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This repository has been archived by the owner on Nov 29, 2022. It is now read-only.
I am currently using heron for the Bevy Jam #1 and other projects too, I like it a lot.
But I am spawning some fast-moving entities in the world and was wondering if there were any way to enable the continuous-collision-detection options on a rigid body. I remember something in the heron documentation about being able to call raw rapier methods, am I right?
But you may retrieve and mutate the rapier rigid body that is in the RigidBodySet resource via the RigidBodyHandle that is inserted in entities.
Example:
// Treat the following as pseudo-code, I didn't check if it would even compile!fnenable_ccd(mutrigid_bodies:ResMut<RigidBodySet>,new_handles:Query<&RigidBodyHandle,Added<RigidBodyHandle>>){for handle in new_handles.iter(){ifletSome(body) = rigid_bodies.get_mut(handle.into_rapier()){
body.enable_ccd(true);}}}
I leave this issue open as a request to add a "first-class" abstraction for enabling CCD. I guess the simplest approach would be to provide a CCD compnent. Inserting the component would enable CCD for the body, Removing the component would disable it.
I am currently using heron for the Bevy Jam #1 and other projects too, I like it a lot.
But I am spawning some fast-moving entities in the world and was wondering if there were any way to enable the continuous-collision-detection options on a rigid body. I remember something in the heron documentation about being able to call raw rapier methods, am I right?
IIRC, it looks highly related to #43.
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