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Feature Request: Add ellipse collider. #317
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Ellipses aren't supported as a built-in shape in the Parry collision detection library, but it should support custom colliders, so I'll try to implement it for next release. Bevy is getting geometric primitives for 0.13, which includes ellipses and more exotic shapes like conical frusta, and I'm trying to add support for all of these shapes (and also regular polygon colliders which are currently missing). |
# 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.
Ellipse is also a common shape.
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