This repository demonstrates a bug in parry3d's cast_shapes_nonlinear function where it fails to detect collisions between two cuboids that visibly intersect.
The code shows a case where two cuboids clearly collide during motion (see visualization), but cast_shapes_nonlinear incorrectly returns no collision.
- Run
cargo runto see the visualization - The
contactfunction correctly reports penetration between the objects, confirming that they do intersect - The red cuboid moves through the gray static cuboid
- Despite the intersection, the collision detection returns false
