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about raycast #38

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lo-th opened this issue May 19, 2021 · 5 comments
Closed

about raycast #38

lo-th opened this issue May 19, 2021 · 5 comments

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@lo-th
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lo-th commented May 19, 2021

Hi Saharan,
A great option for raycast is add a mask if possible
world.rayCast( begin, end, callback, mask = 1 )

to pass through object

@lo-th
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lo-th commented May 19, 2021

other extend is trigger for rigidbody

RigidBodyType / var _TRIGGER = 3
trigger return collision but have no physics existence
very useful for game

@saharan
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saharan commented May 20, 2021

Currently collision queries in World detect all overlaps and call callback functions for each overlap. This gives the full functionality as users can filter shapes in their callback functions, but providing filtering masks may make it more useful so I could consider adding it. What I concern is adding another kind of masks would make the API complicated; masks for collision filtering is necessary, but for queries masks are not necessary as I described above.

Adding shapes just for triggering is mentioned in #34, I think it's very useful too. I'm planning to add a flag to Shape so that users can attach a trigger shape to a dynamic rigid body.

@lo-th
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lo-th commented May 27, 2021

i'm testing collision
i see little error in RigidBody.tx line 955 getNumContectLinks
i guess is getNumContactLinks

@saharan
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saharan commented May 27, 2021

getNumContectLinks → getNumContactLinks

Thanks! I hadn't noticed it.

@saharan
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saharan commented Jan 24, 2022

Triggering feature will be handled in #45

@saharan saharan closed this as completed Jan 24, 2022
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