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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 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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