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Description
A cuboid collider attached to a dynamic rigidbody gets stuck after contacting a polyline collider attached to a fixed rigidbody.
As shown in the video: when moving left and right on the square polyline collider, it gets stuck at the corners, but moving on the cuboid collider works fine.
Kapture.2024-06-02.at.17.34.45.mp4
Reproduce
Modify the examples2d/character_controller2.rs file to the following code, then run it.
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
use rapier_testbed2d::{KeyCode};
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground_size = 10.0;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Polyline Collider
*/
let mut points = Vec::new();
points.push(point![0.0, 0.0]);
points.push(point![0.0, 2.0]);
points.push(point![2.0, 2.0]);
points.push(point![2.0, 0.0]);
points.push(point![0.0, 0.0]);
let rigid_body = RigidBodyBuilder::fixed();
let handle = bodies.insert(rigid_body);
let collider: ColliderBuilder = ColliderBuilder::polyline(points, None);
colliders.insert_with_parent(collider, handle, &mut bodies);
/*
* Box Collider
*/
let rigid_body = RigidBodyBuilder::fixed().translation(vector![5.0, 1.0]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(1.0, 1.0);
colliders.insert_with_parent(collider, handle, &mut bodies);
/*
* Character we will control manually.
*/
let rb = RigidBodyBuilder::dynamic().lock_rotations().translation(vector![-3.0, 5.0]);
let character_handle = bodies.insert(rb);
let collider = ColliderBuilder::cuboid(0.5, 0.5).friction(0.0).restitution(0.0).restitution_combine_rule(CoefficientCombineRule::Multiply).friction_combine_rule(CoefficientCombineRule::Multiply);
colliders.insert_with_parent(collider, character_handle, &mut bodies);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
//testbed.set_character_body(character_handle);
testbed.look_at(point![0.0, 1.0], 100.0);
testbed.add_callback(move |gfx, physics, _, _| {
let Some(gfx) = gfx else { return };
for key in gfx.keys().get_pressed() {
match *key {
KeyCode::ArrowRight => {
let rb = physics.bodies.get_mut(character_handle).unwrap();
let vel = rb.linvel();
rb.set_linvel(vector![2.0, vel.y], true);
}
KeyCode::ArrowLeft => {
let rb = physics.bodies.get_mut(character_handle).unwrap();
let vel = rb.linvel();
rb.set_linvel(vector![-2.0, vel.y], true);
}
KeyCode::Space => {
let rb = physics.bodies.get_mut(character_handle).unwrap();
let vel = rb.linvel();
rb.set_linvel(vector![vel.x, 6.0], true);
}
_ => {}
}
}
for key in gfx.keys().get_just_released() {
match *key {
KeyCode::ArrowRight => {
let rb = physics.bodies.get_mut(character_handle).unwrap();
let vel = rb.linvel();
rb.set_linvel(vector![0.0, vel.y], true);
}
KeyCode::ArrowLeft => {
let rb = physics.bodies.get_mut(character_handle).unwrap();
let vel = rb.linvel();
rb.set_linvel(vector![0.0, vel.y], true);
}
_ => {}
}
}
});
}