We read every piece of feedback, and take your input very seriously.
To see all available qualifiers, see our documentation.
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
I'm seeing some issues with castShape
var RAPIER = require("@dimforge/rapier2d-compat") var world; class V { constructor(x, y) {this.x = x; this.y = y;} sub({x, y}) { return V.of(this.x-x, this.y-y); } mul(f) { return V.of(this.x*f, this.y*f); } mag() { return Math.sqrt(this.x**2 + this.y**2); } norm() { return this.mul(1/this.mag()); } } V.of = (x,y) => new V(x, y); /**/ const myShape = V.of(244.5, 0.5) const myPos = V.of(884.5, 188.5) const origin = V.of(380, 241); const dest = V.of(1004, 137); /**/ /* another scenario: (though this one works with some scaled values of vel and toi) const myShape = V.of(335, 0.5); const myPos = V.of(408, 286.5) const origin = V.of(894, 328); const dest = V.of(385, 217); */ const vel = dest.sub(origin); RAPIER.init().then(() => { const { World, RigidBodyDesc, ColliderDesc, Ray } = RAPIER; // Initialize the world world = new World(V.of(0, 0)); // Create a rectangle body const bodyDesc = RigidBodyDesc.dynamic().setTranslation(myPos.x, myPos.y); const body = world.createRigidBody(bodyDesc); const colliderDesc = ColliderDesc.cuboid(myShape.x, myShape.y); const cuboid = world.createCollider(colliderDesc, body); world.step(); // Perform ray cast const ray = new Ray(origin, vel); const rayCastResult = world.castRay(ray, 1, true); console.log('Ray Cast Result:', rayCastResult); // Perform shape cast const shapeCastResult = world.castShape(origin, 0, vel, new RAPIER.Ball(10), 1, false); console.log('Shape Cast Result:', shapeCastResult); });
expected output: Ray cast result: not null Shape cast result: not null
actual output: Ray Cast Result: uA {collider: hI, toi: 0.36936938762664795} Shape Cast Result: null
'@dimforge/rapier2d': specifier: ^0.11.2 version: 0.11.2 '@dimforge/rapier2d-compat': specifier: ^0.11.2 version: 0.11.2
The text was updated successfully, but these errors were encountered:
For my purposes, I found that creating a box shape along the path and testing if it collided with anything was sufficient.
Sorry, something went wrong.
No branches or pull requests
I'm seeing some issues with castShape
expected output:
Ray cast result: not null
Shape cast result: not null
actual output:
Ray Cast Result: uA {collider: hI, toi: 0.36936938762664795}
Shape Cast Result: null
'@dimforge/rapier2d':
specifier: ^0.11.2
version: 0.11.2
'@dimforge/rapier2d-compat':
specifier: ^0.11.2
version: 0.11.2
The text was updated successfully, but these errors were encountered: