The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body.
Optional
origin: Vec3 | Vec2Optional
direction: Vec3Optional
options: { Optional
filterOptional
filterReturn false to ignore this collider
Optional
maxOptional
queryOptional
solid?: booleanTrue if you want to also hit objects when the raycast starts from inside a collider
Optional
origin: Vec3 | Vec2Optional
direction: Vec3Optional
options: { Optional
filterOptional
filterReturn false to ignore this collider
Optional
maxOptional
queryOptional
solid?: booleanTrue if you want to also hit objects when the raycast starts from inside a collider
Precice sphere overlap detection using rapier against colliders
center of the sphere in worldspace
radius of the sphere
array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
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Get access to the rapier world