Closed lo-th closed 2 years ago
other extend is trigger for rigidbody
RigidBodyType / var _TRIGGER = 3 trigger return collision but have no physics existence very useful for game
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.
i'm testing collision i see little error in RigidBody.tx line 955 getNumContectLinks i guess is getNumContactLinks
getNumContectLinks → getNumContactLinks
Thanks! I hadn't noticed it.
Triggering feature will be handled in #45
Hi Saharan, A great option for raycast is add a mask if possible world.rayCast( begin, end, callback, mask = 1 )
to pass through object