my wording if I stated the request incorrectly!)_ - Add a field to `SolveContact` to track normal velocity. - Make it so that you...
The following code softlocks within `physics.step();` in the loop, after "Step: 9" is printed. The freeze does not occur if `self.query_pipeline.update(&self.bodies, &self.colliders);` is uncommented. ```rust use rapier2d::{ na::{Isometry2, Vector2}, prelude::*,...
Similar to the `shiftOrigin(Vec3)` function provided in Phyx. https://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/OriginShift.html This is useful when developing a large world game where the float precision issue could exist. Compared to manually updating all...
Attempting to target wasm with the parallel feature on fails because `rayon` does not natively support it. Parallelism on WebAssembly is technically achievable through the Web Workers API, but until...
I'm working on a quick robotics simulation in the browser with user-provided control laws, and it would be super useful to be able to query the angle of revolute joints...
Hi! I think the `while` in `move_shape` could be early-broken if no improvement is done in an iteration: if I understand correctly, if the character has not moved in an...
Hi, this is the first time I am posting an issue in this repo. I have encountered something I believe is a minor bug in the way the KinematicCharacterController updates...