{"action":"created","issue":{"url":"https://api.github.com/repos/schteppe/cannon.js/issues/404","repository_url":"https://api.github.com/repos/schteppe/cannon.js","labels_url":"https://api.github.com/repos/schteppe/cannon.js/issues/404/labels{/name}","comments_url":"https://api.github.com/repos/schteppe/cannon.js/issues/404/comments","events_url":"https://api.github.com/repos/schteppe/cannon.js/issues/404/events","html_url":"https://github.com/schteppe/cannon.js/issues/404","id":377850035,"node_id":"MDU6SXNzdWUzNzc4NTAwMzU=","number":404,"title":"Move a sphere on trimesh like a character","user":{"login":"Zbluu","id":11939299,"node_id":"MDQ6VXNlcjExOTM5Mjk5","avatar_url":"https://avatars3.githubusercontent.com/u/11939299?v=4","gravatar_id":"","url":"https://api.github.com/users/Zbluu","html_url":"https://github.com/Zbluu","followers_url":"https://api.github.com/users/Zbluu/followers","following_url":"https://api.github.com/users/Zbluu/following{/other_user}","gists_url":"https://api.github.com/users/Zbluu/gists{/gist_id}","starred_url":"https://api.github.com/users/Zbluu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Zbluu/subscriptions","organizations_url":"https://api.github.com/users/Zbluu/orgs","repos_url":"https://api.github.com/users/Zbluu/repos","events_url":"https://api.github.com/users/Zbluu/events{/privacy}","received_events_url":"https://api.github.com/users/Zbluu/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":7,"created_at":"2018-11-06T13:37:38Z","updated_at":"2018-11-09T00:17:44Z","closed_at":null,"author_association":"NONE","body":"Hello,\r\n\r\nThis is not an issue, just a question.\r\nI have a 3D terrain (using trimesh) generated by a noise, and I want to control a sphere with my keyboard like a character walking on the terrain.\r\n\r\n![image](https://user-images.githubusercontent.com/11939299/48067696-2c277d00-e1d1-11e8-9fe8-7df894173733.png)\r\n\r\n\r\nIn a plane, this is simple, we just change the x and y position of the sphere, but in a 3D terrain, we need to adjust the Z position according to the trimesh, and I have no idea how to do that.\r\n\r\nI only want to use cannon.js, not three.js because I only use Cannon to calculate collisions on server side without rendering.\r\n\r\nAny suggestions ?"},"comment":{"url":"https://api.github.com/repos/schteppe/cannon.js/issues/comments/437204409","html_url":"https://github.com/schteppe/cannon.js/issues/404#issuecomment-437204409","issue_url":"https://api.github.com/repos/schteppe/cannon.js/issues/404","id":437204409,"node_id":"MDEyOklzc3VlQ29tbWVudDQzNzIwNDQwOQ==","user":{"login":"Zbluu","id":11939299,"node_id":"MDQ6VXNlcjExOTM5Mjk5","avatar_url":"https://avatars3.githubusercontent.com/u/11939299?v=4","gravatar_id":"","url":"https://api.github.com/users/Zbluu","html_url":"https://github.com/Zbluu","followers_url":"https://api.github.com/users/Zbluu/followers","following_url":"https://api.github.com/users/Zbluu/following{/other_user}","gists_url":"https://api.github.com/users/Zbluu/gists{/gist_id}","starred_url":"https://api.github.com/users/Zbluu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Zbluu/subscriptions","organizations_url":"https://api.github.com/users/Zbluu/orgs","repos_url":"https://api.github.com/users/Zbluu/repos","events_url":"https://api.github.com/users/Zbluu/events{/privacy}","received_events_url":"https://api.github.com/users/Zbluu/received_events","type":"User","site_admin":false},"created_at":"2018-11-09T00:17:44Z","updated_at":"2018-11-09T00:17:44Z","author_association":"NONE","body":"Wow man, you rock.\r\nBefore this, I used to apply a constant velocity on X and Z axis to move my character, which gave the impression that he was moving faster on a slope than on the flat. But this code resolve my problem, tanks ! 😄\r\n\r\nAnd have you ever had any detection problems with the Raycast ? Like I said in my previous post, when the triangle is too small, my character passes through the ground. I don't understand why you're setting up the Raycast length to 0.61, maybe I missing something ?\r\n\r\nIt seems to me that it's more a Trimesh collision bug than a Raycast bug, but you don't use Trimesh so you probably didn't have it.\r\n\r\n@schteppe, do you know anything about the bug that I described in my previous comment ?\r\nMaybe it would be better if I open a new issue with some reproduct cases ?"}}
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