Enable to visualize raycasts in the scene with gizmos
clear all possibly cached data (e.g. mesh data when creating scaled mesh colliders)
Get the Needle Engine component for a rapier object
Returns the linear velocity of a rigidbody or the rigidbody of a collider
Fast raycast against physics colliders
Optional
origin: Vec3 | Vec2ray origin in screen or worldspace
Optional
direction: Vec3ray direction in worldspace
Optional
options: {additional options
Optional
filterGroups?: numberRaycast filter groups. Groups are used to apply the collision group rules for the scene query. The scene query will only consider hits with colliders with collision groups compatible with this collision group (using the bitwise test described in the collision groups section). See https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
For example membership 0x0001 and filter 0x0002 should be 0x00010002
Optional
filterPredicate?: (collider: ICollider) => booleanReturn false to ignore this collider
Optional
maxDistance?: numberOptional
queryFilterFlags?: QueryFilterFlagsOptional
solid?: booleanTrue if you want to also hit objects when the raycast starts from inside a collider
raycast that also gets the normal vector. If you don't need it use raycast()
Optional
origin: Vec3 | Vec2Optional
direction: Vec3Optional
options: {Optional
filterGroups?: numberRaycast filter groups. Groups are used to apply the collision group rules for the scene query. The scene query will only consider hits with colliders with collision groups compatible with this collision group (using the bitwise test described in the collision groups section). See https://rapier.rs/docs/user_guides/javascript/colliders#collision-groups-and-solver-groups
For example membership 0x0001 and filter 0x0002 should be 0x00010002
Optional
filterPredicate?: (collider: ICollider) => booleanReturn false to ignore this collider
Optional
maxDistance?: numberOptional
queryFilterFlags?: QueryFilterFlagsOptional
solid?: booleanTrue if you want to also hit objects when the raycast starts from inside a collider
Enable to render collider shapes