Comments (6)
@Kerosene2000 No, it is not yet possible. There are still two features related to CollisionGroups
to be implemented:
- Allowing the user to pass its own collision group to the physics engine at rigid-body construction time. This should be implemented soon.
- Allowing the user to change the collision group of a rigid body after it has been added to the scene. This one involves some intricate development on
ncollide
so it is much more complicated and won't be added in the very short term.
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Currently static bodies will report collisions but will trigger no force. A mechanism to filter collisions already exists on ncollide
(cf. CollisionGroups
) though they are not completely exploited by nphysics
yet.
In the mean time, a work-around may be to test if the collisions that were reported to you involve only static rigid bodies (for which the rigid_body.can_move()
method will return false
).
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The problem is not that I want to detect if the colliding bodies are static, but that if I have lots of static bodies colliding it will slow down the simulation to crawl.
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@sebcrozet You probably just answer to my question in the message above, is it possible to use the CollisionGroups
struct when adding a body to the world ?
It seems that .add_body()
already fix collisionGroups
, which gives a real world physic...
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I am actually working on a project that will need the collisionGroups
at the rigid body creation.
What means soon
for you ?
If you want, you can let me work on the code in progress, if you don't have time, I will be glad to work on this crate !
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@Kerosene2000 I'd say soon
equals a week or so. I wanted to have a first implementation of #20 before tackling this. If you want to give it a try, I've provided some outlines on the issue #55 I just created for that.
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Related Issues (20)
- v0.13 doesn't build with wasm_bindgen HOT 3
- Testbed `look_at()` method doesn't seem to center the camera at the location given HOT 3
- Very slow on macos HOT 3
- Panic "Invalid parent body part handle" when creating and deleting a body in the same frame
- A doc issue, let joint = RevoluteJoint::new(-0.1); needs to update
- Custom Broadphase Collision Filters HOT 2
- The mechanical world stops updating after 524,288 seconds when using `f32` precision HOT 6
- Rigidbody velocity gets improperly clamped if a max_linear_velocity is set HOT 2
- Contact between a ball and cuboid sometimes and has no contact pair HOT 2
- Update nalgebra dependency to latest version (0.21.0) HOT 2
- Expose nalgebra and ncollide through nphysics HOT 3
- 2d: Moving an object over many ground boxes with width 1, sometimes cause the object to sometimes fly off in the Y-direction? HOT 2
- Is there an example that works with wgpu HOT 3
- URDF, SDF, MJCF Model Loading HOT 7
- Broad phase pair filters cannot access body information HOT 2
- Until `MechanicalWorld::step` is called, `GeometricalWorld::interferences_with_point` uses old collider positions HOT 1
- Wrong inertia calculation in `<RigidBody<N> as BodyPart<N>>::add_local_inertia_and_com`
- FEMVolume `renumber_dofs` breaks kinematic indices
- Can't build examples HOT 1
- When will the new features like 'physx5.0' be supported? such as 'Soft Body Dynamics'、'Cloth'、'PBF'、'...'
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