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Update to Bevy 0.13 #315
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Update to Bevy 0.13 #315
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# Objective Support creating colliders from the new geometric primitives in Bevy 0.13. ## Solution Add an `IntoCollider` trait and implement it for primitives. For now, tori and conical frusta are not supported, as they aren't as trivial to implement. Some new collider shapes are also supported: ellipses and regular polygons. These are implemented using custom shapes, as Parry doesn't have them built-in. `Collider::ball` is now also `Collider::circle` in 2D and `Collider::sphere` in 3D. `Collider::cuboid` is `Collider::rectangle` in 2D. This makes the naming consistent with Bevy. --- ## Migration Guide - Replace `Collider::ball` with `Collider::circle` in 2D and `Collider::sphere` in 3D - Replace `Collider::cuboid` with `Collider::rectangle` in 2D
…for `ShapeCaster::new`
…:from_ray` (#329) # Objective Bevy 0.13 added the `Direction2d` and `Direction3d` types along with `Ray2d` and `Ray3d` types. The new direction types are a great fit for ray directions, as they guarantee that the direction is normalized. This avoids the potential footgun where unnormalized directions are actually treated like velocity, which affects the time of impact. Ray and shape casting APIs should use the direction types. It should also be possible to make a `RayCaster` from a ray conveniently. ## Solution Add `Ray` and `Dir` type aliases to support 2D and 3D, and use `Dir` for directions for `RayCaster`, `ShapeCaster`, and `SpatialQuery` methods. I also added a `RayCaster::from_ray` constructor. --- ## Migration Guide For spatial queries, replace `Vec2`/`Vec3` directions with `Direction2d`/`Direction3d`. ```rust // Before let caster = RayCaster::new(Vec3::ZERO, Vec3::X); // After let caster = RayCaster::new(Vec3::ZERO, Direction3d::X); ```
ManevilleF
added a commit
to ManevilleF/bevy_silk
that referenced
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Feb 22, 2024
Blocking: * [x] dimforge/bevy_rapier#479 * [x] Jondolf/avian#315 * [x] vladbat00/bevy_egui#236 * [x] jakobhellermann/bevy-inspector-egui#185
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Objective
Closes #314 and #317.
This PR will be merged once Bevy 0.13 is released. Feel free to use this
bevy-main
branch in the meantime if you want to use the main branch of Bevy withbevy_xpbd
.Solution
Update to the latest Bevy version.
For the 0.13 migration, I will be trying to implement various changes, mostly surrounding the new geometric primitives and ray structs. I will probably do these in PRs that I merge into this one, and it will all be merged into main once 0.13 is actually released.
PhysicsDebugRenderer
andPhysicsDebugConfig
intoPhysicsGizmos
gizmo configuration groupShapeCaster
s with primitive shapesDirection2d
/Direction3d
in spatial query APIs Use direction types in ray and shape casting APIs and addRayCaster::from_ray
#329Migration Guide
Debug rendering
The
PhysicsDebugConfig
resource andPhysicsDebugRenderer
system parameter have been removed in favor of the newPhysicsGizmos
gizmo configuration group.Before:
After:
This also allows you to configure e.g. line width for just physics gizmos by configuring their
GizmoConfig
.Renamed
Collider
constructors (#326)Collider::ball
withCollider::circle
in 2D andCollider::sphere
in 3DCollider::cuboid
withCollider::rectangle
in 2DRay and shape casting (#329)
For spatial queries, replace
Vec2
/Vec3
directions withDirection2d
/Direction3d
.This applies to
RayCaster
,ShapeCaster
,SpatialQuery
methods likecast_ray
, and many other methods that use directions.