Comments (5)
This is just making Character::CheckCollision public right?
from joltphysics.
So would be cool, if the character had a CheckOverlap(position, optional new shape) function, where I can either pass in a new shape, or nullptr and then it just takes the current shape to check for overlaps at that location.
It would be useful to be able to use a different shape than the current, so that one can check for different stances.
from joltphysics.
Is #155 ok? (I will unify this with the Character::CheckCollision, but I don't have anymore time tonight)
from joltphysics.
Looks good. Don't worry about the time, though, I know how it is to work on stuff in spare time only.
from joltphysics.
#155 was merged.
from joltphysics.
Related Issues (20)
- [Feature Request] Compute gyroscopic forces HOT 5
- Speculative contact distance affects sensors HOT 1
- Core.h wasn't updated to reflect on the new version HOT 1
- Jolt Complilation Fails on Manjaro Linux HOT 2
- Incorrect moment of inertia for capsule HOT 4
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- Should BodyInterface::MoveKinematic check for SucceededAndIsInBroadPhase ? HOT 2
- Weird angular impulse behaviour (rotational inertia)
- The simulation runs too fast HOT 2
- Build fails using default CMakeLists HOT 4
- Soft bodies elicit a collision response from sensors HOT 1
- Collision with degenerate line triangle HOT 1
- The VirtualCharacter doesn't find the ground contacts when mMaxSlopeAngle is above 60 degrees HOT 4
- Soft bodies don't seem to work with scaled compound shapes HOT 1
- Is this Lib compatible with the Apple Chips M1 and M2?
- GCC 11 output may be truncated copying 15 bytes from a string of length 63 HOT 1
- ā%dā directive output may be truncated writing between 1 and 11 bytes into a region of size 9 HOT 2
- Limiting render rate to simulation frequency (#873) Causes simulation to jitter in the sample app. HOT 2
- `ContactConstraintManager` asserts when constrained body has limited DOFs HOT 11
- `GetBodyCreationSettings()` stores NaNs when using limited DOFs HOT 1
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