rapier
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2D and 3D physics engines focused on performance.
### Summary When setting the target angle of a 2D revolute joint motor to 90 degrees, it starts spinning uncontrollably. When setting the target angle to something larger, e.g. 135...
Putting 4 cylinders into a compound collider has some very odd collision behavior: https://user-images.githubusercontent.com/2748981/160272665-44df6ac1-6935-4393-b9c2-6520e2230d87.mp4 It also happens in other orientations: https://user-images.githubusercontent.com/2748981/160272672-b79e51eb-29b1-4690-832d-af3222e2112d.mp4 But not for other shapes: https://user-images.githubusercontent.com/2748981/160272675-494237e3-81dd-472b-93cb-6d51ae7cbf1b.mp4 I've made an...
This seems to happen consistently when I create a small/thin collider that then falls and hits something. It doesn't happen when the collider is just created or falls down, it...
Steps to reproduce: - Go to the demo page: https://rapier.rs/demos3d/index.html - Choose "triangle mesh" demo - Play "start" One capsule wont stop its moving. Here is a video I took....
The [doc comment on DebugColor](https://github.com/dimforge/rapier/blob/master/src/pipeline/debug_render_pipeline/debug_render_style.rs#L5) says that it uses HSLA but [DebugRenderBackend::draw_line](https://github.com/dimforge/rapier/blob/master/src/pipeline/debug_render_pipeline/debug_render_backend.rs#L34) takes `[f32; 4]` so it's not clear from the docs what format the color is meant to be....
I'm experimenting with a homegrown game engine and I'd like to make it modular, where each individual module is compiled to WASM and then loaded at runtime, and as the...
``` thread '' panicked at 'index out of bounds: the len is 128 but the index is 128', /Users/matt/.cargo/git/checkouts/rapier-1eded0a3355a18db/77a4bbf/crates/rapier2d/../../src/dynamics/solver/interaction_groups.rs:120:21 stack backtrace: 0: _rust_begin_unwind 1: core::panicking::panic_fmt 2: core::panicking::panic_bounds_check 3: rapier2d::dynamics::solver::interaction_groups::ParallelInteractionGroups::group_interactions at...
I was using lyon to make triangles from collider info obtained from svg shapes. However, when testing, I've found that when using the Triangle shape, the collision is very wacky...
I think a native way of breaking joints would be really useful for simple destruction in games. Thinking of something similar to Unity's "break force" and "torque force" https://docs.unity3d.com/Manual/class-FixedJoint.html.
I have a simple scene that I've built in `bevy_rapier3d`, and after doing some testing it appears that a `cast_shape` will never report intersections with a heightfield. `cast_ray` works, and...