fix(deps): update dependency @dimforge/rapier3d-compat to ^0.13.0 - autoclosed #13
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This PR contains the following updates:
^0.11.2
->^0.13.0
Release Notes
dimforge/rapier.js (@dimforge/rapier3d-compat)
v0.13.1
Compare Source
Fixed
v0.13.0
Compare Source
Several stability improvements are added as part of this release.
See rapier#625 for overviews of the most important improvements.
Modified
castShape
andcastCollider
functions have been modified to add atargetDistance
parameter. This parameterindicates the distance below which a hit is detected.
RayIntersection.toi
to.timeOfImpact
for better clarity.RayColliderIntersection.toi
to.timeOfImpact
for better clarity.RayColliderToi
toRayColliderHit
.RayColliderHit.toi
to.timeOfImpact
for better clarity.ShapeTOI
toShapeCastHit
.ShapeColliderTOI
toColliderShapeCastHit
.ShapeCastHit.toi
to.timeOfImpact
.Added
KinematicCharacterController.normalNudgeFactor
and.setNormalNudgeFactor
so set a coefficient used foravoiding having the character controller get stuck on penetrations.
RigidBody.softCcdPrediction
,.setSoftCcdPrediction
, andRigidBodyDesc.setSoftCcdPrediction
for configuringsoft-ccd on the rigid-body. See rapier#625 for additional details on
soft-ccd.
TriMeshFlags::FIX_INTERNAL_EDGES
andHeightFieldFlags::FIX_INTERNAL_EDGES
for enablinginternal edges correction (which is no longer enabled by default). The flags have been added as an optional parameter
when building the shapes.
Collider.contactSkin
,.setContactSkin
, andColliderDesc.setContactSkin
for configuring the collider’scontact skin. See rapier#625 for additional details on contact skins.
World.lengthUnit
which can be used to indicate the typical size of dynamic objects (e.g. 100 pixels instead of1 meter). This helps the physics engine adjust internal thresholds for better results.
Fixed
v0.12.0
Compare Source
The main highlight of this release is the implementation of a new non-linear constraints solver for better stability
and increased convergence rates. See #579 for additional information.
In order to adjust the number of iterations of the new solver, simply adjust
World.numSolverIterations
.If recovering the old solver behavior is useful to you, call
World.switchToStandardPgsSolver()
.It is now possible to specify some additional solver iteration for specific rigid-bodies (and everything interacting
with it directly or indirectly through contacts and joints):
RigidBodyDesc.additionalSolverIterations
andRigidBody::setAdditionalSolverIterations
. This allows for higher-accuracy on subsets of the physics scenewithout affecting performance of the other parts of the simulation.
Modified
CharacterController.translationApplied
,.translationRemaining
and thedesiredTranslation
method argument to
CharacterController.translationDeltaApplied
,.translationDeltaRemaining
and thedesiredTranslationDelta
to avoid confusion with the usage of thetranslation
world inRigidBody.translation()
.Added
DynamicRayCastVehicleController
to simulate vehicles based on ray-casting.JointData.generic
(3D only) to create a generic 6-dof joint and manually specify the locked axes.Configuration
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