Open JamesHagerman opened 8 years ago
I'd love to see capsule casting in Cannon! But, I'm not familiar with any such algorithm. How does it work?
Oh sorry, I meant sphere casting.. Maybe they are equivalent? (A swept sphere is a capsule)
I'm not entirely positive. I know Unity provides such functionally along with a "rigidbody sweep" to boot!
I'm pretty sure I need the functionality so I'll see what I can dig up!
On Jan 4, 2016, at 11:22 PM, Stefan Hedman notifications@github.com wrote:
I'd love to see capsule casting in Cannon! But, I'm not familiar with any such algorithm. How does it work?
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Awesome!
So I know that this was put together by @toji https://gist.github.com/toji/2802287
It was based on this paper: http://peroxide.dk/papers/collision/collision.pdf
I haven't played with it enough because I don't know enough about how Cannon.js works to get a list of triangles in the physics engine. There are implementation notes at the bottom of the Gist.
That might be a good starting point...
I'm curious if it is possible to use cannon.js to implement some amount of spherecasting (sweeping an object along a ray and seeing what it runs into first and where the collision would occur). I know it can be done outside of cannon.js (using three.js and some legwork, for example), and I know that raycasting is often used for collision stuff...
I just don't really know enough about how cannon.js's update cycle works to build it at this point.
I'll start digging, but if there's any help, I'd love to see it!