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Colliders from primitives #326

Merged
merged 9 commits into from
Feb 18, 2024
Merged

Colliders from primitives #326

merged 9 commits into from
Feb 18, 2024

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Jondolf
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@Jondolf Jondolf commented Feb 17, 2024

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

@Jondolf Jondolf added C-Enhancement New feature or request A-Collision Relates to the broad phase, narrow phase, colliders, or other collision functionality C-Breaking-Change This change removes or changes behavior or APIs, requiring users to adapt labels Feb 17, 2024
@Jondolf Jondolf merged commit 3e3c0bd into bevy-main Feb 18, 2024
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@Jondolf Jondolf deleted the colliders-from-primitives branch February 18, 2024 13:46
@Jondolf Jondolf mentioned this pull request Feb 19, 2024
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Jondolf added a commit that referenced this pull request Feb 20, 2024
# 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 with `bevy_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.

- [x] Combine `PhysicsDebugRenderer` and `PhysicsDebugConfig` into `PhysicsGizmos` gizmo configuration group
- [x] Support creating colliders from primitives #326
- [x] Support ellipses and regular polygons as colliders (conical frusta and tori later) #326
- [x] Support creating `ShapeCaster`s with primitive shapes
- [x] Use `Direction2d`/`Direction3d` in spatial query APIs #329

---

## Migration Guide

### Debug rendering

The `PhysicsDebugConfig` resource and `PhysicsDebugRenderer` system parameter have been removed in favor of the new `PhysicsGizmos` [gizmo configuration group](https://bevyengine.org/news/bevy-0-13/#multiple-gizmo-configurations).

Before:

```rust
fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins,
            PhysicsPlugins::default(),
            PhysicsDebugPlugin::default(),
        ))
        // Configure physics debug rendering
        .insert_resource(PhysicsDebugConfig {
            aabb_color: Some(Color::WHITE),
            ..default()
        })
        .run();
}
```

After:

```rust
fn main() {
    App::new()
        .add_plugins((
            DefaultPlugins,
            PhysicsPlugins::default(),
            PhysicsDebugPlugin::default(),
        ))
        // Configure physics debug rendering
        .insert_gizmo_group(
            PhysicsGizmos {
                aabb_color: Some(Color::WHITE),
                ..default()
            },
            GizmoConfig::default(),
        )
        .run();
}
```

This also allows you to configure e.g. line width for just physics gizmos by configuring their `GizmoConfig`.

### Renamed `Collider` constructors (#326)

- Replace `Collider::ball` with `Collider::circle` in 2D and `Collider::sphere` in 3D
- Replace `Collider::cuboid` with `Collider::rectangle` in 2D

### Ray and shape casting (#329)

For spatial queries, replace `Vec2`/`Vec3` directions with [`Direction2d`](https://docs.rs/bevy/0.13.0/bevy/math/primitives/struct.Direction2d.html)/[`Direction3d`](https://docs.rs/bevy/0.13.0/bevy/math/primitives/struct.Direction3d.html).

```rust
// Before
let caster = RayCaster::new(Vec3::ZERO, Vec3::X);

// After
let caster = RayCaster::new(Vec3::ZERO, Direction3d::X);
```

This applies to `RayCaster`, `ShapeCaster`, `SpatialQuery` methods like `cast_ray`, and many other methods that use directions.
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A-Collision Relates to the broad phase, narrow phase, colliders, or other collision functionality C-Breaking-Change This change removes or changes behavior or APIs, requiring users to adapt C-Enhancement New feature or request
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