Comments (3)
Thank you for detailing your needs here. This is similar to what exists in ncollide as collision groups. This should be integrated to Rapier.
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Box2D does it the same way as Godot it seems.
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I have never implemented anything like this in a physics engine and overall my experience working with real physics engines (that weren't my own hacky beasts) is pretty non-existant. But I'd take a shot at looking at what ncollide is doing and porting it over, if that might be valuable @sebcrozet?
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Related Issues (20)
- MultibodyJoint behaves incorrectly - does not react to angular momentum changes
- Feature: Rotation visualization for Ball 2d collider in debug mode HOT 4
- delta_time being 0 results in incorrect simulation
- CollidingEnitites component, doesnt seen to work with sensors. HOT 1
- CollisionPipeline ergonomics feedback and a bug
- Friction impulse not applied at contact point with additional_mass HOT 1
- Nonsymmetric collision with 2 colliders HOT 1
- Feature Request: Ghost Collision Handling
- Mutable non-shared shapes
- Add the possiblity to set joint_natural_frequency and joint_damping_ratio per joint HOT 1
- Adding CoefficientCombineRule of GeometricMean
- Rapier's "parallel" feature doesn't enable Parry's "parallel" feature HOT 1
- Rigidbody doesn't wake up if the joint it's connected to would update it. HOT 4
- Why can't I run your demo locally? HOT 1
- Headless Testbed with Metrics? HOT 3
- Why does FixedJoint allow some rotation?
- `ColliderBuilder::trimesh` doesn't return an error, and does not document potential panics
- Contact reporting may panic in assert HOT 2
- Can rigid bodies move beyond the degrees of freedom of joints?
- urdf3.rs doesn't work cause of version discrepancies
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