21 questions
1
vote
3
answers
196
views
Rapier and Threejs project build bug
I have created a Threejs project and i am using Rapier Physics in it. Now the whole projects is working perfectly in development. But once i build it and then do npm run preview i got the followimg ...
0
votes
1
answer
73
views
KinematicCharacterController.Translation not moving object
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(RapierPhysicsPlugin::<NoUserData>::pixels_per_meter(100....
0
votes
1
answer
453
views
Why doesn't rapier3d collision detection work in bevy engine?
I am developing a game using bevy 0.14. I am slowly progressing through the manual. I tried to detect collisions using rapier3d.
Since there is no response, I want to check if the settings are ...
3
votes
1
answer
1k
views
How do I detect collision events for sensors using the Rapier Kinematic Character Controller?
I am having trouble getting my Kinematic Character Controller (KCC) to ignore collisions with my sensor and I believe this is why collision events are not triggering. I tried changing the collision ...
0
votes
1
answer
94
views
Why does the vertical velocity tend towards zero in this simple example?
I have 4 perfectly elastic walls arranged as a box and a perfectly elastic ball in zero gravity. The ball is given an initial velocity of (100., 100.) and should bounce between the four borders of the ...
0
votes
0
answers
84
views
I have a "ghost" velocity in simulation, and I cannot track down where it is coming from
I am creating a simulation of a roller conveyor system in Rapier js (vanilla js, with Three.js).
in order to simulate the rollers, I have created many cylinder-shaped objects rotated on their side:
...
2
votes
2
answers
685
views
Import gltf scene and create bounding boxes using javascript
I am currently developing an online browser 3d Game.
The whole collision detection should be calculated both on the server and the client to obviate hackers.
As the physics engine I decided to use ...
1
vote
0
answers
382
views
Crowd performance / kinematic controller in rapier.js
I'm currently building an auto-shooter / zombie game on the web ( WIP )
And I came across a few perfs issues regarding the kinematic controller / setNextKinematicPosition
Context :
I've got zombies / ...
0
votes
1
answer
801
views
Scaling a RigidBody during Runtime
I am trying to re-create a little game called orbital (just for fun). In this game the player shoots a circle into an arena. This circle stops somewhere in the arena and expands in size until it ...
0
votes
1
answer
238
views
How to Attach Tight Rigid Body Physics to Extruded SVG with React Three Rapier
I've also asked this on Three.js Discourse.
I'm trying to get to a tight inferred mesh from @react-three/rapier's <RigidBody> on an extruded SVG geometry, much like the hull example in this ...
0
votes
1
answer
632
views
How to use Rapier in TypeScript with ts-node?
The Rapier physics engine written in Rust is exposed to JavaScript by loading the library into a module dynamically. From Getting started:
import('@dimforge/rapier2d').then(RAPIER => {
...
});
...
2
votes
3
answers
2k
views
Select entity by mouse clicking with bevy & rapier
So, I'm using Bevy (0.11) the Rapier (0.22) physics engine to have a bunch of blocks falling on each other, here is how I spawn the blocks:
commands.spawn((
Collider::cuboid(dim, dim),
...
2
votes
0
answers
1k
views
Updating position and rotation of a RigidBody or MeshCollider and making it follow along it's child mesh, using react-three/rapier or cannon
So I have a react-three/fiber scene component, where I am animating a rigged character. I want to apply colliders to eg. the hands, so that the movement and rotation of the skinned mesh will apply to ...
2
votes
0
answers
201
views
How can I have multiple forces act on an entity in Bevy?
I'm making a game in rust, in Bevy with Rapier2d physics. I want to apply forces to the entities from different functions (systems).
How is multiple external forces added to entities?
0
votes
0
answers
186
views
Cannot wake up RigidBody after gravity change
I have a cube that is supposed to be floating (gravity set to 0). After an event, the cube is supposed to "fall down" (gravity set to 1). I know that the RigidBody is asleep when gravity is ...
0
votes
1
answer
502
views
Drawing colliders with rapier2d-compat. debugRender returns an empty array
I try to use this example: Add basic debug-render support but I don't understand why debugRender.vertices returns an empty array. I added box and circle colliders to the world.
I created the issue: ...
2
votes
1
answer
442
views
How do I control the movement of a cube?
I am using 3D (Three.js) and physics (Rapier), and I want to control the box movement like a car, with arrow keys, but I have difficulty fixing the movement in the right direction with physics.
Here ...
0
votes
1
answer
389
views
How to connect a sphere to a rigid body with rapier 0.17.0?
I would like to connect my sphere to a rigid body, how would I do that with rapier?
fn main() {
let position = Point3::new(0.0, 0.0, 0.0);
let sphere = BoundingSphere::new(position, 100.0);
let ...
0
votes
0
answers
2k
views
react-three-rapier doesn't update rigidbodies
I'm working on a custom "cloth" implementation. I have pretty much everything working except for a couple things:
When I update the number of segments within the plane/cloth using the UI, ...
5
votes
2
answers
2k
views
Why are Bevy's Trait bounds not satisfied for the Rapier physics plugin?
I've been trying to run this minimal example to get Rapier's physics working with Bevy:
use bevy::prelude::*;
use bevy_rapier2d::prelude::*;
fn main() {
App::new()
.add_plugins(...
0
votes
1
answer
718
views
Collision detection not aligning properly when rendering Rapier.js to the DOM
I've made a simple example with Rapier.js to illustrate my problem on a CodePen.
I'm trying to use the JavaScript API of the physics engine Rapier to render DOM elements with collision detection. If ...