Comments (5)
Raycast class header:
class noob::character_controller
{
class groundcast_callback : public rp3d::RaycastCallback
{
public:
groundcast_callback(noob::vec3 _from, noob::vec3 _to) : grounded(false), from(_from), to(_to), slope(0.0, 0.0, 0.0) {}
virtual rp3d::decimal notifyRaycastHit(const rp3d::RaycastInfo& info);
bool is_grounded() const { return grounded; }
noob::vec3 get_slope() const { return slope; }
protected:
//float cast_distance;
bool grounded;
noob::vec3 from, to, slope;
};
};
Raycast class implementation:
rp3d::decimal noob::character_controller::groundcast_callback::notifyRaycastHit(const rp3d::RaycastInfo& info)
{
grounded = true;
slope = info.worldNormal;
return 0.0;
}
from reactphysics3d.
Has anyone found out what exactly causes this yet?
from reactphysics3d.
I am currently working on the next version of the library that I expect to release this summer. I have refactored a lot of the collision detection code in order to make it faster and more robust. I also expect to fix this issue for this release.
from reactphysics3d.
I will try to fix this issue. However, this issue has been created about the bug happening in GJK algorithm during ray casting against a capsule shape but GJK is not used for ray casting with capsule shape. In the trace, it seams to happen during ray casting against a convex mesh instead.
Do you also observe this issue during ray casting ? Against which kind of shape?
from reactphysics3d.
This issue should now be fixed in the version v0.7.0 of ReactPhysics3D that has been released.
Thanks a lot for reporting this.
from reactphysics3d.
Related Issues (20)
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